November 2010


Postmortem - Beenox's Spider-Man: Shattered Dimensions
By Martin Rheaume

Beenox had traditionally staffed its production teams with recent graduates. This approach worked well for the studio when it was working principally on ports, but designing the large scale Spider-Man: Shattered Dimensions was often in conflict with the demands of managing a young team. Fortunately, the studio was working with its own internally-developed technology which helped spread the workload across small groups.

The Game Developer 50
By Brandon Sheffield and Jeffrey Fleming

Looking back at the past year, we single out the people who are helping advance the state of the art. From art and technology to business and culture, these are the individuals who are making games great.

No Darkness Without Light
By David Tuft

For too long, otherwise beautiful games have been marred by strange, glitchy shadows. Here, David Tuft goes into detail on the five most problematic shadow issues along with helpful methods for fixing them.

Good Games Bad Design
By Eric-Jon Russel Tairne

It may be 20 years old, but Konami's Castlevania III still has much to teach us about level design. In this design analysis, Eric-Jon Russel Tairne offers up a molecular deconstruction of the game's first level in an effort to single out wells of disappointment.


Game Plan
Brandon Sheffield
The Myth of the Basement Dweller
Heads Up Display
Violent games before the Supreme Court, Edge trademark cancellation, and more.
Tool Box
Noel llopis
Graphic Remedy gDEBugger 5.7 for iPhone
The Inner Product
Jake Cannell
The Lag Issue
Pixel Pusher
Steve Theodore
Epic Fail
Design Of The Times
Soren Johnson
Start Making Sense
Aural Fixation
Jesse Harlin
State of the Union
Good Job!
Brandon Sheffield
Chris Charla Q&A, who went where, and new studios.
Educated Play
Jeffrey Fleming
Broken Rules Interactive Media's And Yet It Moves.
Eye On GDC
Behind the scenes of GDC lecture submissions.
Arrested Development
Matthew Wasteland
The 25th Annual Game Boss Conference
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