June/July 2006



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Game Developer: Digital Edition

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Postmortem: Indigo Prophecy: The Nightmare of the Original Concept
By David Cage
On paper, pushing for increased emotion, original play concepts, and new methods of storytelling all in the same game sounds like the ravings of a madman. Indigo Prophecy may not have hit all of these points perfectly, but it has blazed a trail of innovation, and raised the bar for the integration of story and gameplay. In this postmortem, David Cage tackles everything from narrative to digital puppetry, and tells us why changing publishers can save your game.

State Of The Industry: In-Game Advertising
By Paul Hyman
Advertising in games is a burgeoning way to add revenue to games, closely tied to licensing, but quickly growing beyond that age-old practice. In this industry report, Paul Hyman discusses the major players and how they plan to put ads into your games.

Edge Of The World: Estimating and Maximizing Streaming Bandwidth
By Brad Bulkley
The next generation of consoles all sport more RAM and better processing power, but the optical drives reading your discs may not keep up as you would expect. In this technical feature, Neversoft's Brad Buckley offers tips and tricks for streaming your way to a seamless game world.

Game Plan
By Simon Carless
Excitement x3

Heads Up Display
Best of E3, Wii's new tools providers, and more.

Skunk Works
By Dennis Crowley and Bijan Forutanpour
TechExcel's DevTrack 6.0 and Luke Ahearn's 3D Game Textures

A Thousand Words
Midway's Stranglehold

The Inner Product
By Mick West
Blob Physics

Pixel Pusher
By Steve Theodore
The Conquest of Space

Business Level
By Sean Kauppinen
Turning Features Into Coverage

Game Shui
By Noah Falstein
Better Living Through Gameplay

Aural Fixation
By Jesse Harlin
Developers, Meet Your Reviewers

 


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