|

Postmortem: Chomping at the Bit: Wideload Games' Studio Experiment Bites Back with Stubbs the Zombie
By Alexander Seropian
Wideload is using a unique model for game development which has generated significant buzz in the industry. Similar to what Hollywood studios do, the company only hires select core staff and outsources the brunt of the work to contractors. Here, Wideload founder Alexander Seropian lays out the ups and downs of his cost-effective model, sharing how it helped his team ship a successful game.
Game Developer's 2005 Front Line Awards
Game Developer's eighth annual Front Line Awards aim to single out those companies and products that have made significant strides in the battle to get developers home by five in the afternoon. Along with a panel of respected industry judges, we have awarded the leading tools, hardware, and book for their excellence, and inducted one distinguished tool into the Hall of Fame.
Making the Grass
By Holger Gruen
As 3D game worlds become more realistic, small-scale geometric details will become more and more important. While it ' s vital to showcase our expanded hardware power in impressive ways, these tiny details, be they tufts of hair or blades of grass, can be computationally expensive. This technical article discusses the use of the GPU and vertex buffers to create memory efficient details in vibrant game worlds.

Game Plan
By Simon Carless
Zombie Zoo
Heads Up Display
Bioware/Pandemic, Xbox 360 launch, and Valve' s Steam
Skunk Works
By Carey Chico
Softimage XSI 5.0
A Thousand Words
Atlus' Magna Carta
The Inner Product
By Mick West
Mature Optimization
Business Level
By Philip Oliver
Pigeonholed
Pixel Pusher
By Steve Theodore
Anatomy for Animators Part III
Game Shui
By Noah Falstein
Schafer on Creativity
Aural Fixation
By Alexander Brandon
The Voice Over Challenge


Home | About | Subscribe | Write | Advertise | Resources | Subscription Questions?
Copyright © 2007 CMP Media LLC. All rights reserved.
Privacy Policy | Terms Of Service |