Postmortem: The Swinging System of Treyarch's Spider-Man 2
By Jamie Fristrom
Before Spidey can rescue distressed citizens or sweep Mary Jane off her feet, he needs to learn to swing without colliding into walls or crashing through windows. Treyarch's programming team had to experiment with the superhero's pendulum physics, anchor-point algorithms, and IK animation to see what stuck and what didn't.

Manhunt to Mortal Kombat: The Use and Future Use of Violence in Games
By Steven L. Kent
From Grand Theft Auto's bullet-riddled Vice City to Medal of Honor's heroic battlefields, varying degrees of violence have been used to simulate an unavoidable part of human interaction-conflict. Steven Kent invites game makers, the ESRB, and the National Institute on Media and the Family to address the issue (without resorting to violence).

Groovy Gravy: Tricking Out Your Custom Game Debugger
By David Hamm
If your characters don't return fire in combat, veer off course despite clear objectives, or voluntarily walk into danger zones, you may need to debug your AI. Red Storm uses its debugging tool Gravy to keep the AI of Ghost Recon 2 from misbehaving.

 


Game Plan
By Jamil Moledina
Going to Plan B

Heads Up Display
EA buys Criterion, Internet cafe curfews, and more

Skunk Works
By Justin Lloyd and Alexander Brandon
GarageGames' Torque Game Engine and Steinberg's Nuendo 2.1

The Inner Product
By Sean Barrett
Opening Doors

Pixel Pusher
By Steve Theodore
Stitch, Cut, and Relax

Aural Fixation
By Alexander Brandon
What Buzzes the Masses

Necessary Evil
By Paul Hyman
Advergame Aspirations

Game Shui
By Noah Falstein
Brainstorming

A Thousand Words
Sammy Studios' Darkwatch

 

 

 


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