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Game Developer - November 2005
>>
PRODUCT REVIEW
MAYA 7 UNLIMITED FOR MAC OS X
NOVEMBER 2005
THE LEADING GAME INDUSTRY MAGAZINE
>>
PURE SCIENCE
PORTABLE PHYSICS
FORWIPEOUT PURE
>>
BUT SERIOUSLY
JAMES PAUL GEE ON
WHAT GAMES TEACH US
>>
POKER FACE
HOLD’EM-FRIENDLY
AI SHARKING
SCALING THE CABAL FOR
VA LVE’S
HALF-LIFE 2
[
CONTENTS
]
NOVEMBER 2005
VOLUME 12, NUMBER 10
FEATURES
9
WHAT GAMES HAVE TO TEACH US:
AN INTERVIEW WITH
JAMES PAUL GEE
James Paul Gee of the University of Wisconsin
is one of the most vocal proponents of games
for learning. As an academic, his views have
been a welcome contrast to the current anti-
game sentiment in the conservative public
view. In an interview with
Game Developer
, Gee
discusses his thoughts on digital interactive
entertainment, the importance of games to
states’ economies, and perhaps most
importantly, what game developers can do to
improve the industry.
By Brandon Sheffield
9
20
SCALING THE CABAL: VALVE’S DESIGN PROCESS
FOR CREATING
H
ALF
-L
IFE
2
The sometimes-mysterious G-Men at Valve Software outline the
process, workflow, and design techniques that brought us H
ALF
-L
IFE
2,
one of the seminal PC games of the past few years, updating us on the
evolution of the unique Cabal work management system developed for
the original H
ALF
-L
IFE
, and touching on everything from story
development to voice acting challenges.
By Brian Jacobson and David Speyer
14
HOVERING ON A HANDHELD: THE
PHYSICS BEHIND
W
IP
E
OUT
P
URE
The physics engine for W
IP
E
OUT
P
URE
was built
from the ground up, and as a PSP launch title,
it had to be done in a relatively short time.
Martin Linklater of Sony’s Studio Liverpool
shares the experience of creating a speedy
physics engine for handhelds without
compromising the gameplay, or shattering his
programmer’s pride.
By Martin Linklater
14
DEPARTMENTS
COLUMNS
2
GAME PLAN
By Simon Carless
Serious Fun
30
THE INNER PRODUCT
By Mick West
[
PROGRAMMING
]
Tex as Hold’em AI
4
HEADS UP DISPLAY
Words of wisdom from Tokyo Game Show, Softimage XSI 5, NYFD gets
serious, and more.
35
PIXEL PUSHER
By Steve Theodore
[
ART
]
Anatomy for Animators: A Leg to Stand On
38
BUSINESS LEVEL
By Careen Yapp
[
BUSINESS
]
7
SKUNK WORKS
By James Alguire
Alias’ Maya 7 Unlimited for Mac
Working With Hollywood
39
AURAL FIXATION
By Alexander Brandon
[
SOUND
]
48
A THOUSAND WORDS
BreakAway’s F
REE
D
IVE
Bringing Down the House
41
GAME SHUI
By Noah Falstein
[
DESIGN
]
Stealth Education
WWW.GDMAG.COM
1
GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
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SERIOUS FUN
EDITORIAL
EDITOR
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ASSISTANT EDITOR
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ART DIRECTOR
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CONTRIBUTING EDITORS
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Mick West
mwest@gdmag.com
ADVISORY BOARD
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Designer-at-Large
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Monolith
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Naughty Dog
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Luxoflux
ADVERTISING SALES
NATIONAL SALES MANAGER
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e
:
athatcher@cmp.com
t:
415 . 9 47. 6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
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e
:
amachiran@cmp.com
t:
415.947.6224
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, & MARKETPLACE
Susan Kirby
e
:
skirby@cmp.com
t:
415.947.6226
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist
e
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t:
415.947.6223
ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS
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e
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CONFERENCE DIRECTOR, GDC
Jamil Moledina
ASSOCIATE CONFERENCE DIRECTOR, GDC
Susan Marshall
EXECUTIVE WEB PRODUCER
Peter Leahy
EDITO
R, GAMASUTRA.COM
Simon Carless
FEATURES EDITOR, GAMASUTRA.COM
Quang Hong
CIRCULATION
CIRCULATION DIRECTOR
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CMP MEDIA MANAGEMENT
PRESIDENT AND CEO,
Gary Marshall
EXECUTIVE VP & CFO,
John Day
