Autor:
CMP
Verlag:
CMP
Jahr:
2005
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
Gelesen, aber keine Mängel, außer folgendem Problem: am Cover ist am Rand ein ca. 5 Millimeter langer Riss.
Artikelbeschreibung
Ausgabe April 2005 der Zeitschrift Game Developer Magazine.
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift:
Jedi Mind Tricks: Choice and Consequence in Star Wars Knights of the Old Republic II: The Sith Lords
By Kevin Saunders
Obsidian Entertainment, which commandeered the second Knights Of The Old Republic title, rooted the game's storyline in the effects of player choice. Using an "influence system," auto-balancing, and other elements, the developers battled harsh deadlines to extend the first game into a new iteration, rather than merely regurgitating the original.
Game Developer's 4th Annual Salary Survey
By Jill Duffy
You can't climb the ladder if you don't know what's up there. Career-minded people must be able to formulate reasonable expectations in their fields in order to negotiate their salaries and know, at least generally, where their future might take them. For the fourth year running, Game Developer is proud to serve the developer community by amalgamating statistics into an overview outlining the pay structure of today's video game industry.
Everything You Need to MMO
By Evan Shamoon
The MMO seems to be a much misunderstood beast. Although currently PC-centric and grounded in the fantasy genre, more conventional game creators also have a lot to learn from the price, subscription, and digital download tactics of the massively multiplayer online game, buried in a niche but surprisingly ahead of the field.
Interview: PSP Perspiration
By Brandon Sheffield
The PSP is still somewhat mysterious to many developers, even larger ones such as EA's Team Fusion, tasked with delivering six North American launch titles. Dave McCarthy, a producer within the team, talks about surmounting these development hurdles for the first generation of PSP games.
Game Plan
By Simon Carless
Money Hats
Heads Up Display
XNA Studio, PhysX PPU, GDC award winners and more.
Skunk Works
By Nich Maragos, Jill Duffy, and Gene Porfido
GDC product announcements and Cameleon 5000
The Inner Product
By Sean Barrett
Optimizing Pathfinding IV: Beating A*
Pixel Pusher
By Steve Theodore
Lighting Design: Contrast
Aural Fixation
By guest columnist Zak Belica
Sound Principles: Voice Direction
Necessary Evil
By Dan Lee Rogers
The Terminator
Game Shui
By Noah Falstein
Sleeping Dogs Do It
A Thousand Words
Namco's Tekken 5
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift:
Jedi Mind Tricks: Choice and Consequence in Star Wars Knights of the Old Republic II: The Sith Lords
By Kevin Saunders
Obsidian Entertainment, which commandeered the second Knights Of The Old Republic title, rooted the game's storyline in the effects of player choice. Using an "influence system," auto-balancing, and other elements, the developers battled harsh deadlines to extend the first game into a new iteration, rather than merely regurgitating the original.
Game Developer's 4th Annual Salary Survey
By Jill Duffy
You can't climb the ladder if you don't know what's up there. Career-minded people must be able to formulate reasonable expectations in their fields in order to negotiate their salaries and know, at least generally, where their future might take them. For the fourth year running, Game Developer is proud to serve the developer community by amalgamating statistics into an overview outlining the pay structure of today's video game industry.
Everything You Need to MMO
By Evan Shamoon
The MMO seems to be a much misunderstood beast. Although currently PC-centric and grounded in the fantasy genre, more conventional game creators also have a lot to learn from the price, subscription, and digital download tactics of the massively multiplayer online game, buried in a niche but surprisingly ahead of the field.
Interview: PSP Perspiration
By Brandon Sheffield
The PSP is still somewhat mysterious to many developers, even larger ones such as EA's Team Fusion, tasked with delivering six North American launch titles. Dave McCarthy, a producer within the team, talks about surmounting these development hurdles for the first generation of PSP games.
Game Plan
By Simon Carless
Money Hats
Heads Up Display
XNA Studio, PhysX PPU, GDC award winners and more.
Skunk Works
By Nich Maragos, Jill Duffy, and Gene Porfido
GDC product announcements and Cameleon 5000
The Inner Product
By Sean Barrett
Optimizing Pathfinding IV: Beating A*
Pixel Pusher
By Steve Theodore
Lighting Design: Contrast
Aural Fixation
By guest columnist Zak Belica
Sound Principles: Voice Direction
Necessary Evil
By Dan Lee Rogers
The Terminator
Game Shui
By Noah Falstein
Sleeping Dogs Do It
A Thousand Words
Namco's Tekken 5
Schlagworte
Spieleentwicklung, game design, game development
Kategorie