Autor:
CMP
Verlag:
CMP
Jahr:
2005
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
Gelesen, sehr guter Zustand
Artikelbeschreibung
Ausgabe Juni 2005 der Zeitschrift Game Developer Magazine.
Ich habe noch viele weitere Ausgaben der Zeitung und weitere Bücher und Zeitschriften zum Thema Spieleentwicklung eingestellt.
Inhalt dieser Zeitschrift:
The Studio Stance
By Paul Hyman
When a publisher acquires a development studio or studios, it must decide how the acquisition will play out in terms of practical considerations. Will the studio remain fairly autonomous and in its home city, or will the publisher assemble the employees into a more centralized office? Other approaches-such as streamlining only meta-processes, like payroll, benefits, and tech support-are also available. What does a studio's stance mean for you?
Playing Smart With Ip
By Dan Lee Rogers
The quandary of whether to create original intellectual property or use licensed characters or settings for a game is, at this point, fairly well-discussed. But how closely have the potential pitfalls of licensing, which is generally considered to be a 'safer bet', been examined, or the greater effort required to popularize original IP? With specific input from both licensors and publishers, we look at the state of licensing as the next hardware generation rapidly approaches.
Studio Postmortem: A Collective Backbone: Foundation 9's Development Dream
By Andrew Ayre, Douglas Hare, and Jon Goldman
When Backbone Entertainment and The Collective joined forces, they created the largest independent developer in North America , Foundation 9, with about 400 employees under its care. How did this developer conglomerate form, and what did the founders learn from the trials and tribulations of the original companies that they founded? In a twin version of the traditional what-went-right, what-went-wrong format, Game Developer presents this special studio postmortem.
Game Plan
By Simon Carless
Nobody Beats the Biz
Heads Up Display
E3's innovative games, hardware announcements, and more.
Skunk Works
By David March
Luxology's Modo 102
The Inner Product
By Sean Barrett
Optimizing Pathfinding VI: HPA
Pixel Pusher
By Steve Theodore
Resume in Reel Time
Aural Fixation
By Alexander Brandon
Game Audio Academia
Business Level
By Alan Yu
The 100 Developer Challenge
Game Shui
By Noah Falstein
Familiar, Yet Different
A Thousand Words
Capcom's Phoenix Wright: Ace Attorney
Ich habe noch viele weitere Ausgaben der Zeitung und weitere Bücher und Zeitschriften zum Thema Spieleentwicklung eingestellt.
Inhalt dieser Zeitschrift:
The Studio Stance
By Paul Hyman
When a publisher acquires a development studio or studios, it must decide how the acquisition will play out in terms of practical considerations. Will the studio remain fairly autonomous and in its home city, or will the publisher assemble the employees into a more centralized office? Other approaches-such as streamlining only meta-processes, like payroll, benefits, and tech support-are also available. What does a studio's stance mean for you?
Playing Smart With Ip
By Dan Lee Rogers
The quandary of whether to create original intellectual property or use licensed characters or settings for a game is, at this point, fairly well-discussed. But how closely have the potential pitfalls of licensing, which is generally considered to be a 'safer bet', been examined, or the greater effort required to popularize original IP? With specific input from both licensors and publishers, we look at the state of licensing as the next hardware generation rapidly approaches.
Studio Postmortem: A Collective Backbone: Foundation 9's Development Dream
By Andrew Ayre, Douglas Hare, and Jon Goldman
When Backbone Entertainment and The Collective joined forces, they created the largest independent developer in North America , Foundation 9, with about 400 employees under its care. How did this developer conglomerate form, and what did the founders learn from the trials and tribulations of the original companies that they founded? In a twin version of the traditional what-went-right, what-went-wrong format, Game Developer presents this special studio postmortem.
Game Plan
By Simon Carless
Nobody Beats the Biz
Heads Up Display
E3's innovative games, hardware announcements, and more.
Skunk Works
By David March
Luxology's Modo 102
The Inner Product
By Sean Barrett
Optimizing Pathfinding VI: HPA
Pixel Pusher
By Steve Theodore
Resume in Reel Time
Aural Fixation
By Alexander Brandon
Game Audio Academia
Business Level
By Alan Yu
The 100 Developer Challenge
Game Shui
By Noah Falstein
Familiar, Yet Different
A Thousand Words
Capcom's Phoenix Wright: Ace Attorney
Schlagworte
Spieleentwicklung, game design, game development, Computerspiele
Kategorie