EXECUTIVE VP and COO,
Steve Weitzner
EXECUTIVE VP, Corporate Sales & Marketing,
Jeff Patterson
EXECUTIVE VP, Human Resources,
Leah Landro
CHIEF INFORMATION OFFICER,
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SENIOR VP, OPERATIONS,
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SENIOR VP AND GENERAL COUNSEL,
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SENIOR VP, COMMUNICATIONS,
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VP GROUP DIRECTOR OF INTERNET BUSINESS,
Mike Azzara
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT,
Shannon Aronson
CORPORATE DIRECTOR, CREATIVE SERVICES,
Kellie Ferris
CORPORATE DIRECTOR, PUBLISHING SERVICES,
Marie Myers
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT,
Michael Zane
PRESIDENT, CHANNEL GROUP,
Robert Faletra
PRESIDENT CMP ENTERTAINMENT MEDIA,
To ny Ke efe
PRESIDENT CMP HEALTHCARE MEDIA,
Vicki Masseria
VP GROUP PUBLISHER ELECTRONICS,
Paul Miller
VP GROUP PUBLISHER ENTERPRISE,
Fritz Nelson
VP GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA,
Peter Westerman
THIS MONTH’S ISSUE OF
GAME DEVELOPER
coincides with and debuts at the 2005 Serious
Games Summit in Washington D.C. Therefore,
you’ll find that the some of the contents of this
issue have a mild, tangy “serious” flavor.
It helps if you actually concur with the coining
of the term “serious games” to describe games
for education, health, military, and other sub-
sectors of the industry. As academic James Paul
Gee claims in his interview (pg
. 9)
, perhaps
there’s an essential anachronism in the phrase
that grates on the more sensitive among us.
However, as an overarching term, it fits better
than anything else devised thus far. We like it,
and we’re sticking to it.
GEE, POKER, HOLLYWEIRD
The rest of this issue is on the action-packed side,
too. Games for learning proponent, author, and
academic James Paul Gee expounds on some
pretty intriguing topics in his previously
mentioned in-depth interview. Code columnist
Mick West has some excellent AI lessons learned
from his work on a new console poker game (pg.
30)
, and this month’s Business Level is from D3’s
Careen Yapp, discussing what happens when
Hollywood talent collides with the game industry,
and how to make the best of it (pg.
38)
.
Dave Pottinger
Ensemble Studios
George Sanger
Big Fat Inc.
Har vey Smith
Midway
Paul Steed
Microsoft
INTERNET WELCOMES
CAREFUL DRIVERS
Finally, I want to share some of the improvements
we’ve been making to our editorial operations in
the wild, woolly world of the internet.
As for
Game Developer
(www.gdmag.com)
, we
continue to roll out a digital edition, which allows
digital subscribers to read all the content online
every month, but still in the elegant format of
magazine pages. And access to back issues is
rolled into the bargain. We’ve also recently
introduced single-issue digital sales, so you can
read any one particular issue without tracking
down a physical copy.
As for our sister web site
(www.gamasutra.com)
,
which wholly or partly shares a number of
editors with the magazine, Gamasutra.com has
been expanding recently, and now features five
exclusive features and five exclusive columns
per week, and as many as 15 news updates per
day. Thanks to the continual development of new
markets, the site now has a daily email
newsletter plus fresh newsletters concentrating
on mobile games, casual/indie games, serious
games, and career-related issues. Look for their
expansion into their own websites over the next
few weeks and months. Needless to say, all this
means that you have plenty of extra information
to supplement your monthly copy of the
magazine. Use it wisely!
HEADCRABS, BOOMSTICKS
The big news for this month: a developer-penned
analysis of Valve Software’s seminal H
ALF
-L
IFE
2
(pg.
20)
.
Many months in the making, and the biggest
article we’ve run for some time, Brian Jacobson
and David Speyer’s piece follows a feature that ran
in the December 1999 issue of
Game Developer
,
which analyzed the Cabal Process used to create
H
ALF
-L
IFE
.
Moving from the first game to its sequel
required significant tweaks to the Cabal Process,
and Jacobson and Speyer discuss, in detail, the
development methods that created one of the
most critically acclaimed games of all time.
W-W-WIPEOUT!
