|
August 2007
|
|
Postmortem - Final Fantasy XIIBy Taku MurataThe twelfth installment in Square Enix’s wildly popular series was developed in a fashion quite unlike the others. No one on the team had worked on a major Final Fantasy title before, and most had been accustomed to mid-sized projects, not massive ones. General manager of R&D Taku Murata focuses more on what went wrong in this ingenuous postmortem. Programmers’ RoundtableWith Brad Bulkley, Stuart Denman, Chris Hecker, Clinton Keith, and Bruce RogersIn this exclusive roundtable interview, five top technophiles discuss what’s right and wrong with game programming these days, from in-house procedures to multi-processor systems to code reuse. The Code/Art Divide: How Technical Artists Bridge The GapBy Jason Hayes Game studio Volition (The Punisher, Saints Row) makes a case for hiring a few technical artists, their value ranging from time savings to smoother in-house communication. As linchpins, technical artists keep programmers and artists bonded in their mutual cause, helping to ensure that each department gets what it needs from the other—and within reason according to the project’s schedule.
Game PlanBy Brandon SheffieldAn E3 Without Developers Heads Up DisplayGame developers’ census, the big three at E3, and more.Skunk WorksBy Tom Carroll3DConnexion’s SpaceNavigator, Adobe Photoshop CS3 Extended, and product news. Business LevelBy Nicholas BeliaeffMore of What They Want Pixel PusherBy Steve TheodoreFight the Good Fight The Inner ProductBy Mick WestDomain-Specific Languages Game ShuiBy Noah FalsteinHybrid Vigor Aural FixationBy Jesse HarlinVox Populi
Home | About | Subscribe | Write | Advertise | Resources | Subscription Questions? Copyright © 2007 CMP Media LLC. All rights reserved. |


