This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. Video game design and production is a fast paced, hit-driven, technology-based field. Hardware used in game consoles and personal computers continues to improve, getting faster and cheaper at a dizzying pace. Video game developers start each new project with increased computational resources, and a long list of cool features they would like to incorporate. Since they normally work on very tight production schedules, they have little or no time to experiment with untested technology. Results from recent research help to bridge that gap. Researchers, working largely in academia and occasionally in industry, are motivated by exploring new technology. To be published, research must be novel: either a completely new idea or a significant improvement on an old idea. Commercial game development can provide a rich stream of "...it would be nice if..." ideas which can inspire new research projects. This focus on novelty in the research world contrasts with the commercial world. There, while novelty is good, what really matters is an enjoyable, engaging experience. A sequel can be a hit while a strikingly original game may not. These two communities have conflicting goals and very different cultures. Yet a mutually beneficial symbiotic relation can exist between them. With luck this page may lead to cross-fertilization and perhaps some beneficial collaborations. Maintenance of this page is generously sponsored by the R&D group of Sony Computer Entertainment America. What isn't hereSome aspects of game technology research are well covered elsewhere and will not be duplicated here. For example, all research on computer graphics is ultimately relevant to video games. Computer graphics is a huge field with its own excellent online resources, such as SIGGRAPH and its literature. There are excellent online resources devoted to specific aspects of computer graphics, such as Real Time Rendering and animation. Game design is covered elsewhere (1, 2, 3) and mentioned here only in terms of technology. Other than those broad exceptions, almost anything available on the web about research or technology related to video games is fair game. Feel free to suggest additions or corrections for this page. |
General resources for game research and technology
- Sandbox: an ACM Video Game Symposium (2007, 2006) co-located with SIGGRAPH
- Journal of Game Development (CRM)
- Game Programming Gems book series (CRM)
- Game Developers Conference (CMP)
- Game Developer Magazine (CMP)
- Gamasutra (CMP)
- IGDA International Game Developers Association
- Game Research covering "the art, business, and science of computer games"
- Game Professor: videogame research, academic papers, and resources
- Calendar of game industry events
Game AI resources:
- Web sites on game AI:
- Game developer:
- AIWisdom.com by Steve Rabin ("Our Goal: Catalogue Every Game AI Article and Every Graphics Article")
- Game/AI blog by Damian Isla
- Game AI Page by Steve Woodcock
- aiGuru.com by Michael Zarozinski
- AI Depot by Alex Champandard
- Game AI links by Robert Zubek
- An AI Architecture for Games and Robotics by Nick Porcino
- Artificial Intelligence resources at gamedev.net
- Artificial Intelligence resources at GDSE
- Academic:
- Artificial Intelligence and Computer Games Research at UMich by John Laird et al.
- Artificial Intelligence section of Amit Patel's Game Programming Information.
- AI Center by Alexander Nareyek
- Dialogue in Computer Games by Penny Drennan
- Game AI Paper Summaries, Strategy AI and by Penny Sweetser
- Game developer:
- Conferences and workshops:
- IEEE Symposium on Computational Intelligence and Games (2007)
- Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2005 2006, 2007)
- V-Crowds '05 The First International Workshop on Crowd Simulation
- AAAI-04 Workshop on Challenges in Game AI (2004)
- Artificial Intelligence and Interactive Entertainment (AAAI AIIE 2002, 2001, 2000, 1999)
- Books: (see also AIWisdom.com)
- Artificial Intelligence for Computer Games: An Introduction (2004) by John D. Funge. The companion web site ai4games.org includes bibliography, errata, chapter guide, and relevant links.
- Programming Game AI by Example (2004) by Mat Buckland
- AI Game Engine Programming (2004) by Brian Schwab
- AI for Game Developers (2004) by David M. Bourg and Glenn Seeman
- AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors (2003) by Alex Champandard. See also the companion web site AiGameDev.com.
- AI Game Programming Wisdom 2 (2003) edited by Steve Rabin.
- AI Game Programming Wisdom (2002) edited by Steve Rabin.
- AI for Animation and Games: A Cognitive Modeling Approach (1999) by John D. Funge.
