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Postmortem : The Graphical Styling of Resident Evil 4
By Yoshiaki Hirabayashi
Innovative camera use, more immersive cutscenes, and life-like character expressions are just one part of the layer of freshness for the long-standing series of survival-horror games. Accompanied by detailed figures and other imagery from the game, Yoshiaki Hirabayashi shares the history of how Capcom Japan put Resident Evil's renaissance together.
Top 20 Publishers
By Tristan Donovan
Who's the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world.
Interview: A Pirate's Life
By Brandon Sheffield
What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James' mission has been to create an addictive MMO (or two) that has the pick-up-put-down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such games, the beauty of the web, and the trouble with executables.
Debug and Release
By Mick West
Using debug and release modes at various stages of development has been the staple method for longer than many of us can remember. It's high time we questioned why we use them and if there is a better way.

Game Plan
Top Cat
By Simon Carless
Heads Up Display
Game Developers Conference Europe wrap, new women's group forms, super genre break out, and more.
Skunk Works
IDV Inc.'s SpeedTreeRT 1.7 and 3Dconnexion's SpacePilot
By Tom Carroll and Spencer Lindsay
A Thousand Words
Ubisoft's Peter Jackson's King Kong
Pixel Pusher
Pencil Whipped
By Steve Theodore
Business Level
Licensed to Steal
By Riley Russell
Game Shui
Negative Feedback
By Noah Falstein
Aural Fixation
Bring the Noise
By Alexander Brandon


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