June/July 2009


Postmortem: Crystal Dynamics'
Tomb Raider: Underworld
By Eric Lindstrom

Tomb Raider: Underworld was originally planned as an "easy" sequel to the previous game in the series, using the same toolchain-but it never quite works out that way. Eric Lindstrom describes the process, highlighting instances in which the team wasn't able to avoid known problems.

Top 50 Developers
By Trevor Wilson

Our second annual Top 50 Developers report uses metrics such as review scores, revenues, and reputation surveys to determine the best and brightest developers that released games in the past year.

Infinite Space
By the EVE Online team

Most MMOs use multiple shards to break up their game universes. EVE Online, by contrast, uses a single shard. Here, various members of the team, from programmers to designers, share why they feel one shard is the way to go.

Staying Power
By Bruce Phillips

Microsoft researcher Bruce Phillips finds that players often quit single-player campaigns before they're complete. Citing psychology and exclusive statistics, Phillips proposes that "learning goals" can help keep players from getting discouraged.


Game Plan
Brandon Sheffield
The Personality Problem
Heads Up Display
Thinking After Dark conference report, GP2X Wiz launch, GDC: The Game, and more.
Tool Box
Greg Snook
Blade Games World's Blade3D
The Inner Product
Noel Llopis
Mock Objects: Friends or Foes?
Pixel Pusher
Steve Theodore
Design Of The Times
Damion Schubert
Tactical Transparency
Aural Fixation
Jesse Harlin
Thinking Outside the Booth
Arrested Development
Matthew Wasteland
Ask a Pizza
Facebook Twitter