Autor:
CMP
Verlag:
CMP
Jahr:
2004
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
Gelesen, aber keine Mängel
Artikelbeschreibung
Ausgabe März 2004 der Zeitschrift Game Developer Magazine.
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift:
"The Secret's in the Schedule: Bending The Mythical Man-Month" by Michael Saladino
Although all businesses benefit from planning, the type of schedule needed for building a game can be radically different from, say, that of swizzle stick manufacturing. For the sake of your crunch-time sanity, see how the seminal software engineering management text The Mythical Man-Month adapts to the game industry.
"Game Developers Conference 2004 Preview" by Jennifer Olsen
The biggest annual event dedicated to making games is coming up, and we've got the inside track. Read on to see what illuminating keynotes, sessions, and tutorials you may not have heard about, which legendary figures are appearing for the first time, and which events you simply cannot afford to miss.
"Postmortem: Bizarre Creations' Project Gotham Racing 2" by Garrett Young, Mario Rodriguez, and Chris Pickford
Let's say you've put out the best-selling game in your genre for a particular console. How do you innovate your next title without alienating your loyal players? See how Bizarre Creations met the call through substantial licensing, tricky worldwide management, and stable online play.
D E P A R T M E N T S
Game Plan by Jennifer Olsen
Checkout Time
Industry Watch by Kenneth Wong
Nintendo and MS hint at hardware, Avid taps Alienbrain, more
Product Reviews
Borland's JBuilder Mobile Edition, 3DConnexion's SpaceTraveler, and Collision Detection in Interactive 3D Environments
Profiles by Jamil Moledina
Luxoflux's Peter Morawiec on integrating narrative
The inner product by Jonathan Blow
Designing the Language Lerp: Part 3
Artist's View by Steve Theodore
Subdivide and Conquer Part 2: Practicalities
Sound Principles by Tim Roche
Laying the Smackdown on Voice Recording
Better by Design by Noah Falstein
Beyond Entertainment?
Soapbox by Craig Relyea
Marketing: Packed in Together
Ich habe noch viele weitere Ausgaben eingestellt.
Inhalt dieser Zeitschrift:
"The Secret's in the Schedule: Bending The Mythical Man-Month" by Michael Saladino
Although all businesses benefit from planning, the type of schedule needed for building a game can be radically different from, say, that of swizzle stick manufacturing. For the sake of your crunch-time sanity, see how the seminal software engineering management text The Mythical Man-Month adapts to the game industry.
"Game Developers Conference 2004 Preview" by Jennifer Olsen
The biggest annual event dedicated to making games is coming up, and we've got the inside track. Read on to see what illuminating keynotes, sessions, and tutorials you may not have heard about, which legendary figures are appearing for the first time, and which events you simply cannot afford to miss.
"Postmortem: Bizarre Creations' Project Gotham Racing 2" by Garrett Young, Mario Rodriguez, and Chris Pickford
Let's say you've put out the best-selling game in your genre for a particular console. How do you innovate your next title without alienating your loyal players? See how Bizarre Creations met the call through substantial licensing, tricky worldwide management, and stable online play.
D E P A R T M E N T S
Game Plan by Jennifer Olsen
Checkout Time
Industry Watch by Kenneth Wong
Nintendo and MS hint at hardware, Avid taps Alienbrain, more
Product Reviews
Borland's JBuilder Mobile Edition, 3DConnexion's SpaceTraveler, and Collision Detection in Interactive 3D Environments
Profiles by Jamil Moledina
Luxoflux's Peter Morawiec on integrating narrative
The inner product by Jonathan Blow
Designing the Language Lerp: Part 3
Artist's View by Steve Theodore
Subdivide and Conquer Part 2: Practicalities
Sound Principles by Tim Roche
Laying the Smackdown on Voice Recording
Better by Design by Noah Falstein
Beyond Entertainment?
Soapbox by Craig Relyea
Marketing: Packed in Together
Schlagworte
Spieleentwicklung, game design, game development
Kategorie