May 2009

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Postmortem: Rainbow's
Deadly Creatures

By James Comstock

Original, adult-oriented titles on the Wii are a rarity, and even fewer games possess the rather odd arthouse aesthetic of Deadly Creatures. Rainbow, known for its racing games, organized a small team of developers to build a creepy-crawly, action-adventure, original game for the Nintendo Wii.

Game Engine Showdown

By Mark DeLoura

Former Game Developer editor Mark DeLoura surveyed nearly 100 decision-makers to ask them what they really think of the various game engines on the market. Here, he shares why they chose one over another, what features or services represented deal-breakers, as well as usage and mindshare statistics.

Asynchronous Programming

By Javier Blazquez

Traditional asynchronous coding models increase responsiveness, but can complicate certain kinds of algorithms significantly. Javier Blasquez of LucasArts provides a method for simplifying asynchronous operations considerably through the use of coroutines in C++.

Gaming The System

By John Q. Developer

What does it really take to get ahead in your chosen field? A group of pseudonymous developers share their uncensored, occasionally rather brash opinions.

 

 

Game Plan

By Brandon Sheffield
Don't Hate the Game

Heads Up Display

Chinese pirate NES ports, and quotes overheard at GDC.

Gamescape

By Jeffrey Fleming
Vancouver, BC

Tool Box

By Jeffrey Fleming
GDC Tool Report

The Inner Product

By Noel Llopis
Nitty Gritty Unit Testing

Pixel Pusher

By Steve Theodore
Is 40 the New 30?

Design Of The Times

By Soren Johnson
Our Cheatin' Hearts

Aural Fixation

By Jesse Harlin
The Audio Design Overview

Arrested Development

By Matthew Wasteland
Getting to No






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