Autor:
CMP
Verlag:
CMP
Jahr:
2005
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
Gelesen, wirkt wie neu
Artikelbeschreibung
Ausgabe September 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:
Mobile Postmortem: Before Crisis: Final Fantasy VII
By Kosei Ito
When Square Enix decided to take its classic Final Fantasy VII franchise onto mobile platforms, the developers quickly realized that working with established intellectual property needn't restrict the game style. The game that resulted uses the platform's camera and network functionality innovatively to weave a side-story to the classic RPG, but development of the title wasn't without its difficulties. From the stiff technical requirements to the game's initial popularity, the creators explain how they created a landmark mobile game in this month's postmortem.
State of the Industry: Mobile Games
By Paul Hyman
Over the last few years, the North American mobile phone market has grown by leaps and bounds, and the mobile game industry now represents a rapidly growing revenue stream for the market leaders. But how is the interaction between developers, publishers, and carriers shifting as the market matures? In this state of the industry report, Paul Hyman investigates what the market holds for all the major stakeholders.
Business Level: The Tipping Point
By Mike Yuen
Each year, the line separating wireless and console/PC gaming blurs, as do the design fundamentals behind them. Is having cross platform design a step that all games can leverage in the future? Mike Yuen takes this concept as a starting point and discusses the connection between wireless and traditional gaming platforms.
Mobilizing Content: Porting games for mobile devices
By Mike Ying, Jacob Abrams, Vikas Gupta, Bob Whiteman, and Kal Iyer
Every cell phone used to play games is different, sometimes startlingly different in terms of hardware, and porting games for the mobile market is full of thorny but intriguing challenges for developers. This article looks at some of the common problems and possible solutions for those making multiple SKUs of mobile games effectively, from palette swapping to compression methods.
Game Plan
By Simon Carless
Memphis Blues
Heads Up Display
Mobile news, G-Phoria, Microsoft Meltdown wrap, and more.
Skunk Works
By Mathew Kumar and Justin Lloyd
Tira Jump Product Suite and SlickEdit 10
A Thousand Words
Capybara Games' Plant Life
Inner Product
By Sean Barrett
Immediate Mode GUIs
Pixel Pusher
By Steve Theodore
Eyes Right
Game Shui
By Noah Falstein
Don't Cell Out
Aural Fixation
By Alexander Brandon
Audio Budgets
Ich habe noch viele weitere Ausgaben der Zeitung und weitere Bücher und Zeitschriften zum Thema Spieleentwicklung eingestellt.
Inhalt dieser Zeitschrift:
Mobile Postmortem: Before Crisis: Final Fantasy VII
By Kosei Ito
When Square Enix decided to take its classic Final Fantasy VII franchise onto mobile platforms, the developers quickly realized that working with established intellectual property needn't restrict the game style. The game that resulted uses the platform's camera and network functionality innovatively to weave a side-story to the classic RPG, but development of the title wasn't without its difficulties. From the stiff technical requirements to the game's initial popularity, the creators explain how they created a landmark mobile game in this month's postmortem.
State of the Industry: Mobile Games
By Paul Hyman
Over the last few years, the North American mobile phone market has grown by leaps and bounds, and the mobile game industry now represents a rapidly growing revenue stream for the market leaders. But how is the interaction between developers, publishers, and carriers shifting as the market matures? In this state of the industry report, Paul Hyman investigates what the market holds for all the major stakeholders.
Business Level: The Tipping Point
By Mike Yuen
Each year, the line separating wireless and console/PC gaming blurs, as do the design fundamentals behind them. Is having cross platform design a step that all games can leverage in the future? Mike Yuen takes this concept as a starting point and discusses the connection between wireless and traditional gaming platforms.
Mobilizing Content: Porting games for mobile devices
By Mike Ying, Jacob Abrams, Vikas Gupta, Bob Whiteman, and Kal Iyer
Every cell phone used to play games is different, sometimes startlingly different in terms of hardware, and porting games for the mobile market is full of thorny but intriguing challenges for developers. This article looks at some of the common problems and possible solutions for those making multiple SKUs of mobile games effectively, from palette swapping to compression methods.
Game Plan
By Simon Carless
Memphis Blues
Heads Up Display
Mobile news, G-Phoria, Microsoft Meltdown wrap, and more.
Skunk Works
By Mathew Kumar and Justin Lloyd
Tira Jump Product Suite and SlickEdit 10
A Thousand Words
Capybara Games' Plant Life
Inner Product
By Sean Barrett
Immediate Mode GUIs
Pixel Pusher
By Steve Theodore
Eyes Right
Game Shui
By Noah Falstein
Don't Cell Out
Aural Fixation
By Alexander Brandon
Audio Budgets
Schlagworte
Spieleentwicklung, game design, game development, Computerspiele
Kategorie