August 2011


Postmortem: Total War: Shogun 2
By James Russell

Total War: Shogun 2 is the latest in a long line of Total War Games, and this time the game focused in, rather than expanding the universe outward. This turned out to be the critical tipping point toward success for the team, as the studio struggled with multiple projects and an increasingly branched codebase.

Postmortem: Terminator Salvation-The Arcade Game
By Scott Matott

Making arcade games is a lost art to much of the game industry, but Play Mechanix and Raw Thrills have been keeping the fires burning for many years now. This postmortem shows that it takes to make a modern arcade game, from software to cabinet.

Random Structure
By Joshua Tippets

Perlin noise has become a staple of many randomized or procedural actions in games. But what if you wanted this randomization to tile, for seamless world creation, or art purposes? Joshua Tippets has a heretofore unseen solution.


Game Plan
Brandon Sheffield
Most Likely to Achieve
Heads Up Display
Arcade! returns to France,and arcade development tips.
GDC Online Preview
Frank Cifaldi
Top session picks
Tool Box
Bijan Forutanpour
Donya Labs' Simplygon
The Inner Product
Paul Laska
Ready, Set, Allocate!
Design Of The Times
Jaime Griesemer
Undermining Achievements
Pixel Pusher
Steve Theodore
All In the Family
Aural Fixation
Jesse Harlin
Crowd Control
The Business
Christian Nutt
An interview with Square Enix's Mike Fischer
GDC News
GDC Online's Narrative Summit, and GDC Vault numbers
Good Job!
Brandon Sheffield
Ken Finlayson Q and A, Who Went Where, and New Studios
Educated Play
Tom Curtis
Enjimin's PaperPlane
Arrested Development
Matthew Wasteland
The Best Video Game Studio In the World
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