Autor:
CMP
Verlag:
CMP
Jahr:
2004
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
Gelesen, aber keine Mängel
Artikelbeschreibung
Ausgabe Juni 2004 der Zeitschrift Game Developer Magazine.
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift:
Our Little Secret: Offshore Outsourcing
by Dean Takahashi
Developers don't want to talk about it, and publishers don't want to admit it, but elements of game production are increasingly being sent abroad. Game journalist Dean Takahashi drills down, separating fact from fiction, and discovers sides to the story that make it less cut and dried than you might think.
Feedback Loops: Implementing Real-World Control Systems
by Terence J. Bordelon
Instead of throwing more algorithms or equations at a movement problem, one lone programmer came up with applying the real-world control mechanics of feedback loops in Zoo Tycoon 2. Read on, and see if it works for your game.
Doing Mushrooms, Miyamoto-Style
by Jamil Moledina
Many of you reading this sentence were inspired to join the industry because of Shigeru Miyamoto. A much smaller and ever luckier number also gets to work with him. We recently talked with the man himself, along with rising Nintendo stars Eiji Aonuma and Ken'ichi Sugino, and were rewarded with much more than a pixellated princess by the end of the day.
Postmortem The Control System of EA Sports Fight Night 2004
by Kudo Tsunada
Ever notice that boxing games never really felt right? The team at EA Chicago did, and figured out that the disconnect was in the traditional button-pressing control scheme. But how do you work beyond people's expecations? What can you do with control to make a game more fun? EA's breakthrough with the Total Punch Control system might kindle some ideas.
Game Plan by Jamil Moledina
The More Things Change
Feedback Loop by Our Readers
Our readers respond to Jason Rubin's battlecry and our redesign
Heads Up Display
The handheld coming out party, and other E3 2004 revelations
Skunk Works
by Brian Chambers and Peter Sheerin
Kaydara Motionbuilder 5.5 and RoninWorks BurstMouse
The Inner Product by Jonathan Blow
Experiments I'd Like to Work On
Pixel Pusher by Steve Theodore
Maps and Legends
Necessary Evil by Dan Lee Rogers
The Rapid Retreat of Advanced Royalties
Aural Fixation by Alexander Brandon
Pushing the Envelope
Game Shui by Noah Falstein
Serious Fun
A Thousand Words
The art of Glyphx Games' Advent Rising
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift:
Our Little Secret: Offshore Outsourcing
by Dean Takahashi
Developers don't want to talk about it, and publishers don't want to admit it, but elements of game production are increasingly being sent abroad. Game journalist Dean Takahashi drills down, separating fact from fiction, and discovers sides to the story that make it less cut and dried than you might think.
Feedback Loops: Implementing Real-World Control Systems
by Terence J. Bordelon
Instead of throwing more algorithms or equations at a movement problem, one lone programmer came up with applying the real-world control mechanics of feedback loops in Zoo Tycoon 2. Read on, and see if it works for your game.
Doing Mushrooms, Miyamoto-Style
by Jamil Moledina
Many of you reading this sentence were inspired to join the industry because of Shigeru Miyamoto. A much smaller and ever luckier number also gets to work with him. We recently talked with the man himself, along with rising Nintendo stars Eiji Aonuma and Ken'ichi Sugino, and were rewarded with much more than a pixellated princess by the end of the day.
Postmortem The Control System of EA Sports Fight Night 2004
by Kudo Tsunada
Ever notice that boxing games never really felt right? The team at EA Chicago did, and figured out that the disconnect was in the traditional button-pressing control scheme. But how do you work beyond people's expecations? What can you do with control to make a game more fun? EA's breakthrough with the Total Punch Control system might kindle some ideas.
Game Plan by Jamil Moledina
The More Things Change
Feedback Loop by Our Readers
Our readers respond to Jason Rubin's battlecry and our redesign
Heads Up Display
The handheld coming out party, and other E3 2004 revelations
Skunk Works
by Brian Chambers and Peter Sheerin
Kaydara Motionbuilder 5.5 and RoninWorks BurstMouse
The Inner Product by Jonathan Blow
Experiments I'd Like to Work On
Pixel Pusher by Steve Theodore
Maps and Legends
Necessary Evil by Dan Lee Rogers
The Rapid Retreat of Advanced Royalties
Aural Fixation by Alexander Brandon
Pushing the Envelope
Game Shui by Noah Falstein
Serious Fun
A Thousand Words
The art of Glyphx Games' Advent Rising
Schlagworte
Spieleentwicklung, game design, game development,
Kategorie