March 2009

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Postmortem - Ubisoft Montreal's
Far Cry 2

By Clint Hocking

Far Cry 2 had extremely lofty goals. The aim was to create a first-person shooter with an engaging and truly dynamic narrative, in a vibrant persistent living world. After three and a half years of development, creative director Clint Hocking shares the hits and misses of this fascinating and rather under-discussed franchise reboot.

Dirty Coding Tricks

By Mark Cooke, Noel Llopis, Austin McGee, David Dynerman, Mick West, Nick Waanders, and anonymous contributors-compiled by Brandon Sheffield

In this tell-all article, eight programmers share harrowing tales of last-minute hacks performed to ship or save game projects. These often humorous anecdotes contain a lot of lessons for programmers, but should also be quite amusing for anyone who's ever worked with one.

Ground From Smoke

By Korneliusz Warszawski

Why build general terrain the hard way, when you could have a particle system generate it for you? Korneliusz Warszawski proposes that particle-based terrain generation can save both coders and artists plenty of time.

Subtractive Design

By David Sirlin

The idea behind subtractive design is to start with the core of what a game should be about, and then cut away everything that doesn't fit as the game progresses. This method, or something like it, is what led the Ico and Portal teams to such critical success.

 

 

Game Plan

By Brandon Sheffield
Spiele Über Alles

Heads Up Display

Global Game Jam's debut, and top 10 freeware iPhone games

Gamescape

By Jeffrey Fleming
San Francisco Bay Area, California

Career

By Jill Duffy
The Career-Seeker's Guide to GDC

Tool Box

By Mike de la Flor
Autodesk Mudbox 2009, and product news

The Inner Product

By Noel Llopis
Writing Reusable Code

Pixel Pusher

By Steve Theodore
The Boneyard

Design Of The Times

By Soren Johnson
Asynchronous Design

Aural Fixation

By Jesse Harlin
Tools of the Trade

Arrested Development

By Matthew Wasteland
The Voice of Experience






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