Autor:
CMP
Verlag:
CMP
Jahr:
2005
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
Gelesen, aber keine Mängel
Artikelbeschreibung
Ausgabe Dezember 2005 der Zeitschrift Game Developer Magazine.
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift
Rated And Willing
By Paul Hyman
As video game violence turns more and more heads as a hot-button issue, it has become clear that the majority of the anti-video game lobby, and indeed a portion of the development community, is under-informed about just how the ratings systems work for games. In this feature, we dissect the ratings systems across four major territories, the U.S., the U.K., Germany, and Australia, to give a better impression of how the ratings board work to keep games in the right hands.
Art Pipeline Philosophies For The Next Generation: A Technical Art Director's Perspective
By Rod Green
As the next generation of systems unroll, game development will change forever. Fears of bigger budgets, larger teams and dispersed control could run wild, but as with any industry, the key for each individual is to work smarter, not harder. Rod Green outlines some techniques for next generation art pipelines that could save time and money as your team takes that big step into the next generation.
Postmortem: Designing Pac-Man
By Toru Iwatani and Simon Carless
Twenty-five years have passed since the dawn of Pac-Man. Though the game and its lovable hero represent the first iconic presence in games, the Pac-Man symbol continues to emerge on new platforms, offering new iterations of the original gameplay. Now, 25 years since its birth, seems an appropriate time to catch up with Toru Iwatani, Pac-Man's creator, to get a long-overdue postmortem of the original game. As a bonus, Game Developer's editors have written a third-party postmortem of the entire franchise, trying to pin down Pac-Man's continuing appeal.
Game Plan
By Simon Carless
Clyde Says Hi
Heads Up Display
Austin Games Conference, Serious Games Summit, and more
Skunk Works
By Tom Carroll and Kelby Fuchs
MEL Scripting for Maya Animators, second edition
A Thousand Words
Electronic Arts' James Bond 007: From Russia With Love
Business Level
By Bill Swartz
Navigating Japan
The Inner Product
By Mick West
Practical Hash IDs
Pixel Pusher
By Steve Theodore
Anatomy for Animators Part II
Aural Fixation
By Alexander Brandon
Minimal Themes
Game Shui
By Noah Falstein
Rules of Interest
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift
Rated And Willing
By Paul Hyman
As video game violence turns more and more heads as a hot-button issue, it has become clear that the majority of the anti-video game lobby, and indeed a portion of the development community, is under-informed about just how the ratings systems work for games. In this feature, we dissect the ratings systems across four major territories, the U.S., the U.K., Germany, and Australia, to give a better impression of how the ratings board work to keep games in the right hands.
Art Pipeline Philosophies For The Next Generation: A Technical Art Director's Perspective
By Rod Green
As the next generation of systems unroll, game development will change forever. Fears of bigger budgets, larger teams and dispersed control could run wild, but as with any industry, the key for each individual is to work smarter, not harder. Rod Green outlines some techniques for next generation art pipelines that could save time and money as your team takes that big step into the next generation.
Postmortem: Designing Pac-Man
By Toru Iwatani and Simon Carless
Twenty-five years have passed since the dawn of Pac-Man. Though the game and its lovable hero represent the first iconic presence in games, the Pac-Man symbol continues to emerge on new platforms, offering new iterations of the original gameplay. Now, 25 years since its birth, seems an appropriate time to catch up with Toru Iwatani, Pac-Man's creator, to get a long-overdue postmortem of the original game. As a bonus, Game Developer's editors have written a third-party postmortem of the entire franchise, trying to pin down Pac-Man's continuing appeal.
Game Plan
By Simon Carless
Clyde Says Hi
Heads Up Display
Austin Games Conference, Serious Games Summit, and more
Skunk Works
By Tom Carroll and Kelby Fuchs
MEL Scripting for Maya Animators, second edition
A Thousand Words
Electronic Arts' James Bond 007: From Russia With Love
Business Level
By Bill Swartz
Navigating Japan
The Inner Product
By Mick West
Practical Hash IDs
Pixel Pusher
By Steve Theodore
Anatomy for Animators Part II
Aural Fixation
By Alexander Brandon
Minimal Themes
Game Shui
By Noah Falstein
Rules of Interest
Schlagworte
Spieleentwicklung, game design, game development, pac-man
Kategorie