- Papers:
- Surveys and overviews:
- Alex Nareyek (2004) Artificial Intelligence in Computer Games - State of the Art and Future Directions ACM Queue 1(10), 58-65 (PDF of print version)
- Behavior Modeling in Commercial Games (2004) by David E. Diller, William Ferguson, Alice M. Leung, Brett Benyo, Dennis Foley [DOC]
- Pathfinding:
- Memory-Efficient Abstractions for Pathfinding (2007) Nathan R. Sturtevant [PDF]
- Near Optimal Hierarchical Path-Finding (2004) Adi Botea, Martin Müller and Jonathan Schaeffer
- Efficient Navigation Mesh Implementation (2004) John C. O’Neill
- Realistic Human Path Planning using Fluid Simulation [PDF] (2004) by René G. Burgess and Christian J. Darken
- Ribbon Networks for Modeling Navigable Paths of Autonomous Agents in Virtual Urban Environments [PDF] (2003) Peter Willemsen, Joseph K. Kearney and
- Interactive Navigation in Complex Environments Using Path Planning (2003) Brian Salomon, Maxim Garber, Ming C. Lin, andDinesh Manocha
- Polygon Soup for the Programmer's Soul: 3D Pathfinding (2001) by Patrick Smith. GDC 2001 presentation slides in [PPT].
- Memory-Efficient Abstractions for Pathfinding (2007) Nathan R. Sturtevant [PDF]
- Formations:
- Formation-Based Pathfinding With Real-World Vehicles (2000) by Jim Van Verth, Victor Brueggemann, Jon Owen and Peter McMurry. Extends steering behaviors to include multi-vehicle formations and explores more specific vehicle locomotion models.
- Coordinated Unit Movement, and Implementing Coordinated Movement (1999) by Dave Pottinger
- Closely related robotics papers:
- Formations with a Mission: Stable Coordination of Vehicle Group Maneuvers (2002) by Petter Ogren, Edward Fiorelli andNaomi Ehrich Leonard
- Negotiated Formations (2003) by David J. Naffin and Gaurav S. Sukhatme
- Robot Formations Using Only Local Sensing and Control (2001) by Jakob Fredslund and Maja J Mataric
- Social Potentials for Scalable Multi-Robot Formations (2000) by Tucker Balch and Maria Hybinette
- Behavior-based Formation Control for Multi-robot Teams (1999) by Tucker Balch and Ronald C. Arkin
- Formations with a Mission: Stable Coordination of Vehicle Group Maneuvers (2002) by Petter Ogren, Edward Fiorelli andNaomi Ehrich Leonard
- Steering behaviors:
- Autonomous Behaviors for Interactive Vehicle Animations (2004) by Jared Go, Thuc Vu and James Kuffner. [PDF]
- Fast, Neat and Under Control: Inverse Steering Behaviors for Physical Autonomous Agents (2003) Heni Ben Amor, Oliver Obst,Jan Murray. [PDF] [CiteSeer]
- Steering Behaviors For Autonomous Characters (1999) by Craig Reynolds. [PDF] [CiteSeer]
- Autonomous Behaviors for Interactive Vehicle Animations (2004) by Jared Go, Thuc Vu and James Kuffner. [PDF]
- Crowds:
- Continuum Crowds (2006) by Adrien Treuille, Seth Cooper and Zoran Popović [PDF] [DivX movie]
- Big Fast Crowds on PS3 (2006) by Craig Reynolds (PSCrowd) [PDF]
- FastCrowd: Real-Time Simulation and Interaction with Large Crowds based on Graphics Hardware (2004) by Nicolas Courty andSoraia Raupp Musse [PDF]
- Interaction with Groups of Autonomous Characters (2000) by Craig Reynolds. [PDF]
- Continuum Crowds (2006) by Adrien Treuille, Seth Cooper and Zoran Popović [PDF] [DivX movie]
- Camera AI:
- A Lightweight Intelligent Virtual Cinematography System for Machinima Production (2007) David K. Elson and Mark O. Riedl.[PDF]
- A Cinematography System for Virtual Storytelling (2003) Nicolas Courty, Fabrice Lamarche, Stéphane Donikian, and Éric Marchand. [PDF]
- Real-Time Camera Control For Interactive Storytelling (2002) Fred Charles, Jean-Luc Lugrin, Marc Cavazza and Steven J. Mead.[PDF] [CiteSeer]
- A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence (2001) byNicolas Halper, Ralf Helbing and Thomas Strothotte. [PDF] [CiteSeer]
- The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing (1996) by Michael F. Cohen,Li-wei He and David Salesin. [PDF] [CiteSeer]
- A Lightweight Intelligent Virtual Cinematography System for Machinima Production (2007) David K. Elson and Mark O. Riedl.[PDF]
- Visibility and perception:
- Visibility and Concealment Algorithms for 3D Simulations [PDF] (2004) by Christian J. Darken
- AI on the GPU [PDF] (2004) by Christian J. Darken, E. Ray Pursel, J. Steve Correia. On determining how entities on a virtual battlefield see each other.
