June/July 2010


Postmortem - Vigil Games'
By Timothy Bell

Four developers with a cracked laptop monitor and a dream - that's the legend of Darksiders' creation. How the team went from there to over 120 people and a completed game under THQ is the reality, and the team shares some very honest moments here, from concept art trouble to lessons from playtesting.

Top 30 Developers
By Brandon Sheffield and Jeffrey Fleming

2009 was an interesting year, with social shakeups and mid-lifecycle consoles. Though the money was down a bit in 2009, the professionalism, quality, and innovation had never been higher. In this non-empirical list, we share our choices for the best game developers of the year.

An Artist's Eye
By Rob Kay and Andy Tudor

Does the Golden Ratio have application in game design? These two trained artists say so. Rob Kay was lead designer of Guitar Hero and Rock Band, and Andy Tudor was lead designer on Need for Speed: Shift, following classic art training - so they may know what they are talking about.

Machina Ex
By Luis Sempé

For Deus Ex: Human Revolution, the team needed an intuitive method for designers to implement gameplay. It fell to Luis Sempé of Eidos Montreal to create the tools, and here he shares his advice for the creation of a state-driven gameplay system.


Game Plan
Brandon Sheffield
Players Vs. Users
Heads Up Display
First quarter console trends, Canada Video Game Awards, IGF hires new chairman, and more.
Tool Box
Adam May
Pixologic's Zbrush 3.5 r3
The Inner Product
Bill Bilodeau
Decal Tessellation
Pixel Pusher
Steve Theodore
The Real World
Design Of The Times
Soren Johnson
The Social Revolution
Aural Fixation
Jesse Harlin
Setting The Stage
Good Job!
Brandon Sheffield
Caryl Shaw interview and new studios.
Educated Play
Jeffrey Fleming
Robert Yang's Radiator
Arrested Development
Matthew Wasteland
Knight Takes Queen: The Rookening
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