GDMag
May 2009
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FEATURES

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.

DEPARTMENTS/COLUMNS

Game Plan
Brandon Sheffield
Don't Hate the Game
Heads Up Display
Chinese pirate NES ports, and quotes overheard at GDC.
Gamescape
Jeffrey Fleming
Vancouver, BC
Tool Box
Jeffrey Fleming
GDC Tool Report
The Inner Product
Noel Llopis
Nitty Gritty Unit Testing
Pixel Pusher
Steve Theodore
Is 40 the New 30?
Design Of The Times
Soren Johnson
Our Cheatin' Hearts
Aural Fixation
Jesse Harlin
The Audio Design Overview
Arrested Development
Matthew Wasteland
Getting to No
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