September 2009


Postmortem: KingsIsle Entertainment's Wizard101
By James Nance

Wizard101 is an MMO with a unique business model. The game not only offers the free-to-play (with microtransactions) model, but also a subscription alongside it. Texas-based KingsIsle shares with us the very honest ups and downs of developing a new MMO, from the boons of free trials to botched UI.

Alternative Geometry
By Bijan Forutanpour

Polygons rule the game development roost, there's no question of that. But that doesn't mean voxels, NURBS, and other methods of achieving non-polygonal geometry have nothing to offer. This article investigates the state of the art and how you can try to implement non-polygonal 3D into your game, or at least your pipeline.

Demystifying Matrix Layouts
By Jelle Van Der Beek and Arjan Janssen

Matrices tend to live in shaders, physics systems, and other time-critical portions of games. These important structures are often difficult to optimize and design, so here the authors show best practices for getting the most out of your matrix operations on modern systems, both console and PC.


Game Plan
Brandon Sheffield
Clone Versus Genre
Heads Up Display
Vintage computing tools, Game Developer advisory board update, free Game Career Guide, and more.
Tool Box
Marc-André Guindon
PixelActive's CityScape 1.7
The Inner Product
Noel Llopis
Data-Oriented Design
Pixel Pusher
Steve Theodore
Jumping to Occlusions
Design Of The Times
Damion Schubert
Aural Fixation
Rob Bridgett
Stereo Downmixing
Arrested Development
Matthew Wasteland
My Story Isn't Dumb
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