Game Developer  
 Titel: Game Developer
 Untertitel: On the Front Line of Game Innovation
 Autor: verschiedene
 Verlag: CMP-Media
 Format: ca. 100 Seiten, englisch
 Erscheint: monatlich
 Preis: ab $19,95 Abo (6 Ausgaben)
Game Developer, the print publication written specifically for creators of entertainment software, provides technical and industry information to over 35,000 professional game developers. Each month, industry leaders and game development experts share technical solutions, review new products, and discuss strategies for creating innovative, successful games. Professional game developers count on Game Developer magazine for the most relevant and respected content in the game industry.
Game Developer features articles written by professional game developers on cutting-edge game development techniques in the areas of graphics and AI programming, audio design and engineering, art and animation, QA/testing, game design, and project management. If you have professional game development knowledge and experience to share, we want to hear from you.
Auszug aus der Ausgabe Mai 2006
Konami's Metal Gear Acid 2: Playing the 3D Card
The original Metal Gear Acid turned a beloved series on its ear, bringing it into the realm of card-based strategy. The sequel takes it one step further, by making the game fully playable with 3D goggles. Who says there's no more room to innovate? In this postmortem, game director Shinta Nojiri discusses not only the game's unconventional design, but some alarming conditions of the Eastern game industry - namely, never going home.
The Art of Self-Promotion
Breaking into the games industry is tough enough; creating a name for yourself once in requires true dedication. Treyarch's Stuart Roch maintains that a successful career starts (and ends) with good self-promotion. In this feature article, he shares five steps game developers can take to make the most of their career painlessly ... well, almost.
Final Fantasy XI's Patch System Design
How a game patch is disbursed to users and installed varies widely across the industry, with at least four common approaches currently being used. For persistent games, like MMOGs, the patch creators need to establish reliable and accurate methods that accommodate the player, since patches are likely to ship on a regular basis. Fumiaki Shiraishi, who worked on the patch design of Final Fantasy XI, shares the technical considerations of these various methods, justifying why, if he had a second chance, he would opt for a hybrid approach.
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