December 2009


Postmortem - Double Fine's
Brütal Legend
By Caroline Esmurdoc

Brütal Legend is Double Fine's sophomore effort, and like its first title Psychonauts, was fraught with publisher shifts and new platform adjustments. Here, the team discusses testing bots, lawsuits, metal gods, its use of middleware in conjunction with homegrown tools, and the problem of real time strategy on consoles.

Land of Opportunity
By Chris Remo

A number of national and regional governments around the world offer tax rebates, grants, and other perks to game developers. In this feature, compiled from a longer Game Developer Research article, we outline the major institutions in the Western world that could help you make your next game on the cheap.

The Dust of Everyday Life
By Takayoshi Sato

Modeling characters in 3D is an art in the true sense, and it's quite a challenge to make these characters appear realistic. Takayoshi Sato, who created all the original Silent Hill CG by himself, finds that adding flaws helps to create something believable-but those flaws can't be random. They must be carefully tied to the character's personality and backstory. Here, Sato shares his thoughts about the creation of compelling characters in games, something more than your average vacant space marine.


Game Plan
Brandon Sheffield
Digital Snake Oil
Heads Up Display
Front Line Award Finalists, Torchlight and OGRE 3D, and OneBigGame's charity software.
Tool Box
Shekhar Dhupelia
The Inner Product
Daniel Nelson
Fire Control
Pixel Pusher
Steve Theodore
Unknown Unknowns
Design Of The Times
Soren Johnson
Challenging Design
Aural Fixation
Jesse Harlin
Rallying Rights
Arrested Development
Matthew Wasteland
Project Status Update!
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