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Game Developer - May 2006
>> INTERVIEW: CLIFF BLESZINSKI GEARS UP FOR NEXT GEN
MAY 2006
THE LEADING GAME INDUSTRY MAGAZINE
KONAMI’S
METAL GEAR
ACID 2
PATCHING FINAL
FANTASY XI
THE ART OF
SELF-PROMOTION
GDC PRODUCT
ROUNDUP
POSTMORTEM:
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[
CONTENTS
]
MAY 2006
VOLUME 13, NUMBER 5
FEATURES
13 THE ART OF SELF-PROMOTION
Breaking into the games industry is tough
enough; creating a name for yourself once in
requires true dedication. Treyarch’s Stuart
Roch maintains that a successful career
starts (and ends) with good self-promotion.
In this feature article, he shares five steps
game developers can take to make the most
of their career painlessly ... well, almost.
By Stuart Roch
13
20 FINAL FANTASY XI’S
PATCH SYSTEM DESIGN
How a game patch is disbursed to users and
installed varies widely across the industry, with
at least four common approaches currently
being used. For persistent games, like MMOGs,
the patch creators need to establish reliable
and accurate methods that accommodate the
player, since patches are likely to ship on a
regular basis. Fumiaki Shiraishi, who worked on
the patch design of F INAL F ANTASY XI, shares the
technical considerations of these various
methods, justifying why, if he had a second
chance, he would opt for a hybrid approach.
By Fumiaki Shiraishi
20
POSTMORTEM
28 KONAMI’S METAL GEAR ACID 2: PLAYING THE 3D CARD
The original M ETAL G EAR A CID turned a beloved series on its ear, bringing it
into the realm of card-based strategy. The sequel takes it one step
further, by making the game fully playable with 3D goggles. Who says
there’s no more room to innovate? In this postmortem, game director
Shinta Nojiri discusses not only the game’s unconventional design, but
some alarming conditions of the Eastern game industry—namely, never
going home.
By Shinta Nojiri
39 INTERVIEW WITH CLIFF BLESZINSKI:
AT WAR WITH COMPLACENCY
G EARS OF W AR creator Cliff Bleszinski, also
known as CliffyB, talks straight in this
exclusive interview. He’s got a bone to pick
with usability and an insightful take on
simplifying player controls. The Epic designer
shares his criticisms and witticisms.
By Brandon Sheffield
39
DEPARTMENTS
COLUMNS
4 GAME PLAN By Simon Carless
Mar velous Ideas
46 BUSINESS LEVEL By Stephen Smith
[ BUSINESS ]
Play Smart With Wages
6 HEADS UP DISPLAY
Dev kits reach game schools, research points to the health benefits of
games, developers’ early impressions of the Revolution, and more!
48 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Parallax Mapped Bullet Holes
51 PIXEL PUSHER By Steve Theodore
[ ART ]
8 SKUNK WORKS By Jill Duffy and Tom Carroll
GDC Product Roundup and Spiral Graphics’ Genetica 2.5 Pro
Best Practices From a Collective Force
53 GAME SHUI By Noah Falstein
[ DESIGN ]
80 A THOUSAND WORDS
Funcom’s D REAMFALL : T HE L ONGEST J OURNEY
112 Down, 288 To Go: The State of The 400 Project
54 AURAL FIXATION By Alexander Brandon
[ SOUND ]
COVER ART: Tsubasa Masao
Databasic Ideas: Part II
1
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