- State Estimation for Game AI using Particle Filters (2004) by Curt Bererton. [PDF] [AVI video]
- Object Persistence for Synthetic Characters (2002) by Damian A. Isla and Bruce M. Blumberg. [PDF]
- Social and conversational agents:
- Character Participation in Social Interaction [PDF] (2004) by Robert Zubek
- Generic Personality and Emotion Simulation for Conversational Agents [PDF] (2004) by Arjan Egges, Sumedha Kshirsagar, Nadia Magnenat-Thalmann
- FLAME - A Fuzzy Logic Adaptive Model of Emotions (2000) by Magy Seif El-Nasr, John Yen, and Thomas Ioerger. [PS]
- Story AI:
- Interactive Storytelling: A Player Modelling Approach (2007) David Thue, Vadim Bulitko, Marcia Spetch and Eric Wasylishen. [PDF] (regarding: PaSSAGE: Player-Specific Stories via Automatically Generated Events)
- Dynamic Generation of Dilemma-based Interactive Narratives (2007) Heather Barber and Daniel Kudenko. [PDF]
- AI Characters and Directors for Interactive Computer Games (2004) Brian Magerko, John E. Laird, Mazin Assanie, Alex Kerfootand Devvan Stokes. [PDF]
- An intent-driven planner for multi-agent story generation (2004) by Mark Owen Riedl and R. Michael Young. [PDF]
- Interactive Narrative Architecture Based on Filmmaking Theory (2004) by Magy Seif El-Nasr. [PDF]
- A Search-Based Drama Manager (2004) by Ari Lamstein and Michael Mateas [PDF]
- Façade: An Experiment in Building a Fully-Realized Interactive Drama (2003) Michael Mateas and Andrew Stern [PDF]
- The Stage as a Character: Automatic Creation of Acts of God for Dramatic Effect (1995) by Bradley Rhodes and Pattie Maes
- Interactive Storytelling: A Player Modelling Approach (2007) David Thue, Vadim Bulitko, Marcia Spetch and Eric Wasylishen. [PDF] (regarding: PaSSAGE: Player-Specific Stories via Automatically Generated Events)
- Action selection and agent architecture:
- Improv: A System for Scripting Interactive Actors in Virtual Worlds (1996) by Ken Perlin and Athomas Goldberg [PDF] [CiteSeer][related page]
- Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments (1995) by Bruce Blumberg and Tinsley Galyean. [PDF] [CiteSeer]
- Improv: A System for Scripting Interactive Actors in Virtual Worlds (1996) by Ken Perlin and Athomas Goldberg [PDF] [CiteSeer][related page]
- Strategy and tactics:
- SORTS: A Human-Level Approach to Real-Time Strategy AI (2007) Sam Wintermute, Joseph Xu, and John E. Laird [PDF]
- Rules versus Scripts in Games Artificial Intelligence (2004) by Nathan Combs and Jean-Louis Ardoint. [PDF]
- It Knows What You're Going to Do: Adding Anticipation to a Quakebot (2001) by John E. Laird. [PDF]
- Learning and evolution:
- Evolving Opponents for Interesting Interactive Computer Games (2004) by Georgios N. Yannakakis and John Hallam. [PDF]
- Fast and Learnable Behavioral and Cognitive Modeling for Virtual Character Animation (2004) Jonathan Dinerstein, Parris K. Egbert, Hugo de Garis and Nelson Dinerstein. [PDF]
- Integrated Learning for Interactive Synthetic Characters (2002) Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson, Bill Tomlinson. [PDF]
- Evolving Opponents for Interesting Interactive Computer Games (2004) by Georgios N. Yannakakis and John Hallam. [PDF]
- Other:
- SquadSmart: Hierarchical Planning and Coordinated Plan Execution for Squads of Characters (2007) Peter Gorniak and Ian Davis [PDF]
- Automatic Rule Ordering for Dynamic Scripting (2007) Timor Timuri, Pieter Spronck and Jaap van den Herik [PDF]
- Automating Lighting Design for Interactive Entertainment (2004) Magy Seif El-Nasr and Ian Horswill. [PDF]
- Realistic Autonomous Navigation in Dynamic Environments (2003) by Alex Champandard (Masters thesis, University of Edinburgh)
- RTS Games as Test-Bed for Real-Time Research [PDF] (2003) Michael Buro and Timothy Furtak.
