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Senior Member
Location: Montreal, Canada
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For Game Developer Magazine readers:
Part 1 (May 2004 – December 2006)
May 2004 issue:
• Inside Everquest, p. 18
• Postmortem: The Game Design of Surreal’s The Suffering, p. 36
• The Flow Channel, p. 52A
June-July 2004 issue:
• Implementing Real-World Control Systems, p. 18
• Doing Mushrooms, Miyamoto-Style, p. 24
• Postmortem: EA Sports Fight Night 2004, p. 28
• Serious Fun, p. 47
August 2004 issue:
• Postmortem: The Cinematic Effect of Zombie Studios’ Shadow Ops: Red Mercury, p. 34
• Pitch – Not Design, p. 48
September 2004 issue:
• Manhunt to Mortal Kombat – The use and future use of violence in games, p. 12
• Postmortem: The Swinging System of Treyarch’s Spider-Man 2 game, p. 26
• Brainstorming, p. 47
October 2004 issue:
• Postmortem: The Mobile Multiplayer of Blue Ridge’s Momentum, p. 25
• Recursive Fleas, p. 35
November 2004 issue:
• Postmortem: Two Timing: Timegate Studios’ Kohan II and Axis & Allies, p. 34
• Paradigm Shifts, p. 47
December 2004 issue:
• Ethics of Game Design, p. 14
• Postmortem: The Singular Design of Katamari Damacy, p. 34
• A Matter of Life and Death, p. 48
January 2005 issue:
• Postmortem: Avoiding Sequelitis in The Sims 2, p. 38
• What Trumps Fun, p. 54
February 2005 issue:
• Increasing the Bottom Line: Winning the Women’s Market Share, p. 16
• Postmortem: Up You Arsenal: On and Offline in Ratchet & Clank, p. 28
• Question Your Assumptions, p. 55
March 2005 issue:
• Buena Vista’s Good View, p. 31
• Postmortem: What’s Inside the Room? The Horrors of Silent Hill 4 Investigated, p. 34
• In the Beginning, p. 64
April 2005 issue:
• Everything You Need to MMO, p. 18
• Postmortem: Jedi Mind Trick: Choice and Consequence in KOTOR II, p. 30
• Sleeping Dogs do it, p. 46
May 2005 issue:
• Intelligent Solutions for Ambiguous Player Controls, p. 19
• Postmortem: Indie Power! Riding the FBI with Alien Hominid, p. 28
• The Wright Stuff, p. 48
June-July 2005 issue:
• Playing Smart with IP, p. 17
• Postmortem: A Collective Backbone: Foundation 9’ Development Dream, p. 24
• Familiar, Yet Different, p. 40
August 2005 issue:
• Postmortem: Head Games: Double Fine’s Psychonautic Break, p. 30
• The Right to Bare Arms, p. 46
September 2005 issue:
• State of the Industry: Mobile Games, p. 11
• Mobilizing Content: Porting Games for Mobile Devices, p. 23
• Postmortem: Before Crisis: Final Fantasy VII, p. 28
• Don’t Cell Out, p. 40
October 2005 issue:
• Postmortem: The Graphical Styling of Resident Evil 4, p. 26
• Negative Feedback, p. 41
November 2005 issue:
• What Games Have to Teach Us, p. 9
• Scaling the Cabal: Valve’s Design Process for Creating Half-Life 2, p. 20
• Stealth Education, p. 40
December 2005 issue:
• Postmortem: Designing Pac-Man, p. 26
• Rules of Interest, p. 39
January 2006 issue:
• Postmortem: Chomping at the Bit: Wideload Games’ Studio Experiment Bites Back with Stubbs, p. 24
• Schafer on Creativity, p. 41
February 2006 issue:
• State of the Industry: Casual Games, p. 9
• Postmortem: The Buzz on Hamonix’s Guitar Hero, p. 24
• When the Hunter Becomes the Hunted, p. 38
March 2006 issue:
• Postmortem: Gun: The Good, the Bad and the Ugly, p. 34
• The Judo Rule, p. 62
April 2006 issue:
• Urban Development, p. 19
• Postmortem: Ubisoft’s Peter Jackson’s King Kong, p. 28
• Interview: The Wright Stuff, p. 38
• Emergent Complexity, p. 54
May 2006 issue:
• The Art of Self-Promotion, p. 13
• Postmortem: Konami’s Metal Gear: Playing the 3D Card, p. 28
• Interview: Cliff Bleszinski: At War with Complacency, p. 39
• 112 Down, 288 to go: The State of The 400 Project, p. 53
June-July 2006 issue:
• Postmortem: Indigo Prophecy – The Nightmare of the Original Concept, p. 24
• Better Living through Games, p. 38
August 2006 issue:
• The Power of Pacing – Designing Games for Lasting Impact, p. 13
• Postmortem: Reestablishing an Icon: The Peaks and Pitfalls of Tomb Raider: Legend, p. 24
• Interview: Masaya Matsuura, p. 31
• Fair Play, p. 40
September 2006 issue:
• Interview: Alexey Pajitnov, Master of Shapes, p. 10
• State of the Industry: PC Games, p. 19
• Postmortem: Gamevil’s NOM, p. 25
• 51 Ways to Die: An Interview with Goichi Suda, p. 31
• Invisible Monsters: Tales from the Uncanny Valley, p. 45
October 2006 issue:
• Ranking and Matchmaking: Grouping Online Players for Competitive Gaming, p. 25
• Postmortem: Iron Lore’s Titan Quest, p. 36
• Interview: Michiru Yamane, p. 43
• Publisher Compatriots: What game designers need from their sugar mommas, p. 47
November 2006 issue:
• Getting Lucky: The ‘Magic: The Gathering’ Creator’s Stance on Chance, p. 11
• Postmortem: Creeping Death: Designing the DeathWalk System in Prey, p. 31
• Changing Brains, p. 42
December 2006 issue:
• Postmortem: Detonating Introversion’s DEFCON, p. 26
• Designer Genes, p. 35
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