GDMag
October 2011
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FEATURES

Postmortem: Bulletstorm
By Adrian Chmielarz

Bulletstorm is a colorful skillshot-fest that took 3.5 years to make. It didn't perform quite to expectations at retail, but the experiment was by all other metrics a success. This straight-shooting design-focused postmortem discusses everything from emergent feature discoveries to downloadable demo woes.

Game Çhangers
By Brandon Sheffield

The game industry is a dynamic and fluidly-changing one. But who (and what) are the companies and concepts that are shaping the game industry today? Our answer to this question is 20 companies, processes, and concepts that are changing the game.

Reactive Game Architectures
By Gary Dahl

Reactive programming represents a different way of thinking about code, moving toward a model that focuses more on expressively describing when things happen in games. Gary Dahl illustrates these ideas in Microsoft's Rx.

Iron Fist
By Brandon Sheffield

Tekken is a venerable 3D fighting game series, dating back to 1994. As the Tekken team looks to complete its mashup with the Street Fighter series, we spoke with game director Katsuhiro Harada about the first game's origins.

DEPARTMENTS/COLUMNS

Game Plan
Brandon Sheffield
Interactive History
Heads Up Display
New games for vintage consoles, Michael Jackson visits Sega, and ASCII Animator released
Tool Box
David Hellman
Corel Painter 12
The Inner Product
Peter Drescher
Programming FMOD for Android
Design Of The Times
Soren Johnson
Taking Feedback
Pixel Pusher
Steve Theodore
Get The Memo
The Business
Kim Pallister
Efficiency…For Whom?
GDC Jobs
Matthew Kumar
Recruitment at GDC Online
Aural Fixation
Jesse Harlin
Separation Anxiety
GDC News
Staff
2011 Game Developers Conference Europe Hosts More Than 2,000 Attendees, GDC China Honors Winners of Shanghai, Beijing Game Jams
Good Job!
Brandon Sheffield
Ken Taya Q and A, Who Went Where, and New Studios
Educated Play
Tom Curtis
A Flipping Good Time
Arrested Development
Matthew Wasteland
Sandwich Pitches
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