- Artificial Stupidity: The Art of Intentional Mistakes (2003) Lars Liden. [PDF]
- A Visual Environment for Rapid Behavior Definition (2003) Dan Fu, Ryan Houlette, and Randy Jensen. [PDF]
- Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games (2002) by Daniel Fu and Ryan Houlette [PDF]
- Strategic and Tactical Reasoning with Waypoints (2002) Lars Liden. [PDF]
- Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research (2001) Rogelio Adobbati, Andrew N. Marshall, Andrew Scholer, Sheila Tejada, Gal Kaminka, Steven Schaffer, Chris Sollitto. [PDF] [CiteSeer]
- SquadSmart: Hierarchical Planning and Coordinated Plan Execution for Squads of Characters (2007) Peter Gorniak and Ian Davis [PDF]
- Surveys and overviews:
- Game AI articles:
- Artificial Intelligence articles from Gamasutra (requires free registration)
- Using Genetic Algorithms for Game AI by Greg James at GIGnews
- AI in Video Games vs. AI in Academia (Slashdot discussion)
- Wild Things game AI article from Wired.
- AI helps gamers keep on playing (BBC 2002) by Mark Ward on AI in Majorem
- Computer games start thinking (BBC 2002) by Mark Ward
- The future of artificial intelligence: The Borg? (2002, ZDNet) group mind AI for "Dmitry"
- AI in action games: complete interviews (2002, PC Gamer)
- NOLF 2: the complete developer interview (2002, PC Gamer)
- AI Middleware: Getting into Character by Eric Dybsand (Gamasutra, July 2003) parts: 1, 2, 3, 4, 5
- The Full Spectrum Warrior Camera System by John Giors (GDC 2004, Gamasutra (requires free registration))
- Under the hood of The Sims (2002 IE only?) lecture notes by Ken Forbus
- What does AI offer video games? (2004, self-published) by Craig Furness
- Bringing emotions to video games Can games inspire feelings as well as fun? by Tom Loftus (2004, MSNBC) [PDF]
- Adapting the Tools of Drama to Interactive Storytelling (2001, Gamasutra (requires free registration)) by Randy Littlejohn
- Agitating for Dramatic Change (2003, Gamasutra (requires free registration)) by Randy Littlejohn
- Software:
- Commercial:
- AI.implant from Engenuity Technologies
- Artificial Contender from TruSoft
- DirectIA
- emotion ai
- Kynapse from Kynogon
- LiveCombat from AiLive
- Louder Than A Bomb! Software
- Massive (crowd system used in Lord of the Rings, see also)
- Pariveda
- Realtime Drama
- RenderWare A.I. ("powered by Kynogon")
- SimBionic from Stottler Henke Associates.
- Softimage Behavior
- SpirOps
- Virtools AI Pack (formerly NeMo?)
- Open source:
- Commercial:
- Other:
- IGDA's committee on Artificial Intelligence (AI) Interface Standards [related game AI newsletter]
- International Journal of Intelligent Games & Simulation
- Computers > Artificial Intelligence > Games (Google/DMOZ directory)
- comp.ai.games newsgroup (via web or nntp)
- Related topics:
- Games with programmable AI: games providing API/SDK allowing them to be used as testbeds for AI research. (From CS 672: Learning and Sequential Decision Making by Michael L. Littman.) Some others:
- ORTS - A Free Software RTS Game Framework
- Freeciv: "Cause civilization should be free!"
