DIE TAUSCHBÖRSE

Game Developer Magazine - Ausgabe Mai 2004

Autor:

CMP

Verlag:
CMP
Jahr:
2004
Medium:
Taschenbuch
Sprache:
Englisch
Anbieter:
(150)

Artikel angeboten seit:
19.05.2007
Tickets:
1
Zustandsbeschreibung
Gelesen, die erste Seite ist etwas gewellt, die weiteren Seiten sind davon nicht betroffen, von daher ist der Zustand abgesehen von den Wellen sehr gut
Artikelbeschreibung
Ausgabe Mai 2004 der Zeitschrift Game Developer Magazine.

Ich habe noch viele weitere Ausgaben eingestellt.

Inhalt dieser Zeitschrift:

Inside EverQuest
by Rod Humble
If you're a fan of making money, you've got to be curious about how Sony Online Entertainment runs EverQuest. You'd think that the trick to running the world's most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who's happy to tell all. Read this quickly before SOE legal yanks it.

The Next 10 Years of Game Development
by Jamil Moledina
Given the sizable window of time between idea and store shelf, you need to have some skill at predicting the future. We at Game Developer don't pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you'll be doing -- and what we'll be covering -- over the next 10 years.

The Anti-Communist Manifesto
by Jamil Moledina
Jason Rubin doesn't like to be treated like a nameless, faceless factory worker, and he doesn't want you to be, either. At the DICE Summit, he called for lead developers to cultivate an industry awareness of their contributions that will trickle down to help their teams in negotiations. We decided to test his theory. See how Jason does.

Postmortem: The Game Design of Surreal's The Suffering
by Richard Rouse III
Before you even get to the problems you typically see listed in our postmortems, you need to nail down your design. What's your control scheme? What are the rules of your gameplay? What is your game even about? Surreal Software got those answers down -- but it wasn't easy getting there. See what worked and what didn't work in designing The Suffering.




Game Plan by Jamil Moledina
Next Generation Platform

Feedback Loop by Our Readers

Heads Up Display
Middleware for all, it's the software stupid, and other epiphanies from the Game Developers Conference, the DICE Summit, and developments in between.

Skunk Works
by Michael Dean and Spencer Linsay
Discreet's 3ds max 6 in two takes

The Inner Product by Jonathan Blow
Miscellaneous Rants

Pixel Pusher by Steve Theodore
Beg, Borrow, Steal

Necessary Evil by Seamus Blackley
An Inside Job

Aural Fixation by Alexander Brandon
The Audio Manager's Guidebook

Game Shui by Noah Falstein
The Flow Channel

A Thousand Words
The Lord of the Rings: The Battle for Middle-Earth
Schlagworte
Spieleentwicklung, game design, game development, Computerspiele, Everquest