Postmortem: The Cinematic Effect of Zombie Studios' Shadow Ops: Red Mercury
By Mark Long
How do you give a player that vicarious presence in an imaginary environment-that "you-are-there" feeling that a good movie often gives? Zombie's answer was to adopt many of the standard movie production practices. Find out what it takes to create a cinematic experience.

Copyright: The Big Gun for Game Developers
By S. Gregory Boyd
A one-of-a-kind game concept, an instantly recognizable character, a clever phrase-these are all a game developer's most valuable assets. To protect such intangible properties from pirates, you'll need to bring out the big gun-copyright. Here's some free advice from a lawyer.

Fast Radiosity: Using Pixel Shaders
By Brian Ramage
With the latest advances in hardware, GPU, and graphics technology, it's time to take another look at lightmapping, the divine art of illuminating a digital environment.

From Bungie to Wideload, Seropian's Beat Goes On
By Alex Handy
A decade ago, Alexander Seropian founded a one-man company called Bungie, the studio that would eventually give us Myth, Oni, and Halo. Now, after his departure from Bungie, he's trying to repeat history by starting a new studio: Wideload Games. Alex Handy sits down with this Alexander the Great to find out what new territories he intends to conquer this time around.

 


Game Plan
By Jamil Moledina
Hooray for Hollywood?

Heads Up Display
Siggraph preview, political games, Moore's law, PCI bus, and more

Skunk Works
By Tom Carroll and Spencer Lindsay
Alias's Maya 6.0 and RTzen's RT/Shader 1.0

The Inner Product
By Sean Barrett
Interactive Profiling Revisited

Pixel Pusher
By Steve Theodore
Never Hire Anyone Over 30

Aural Fixation
By Alexander Brandon
The Proper Way to Educate

Necessary Evil
By Tom Smith
Pitch-Not Design

Game Shui
By Noah Falstein
Lights, Camera, Action!

A Thousand Words
TKO Software's Sahara trailer

 

 

 


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