- Games > Video Games > Simulation > Programming Games (Google/DMOZ directory)
- Gamebots Unreal Tournament as a domain for research in artificial intelligence
- Emotionally Challenged blog by Ian Wilson on articial emotion.
- Terra Nova a blog about virtual worlds: "computer-generated, persistent, immersive, and representational social platforms...MMORPGs..."
- Interactive Storytelling: Techniques for 21st Century Fiction (2004) book by Andrew Glassner
- GPGPU General-Purpose Computation Using Graphics Hardware
- AI on the Web a massive directory of general (not specifically game related) AI links, online companion to the book Artificial Intelligence: A Modern Approach
- Games with programmable AI: games providing API/SDK allowing them to be used as testbeds for AI research. (From CS 672: Learning and Sequential Decision Making by Michael L. Littman.) Some others:
Game Physics resources:
- Books:
- Game Physics (2003) by David H. Eberly see table of contents and source code
- Physics for Game Developers (2001) by David M. Bourg (overview and reviews)
- Papers:
- Practical Physics for Articulated Characters [PDF] (2004) by Vangelis Kokkevis
- Using Verlet Integration and Constraints in a Six Degree of Freedom Rigid Body Physics Simulation [PDF] (2004) by Rick Baltman
- Advanced Character Physics (2001) by Thomas Jakobsen
- Software:
- Open source:
- Open Dynamics Engine (ODE) and odejava
- Tokamak Game Physics SDK
- Newton Game Dynamics
- Bullet Continuous Collision Detection and Physics Library
- OPCODE Optimized Collision Detection
- Commercial:
- Ageia's PhysX
- Havok Game Dynamics SDK
- RenderWare Physics
- Meqon Game Dynamics SDK
- 3Impact dynamics-capable game engine
- CMLabs (realtime, but oriented toward engineering and academic use)
- NovodeX Rocket (free for non-commercial use)
- Ageia's PhysX
- Open source:
- Other:
- Rigid Body Dynamics by Chris Hecker
- Interactive Physics Simulation Resources by Thomas Jakobsen
- Physics Resource Guide (Gamasutra, requires free registration)
- Research on game physics (Pseudo Interactive)
- Smash Hits (2001, Wired) by Mark Frauenfelder
Academic resources: game design, production and criticism:
- University labs, centers and projects:
- Entertainment Technology Center CMU
- University of Alberta Games Group
- Game Research Lab (University of Tampere)
- Center for Computer Games Research IT University of Copenhagen
- Interactive Entertainment Group Northwestern University
- Game Culture & Technology Lab UCI
- Institute for Creative Technologies USC
- EA Game Innovation Lab (stand-in link) USC
- Video Game Research Site Purdue
- The Rapunsel Project (NYU, Hunter College, University of Illinois)
- How They Got Game: History and Culture of Interactive Simulations and Video Games, at Stanford Humanities Lab
- Serious Games: Improving Public Policy through Game-Based Learning and Simulation and the Serious Games Summit. (See also this 2004 CIE article article by Ben Sawyer and this (older?) site.)
- Game Technology Research at Brown
- Computer Games Group University of Maastricht
- Liquid Narrative Group North Carolina State University
- InteractiveStory.net and Façade
- Water Cooler Games "video games with an agenda...beyond entertainment"
- Experimental Game Lab Georgia Tech
- Research in Interactive Narratives University of Teesside
- Game Development Society ("Stop playing alone, play together!") Leeds University
- University courses:
- CS 4455 - Video Game Design and Programming Georgia Tech
- Computer Game Design and Implementation University of Michigan
- Algorithms for Computer Games notes for course at the University of Turku.
