Designing Deathwalk For Prey
By Chris Rhinehart
The creators of Prey, the first-person shooter game from 3D Realms and Human Head Studios, hope you never die—so much so that they’ve built a system that nearly prevents that ghastly act from ever ripping game players from the heat of the action again. Twelve-year game veteran Chris Rhinehart unravels the numerous strategies the team employed before they were able to pull this trick off.

Getting Lucky
By Richard Garfield
Many video games diminish the importance of luck, as it’s often considered the opposite of skill. Magic: The Gathering creator and game design legend Richard Garfield ponders the benefits of adding an ounce of luck to computer game titles.

Go With The Flow
By Erik Winter And Matti Larsson
The world of game physics is advancing, but water dynamics can be difficult to pin down. Two pros from Resolution Interactive show us how to use science to make better water and liquid simulations, which in turn can lead to more immersive gameplay.

 


Right of Reply
By Simon Carless

Heads Up Display
TGS and GDC London reports, Trion forms, Nintendo announces LiveMode, and more.

Skunk Works
By David March
Luxology’s modo 202 and Darwin Dimensions’ evolver

A Thousand Words
Nippon Ichi Software’s Disgaea 2

Business Level
By Pat Christen
Serious Expectations

Pixel Pusher
By Steve Theodore
Through A Scanner Darkly

The Inner Product
By Mick West
Stylus Control

Game Shui
By Noah Falstein
Changing Brains

Aural Fixation
By Jesse Harlin
Be A Demo Dynamo

 

 

 


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