February 2008

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Postmortem: Ratchet & Clank Future: Tools of Destruction

By John Fiorito

Ratchet & Clank was Insomniac's second PlayStation 3 game, and indeed one of the first second-generation PS3 titles period. From scope woes to preproduction pitfalls, this postmortem illuminates some of the process behind this "second party" development cycle.

Difficulty is Difficult

By Daniel Boutros

If done well, difficulty can make a game quite addictive. If done poorly, the game can become an abject failure for consumers. This design article dissects various elements of difficulty tuning, and proposes potential solutions.

Big Waves

By Adi Bar-Lev

Game Developer has featured articles on water before, but never massive, interactive waves. Building off a primer for general in-game water creation, this technical piece shows practical techniques for the creation, smoothing, and perfection of big waves in-game, as seen in Ubisoft's Surf's Up.

Community Roundtable

By April Burba, Christian Schuett, Jonathan Hanna, Richard Weil, Sean Dahlberg, and Victor Wachter

Community management straddles the line between developer and fanbase, and as a result is often misunderstood. Herein, your questions are answered by community professionals, as their jobs become more important to game development.

Halo 3 Difficulty Q&A

By Daniel Boutros

Continuing the difficulty discussion, Dan Boutros speaks to Halo 3 gameplay designer Francois Boucher-Genesse.

 

Game Plan

By Brandon Sheffield
One Love, One Format

Heads Up Display

2007 NPD numbers, Concrete Games closes, IndieGames blog, and more.

Tool Box

By Carey Chico and Brian A. Stone
Softimage's XSI 6.5, Unknown Worlds' Decoda 1.07, and product news.

The Inner Product

By Mick West
Collaborative Game Editing

Pixel Pusher

By Steve Theodore
The Free Tote Bag Gig

Game Shui

By Noah Falstein
Multiple Variations on a Single Theme

Aural Fix

By Jesse Harlin
Beyond the Button Press

Business Level

By Marty Poulin
The Next Internet Gaming Wave






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