- History of Computer Game Design: Technology, Culture, Business Stanford
- AI for Game Programming Course Information (Jessica Bayliss) RIT
- CS 294 Computer Games Home Page (David Forsyth) UC Berkeley
- Game Development Certificate Program, University of Washington Extension
- CS 395 Interactive Graphics Techniques for Computer Gaming (Ben Watson) Northwestern
- Academically oriented online forums
- Game Studies -- aesthetic, cultural and communicative aspects of computer games
- Ludology.org - Videogame Theory (see also Associated Press Says "Ludology")
- Narratology - projects, debates and resources in narrative theory
- Grand Text Auto - group blog about interactive narrative, games, poetry, and art.
- The Education Arcade - The Future of Videogames in Education
- Conferences and workshops
- Computer Game Technology Conference (2004)
- Gaming2Learn workshop (2003 Media X, Stanford)
- Game On: 2000, 2001, 2002, 2003, 2004 and GameOn'NA 2005. See also this article on The Game On conference and the current state of research into learning.
- International Conference on Virtual Storytelling: 2003, 2001
- Narrative Intelligence AAAI 1999 Fall Symposium
- RE:PLAY (1999) "Real world Conference: Game design + Game Culture"
- Computer Game Technology Conference (2004)
- Papers:
- GameFlow: A Model for Evaluating Player Enjoyment in Games (2005) Penelope Sweetser and Peta Wyeth [PDF]
- Scripting Versus Emergence: Issues for Game Developers and Players in Game
Environment Design (2005) Penelope Sweetser and Janet Wiles [PDF] - Learning by Design: Games as Learning Machines (2004) by James Paul Gee. [PDF]
- MDA: A Formal Approach to Game Design and Game Research (2002) Robin Hunicke, Marc LeBlanc, Robert Zubek. [PDF]
- Other:
- Games > Game Studies > Education (Google/DMOZ directory)
- Video game studies from Wikipedia
- IGDA's Academic site, including academic events, articles, curriculum, and forums.
- Gamers Learning by Degree (2002, Wired)
- 10 Game Industry Sites We Like (GIGnews)
- Digital Games Research Association (DiGRA) Online Community
- Shedding the stigma: Yes, that's a Ph.D in game theory hanging on the wall (2004, AP)
- U.S. colleges offering video game studies (2004, Reuters, via Frobes)
- gaming research | games as education | games as art by Mary Flanagan including The Rapunsel Project and The Adventures of Josie True
- Whither Game Research (2004 blog post) by Michael Mateas
- Towards Relevant Research: Collaboration 101 (GDC 2004 panel) by Robin Hunicke, with Raph Koster, Mark DeLoura, Michael van Lent and Will Wright. Session summary and session prep notes.
- Computer Games in an Academic Environment by Asher Lipson
Related topics of interest
- The Uncanny Valley, described by Dr. Masahiro Mori, is a bump in the road toward realistic human characters. As modeling and animation of synthetic human characters continues to improve, eventually a boundary is crossed. What once looked like crudely animated people now begins to look like real video of profoundly creepy people. As suggested in the articles below, stylization is a traditional way to avoid this troublesome Valley.
- The Uncanny Valley (2000) by Dave Bryant: Why are monster-movie zombies so horrifying and talking animals so fascinating? [PDF]
- The Undead Zone (2004, Slate) by Clive Thompson: Why realistic graphics make humans look creepy.
- Robots Dancing in the Uncanny Valley ... (2004, Life With Alacrity)
- The Man Who Mistook His Girlfriend for a Robot by Dan Ferber (2004, Popular Science) about the robotic art of David Hanson
- Quality of Life IGDA's QoL pages advocating better working conditions for game developers. Videos from the Quality of Life Summit at GDC 2005.
- Rants:
- GDC 2005, IGDA Session: Burning Down The House - Game Developers Rant with Eric Zimmerman, Warren Spector, Jason Della Rocca, Greg Costikyan, Brenda Laurel and Chris Hecker. Covered by GameSpot, GameSpy, Wonderland and Terra Nova.
- A Gamers' Manifesto ("20 things gamers want from the seventh generation of game consoles") by David Wong and Haimoimoi.
- GDC 2005, IGDA Session: Burning Down The House - Game Developers Rant with Eric Zimmerman, Warren Spector, Jason Della Rocca, Greg Costikyan, Brenda Laurel and Chris Hecker. Covered by GameSpot, GameSpy, Wonderland and Terra Nova.
No comments:
Post a Comment