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Detonating Introversion's DEFCON
By Chris Delay, Vicky Arundel, Thomas Arundel, Gary Chambers, and John Knottenbelt
Steam-distributed PC strategy title DEFCON was a completely independent project, continuing Introversion’s reputation as “the last of the bedroom programmers.” In this postmortem, team members from all aspects of the game’s production weigh in about the logistics of releasing and popularizing a game with a sub $100,000 budget in this era of bloated budgets and gargantuan team sizes.
State of the Industry: Video Game Piracy
By Paul Hyman
Piracy has been a concern since games were first made available for sale. The PC is a particularly embattled platform as far as digital piracy, though console gamemakers have their fair share of troubles as well. Professionals from id, Macrovision, the ESA and other organizations explain where the industry’s biggest concerns lie and what we might do in the future to disrupt pirate activities. Leave your eyepatch at home.
Creating All Humans
By John Krajewski
Artificial intelligence is of paramount importance in all games, but flaws therein can be even more noticeable in open-world games, in which the player is given a wide range of control. Using a data-driven AI architecture, Pandemic Studios created a flexible system for Destroy All Humans II that alleviated many of the typical problems seen in open-world games.

Game Plan
By Simon Carless
Second-Hand Bonanza
Heads Up Display
Front Line Award finalists, new console consolations, and serious games existential questions
Skunk Works
By Tom Carroll, John Root, and Ronnie Ashlock
DAZ 3D’s Hexagon 2, Alastair Macleod’s PeelSolve beta, and Nevercenter’s Silo 2 beta
A Thousand Words
Capcom’s Lost Planet: Extreme Condition
Business Level
By Greg Ballard
Mobile Mindset
Pixel Pusher
By Steve Theodore
The History Channel
The Inner Product
By Mick West
Optimizing Asset Processing
Game Shui
By Noah Falstein
Designer Genes
Aural Fixation
By Jesse Harlin
Laboring to Compete


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