While the high-end PCs that run H
ALF
-L
IFE
2had a
little more leeway in terms of processor power
for vital in-game systems such as physics, Sony
Liverpool’s marquee PSP game W
IP
E
OUT
P
URE
was
operating under tighter restrictions. In this
featured technical article (pg.
14)
, senior
programmer Martin Linklater discusses the
work he single-handedly accomplished
implementing physics, handling, and collision
for Sony’s popular title.
Considering that near the end of the project the
game was using just 10 percent of the CPU to
perform the physical simulation for all eight
ships at 30fps—which included the collision
tests, physics integration, and ship handling
code—Linklater’s work on the game was no
mean feat.
Simon Carless, editor
Game Developer
is BPA approved
Game Developer
2
NOVEMBER 2005
|
G AME DEVELOPER
WWW.CMPGAME.COM
[
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
EDITORIAL
EDITOR
Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
ASSISTANT EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Brandon abrandon@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Monolith
Andy Gavin
Naughty Dog
Joby Otero
Luxoflux
ADVERTISING SALES
NATIONAL SALES MANAGER
Afton Thatcher
e:
athatcher@cmp.com
t:
415 . 9 47. 6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran
e:
amachiran@cmp.com
t:
415.947.6224
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, & MARKETPLACE
Susan Kirby
e:
skirby@cmp.com
t:
415.947.6226
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist
e:
ngeist@cmp.com
t:
415.947.6223
ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS
Aaron Murawski
e:
amurawski@cmp.com
t:
415.947.6227
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR
Kevin Chanel
REPRINTS
Julie Rapp
e:
jarapp@cmp.com
t:
510.834.4752
GAME GROUP MARKETING
DIRECTOR OF BUSINESS STRATEGY
Michele Maguire
DIRECTOR OF MARKETING
Ta r a C . G i b b
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES
Philip Chapnick
CONFERENCE DIRECTOR, GAME GROUP
Jamil Moledina
CONFERENCE MANAGER, GAME GROUP
Evelyn Donis
EXECUTIVE WEB PRODUCER
Peter Leahy
EDITOR, GAMASUTRA.COM
Simon Carless
FEATURES EDITOR, GAMASUTRA.COM
Quang Hong
CIRCULATION
CIRCULATION DIRECTOR
Kevin Regan
e:
kregan@cmp.com
CIRCULATION ASSISTANT
Manager Jessica Ward
e:
jward@cmp.com
CIRCULATION COORDINATOR
Miguel Mendiolaza
e:
mmendiolaza@cmp.com
CIRCULATION ASSISTANT
Michael Campbell
e:
mcampbell@cmp.com
CIRCULATION ASSISTANT
Adrea Abidor
e:
aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t:
800.250.2429
f:
847.763.9606
e:
gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t:
650.513.4234
f:
650.513.4482
e:
msalinas@cmp.com
CMP MEDIA MANAGEMENT
PRESIDENT AND CEO,
Gary Marshall
EXECUTIVE VP & CFO,
John Day
EXECUTIVE VP & COO,
Steve Weitzner
EXECUTIVE VP, CORPORATE SALES & MARKETING,
Jeff Patterson
EXECUTIVE VP, HUMAN RESOURCES,
Leah Landro
CHIEF INFORMATION OFFICER,
Mike Mikos
SENIOR VP, OPERATIONS,
Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS,
Joseph Braue
SENIOR VP AND GENERAL COUNSEL,
Sandra Grayson
SENIOR VP, COMMUNICATIONS,
Alexandra Raine
SENIOR VP, CORPORATE MARKETING,
Kate Spellman
VP GROUP DIRECTOR OF INTERNET BUSINESS,
Mike Azzara
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT,
Shannon Aronson
CORPORATE DIRECTOR, CREATIVE SERVICES,
Kellie Ferris
CORPORATE DIRECTOR, PUBLISHING SERVICES,
Marie Myers
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT,
Michael Zane
PRESIDENT, CHANNEL GROUP,
Robert Faletra
PRESIDENT CMP ENTERTAINMENT MEDIA,
To ny Ke efe
PRESIDENT CMP HEALTHCARE MEDIA,
Vicki Masseria
VP GROUP PUBLISHER ELECTRONICS,
Paul Miller
VP GROUP PUBLISHER ENTERPRISE,
Fritz Nelson
VP GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA,
Peter Westerman
Dave Pottinger
Ensemble Studios
George Sanger
Big Fat Inc.
Har vey Smith
Midway
Paul Steed
Microsoft
WWW.CMPGAME.COM
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