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Old 08-14-2008, 01:53 PM   #5
Marco Roy
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Location: Montreal, Canada

For Game Developer Magazine readers:

Part 2 (January 2007 – August 2008)

January 2007 issue:
• Postmortem: Not Your Typical Grind: Tony Hawk’s Downhill Jam for Wii, p.30
• Do, Don’t Show, p.42

February 2007 issue:
• Scrum Rising: Agile Development Could Save your Studio, p.21
• Postmortem: Resistance: Fall of Man, p.28
• All for Games: An Interview With Warren Spector, p.39
• Believing the Impossible, p.51

March 2007 issue:
• State of the Industry: Digital Distribution, p.11
• Postmortem: Sam & Max: A Journey Through Episodic Gaming, p.26
• Interview: Gamelab’s Peter Lee, p.35
• Interview: Ralph Baer, p.38
• Casual Starters, p.52

April 2007 issue:
• Postmortem: Advent of Advergaming: Blitz Games’ Burger King Games, p.20
• Software Toys, p.35

May 2007 issue:
• Moving On Up: Advancing your Career in the Game Industry, p.7
• Going Freelance,p.15
• Postmortem: Konami’s Elebits, p.28

June-July 2007 issue:
• For Better or Worse: A Quality of Life Update, p.7
• Postmortem: Big Huge Games’ Catan for Xbox Live Arcade, p.20
• Reflexes and Reflection, p.29

August 2007 issue:
• Postmortem: Final Fantasy XII, p.23
• Hybrid Vigor, p.43

September 2007 issue:
• Saving the Day: Save Systems in Games, p.7
• The Subversion Game: An Interview with Harvey Smith, p.33
• Postmortem: Infinite Interactive’s Puzzle Quest: Challenge of the Warlords, p.43
• Status Symbols: Why human psychology should influence game designers, p.50

October 2007 issue:
• Postmortem: Realtime Worlds’ Crackdown, p.26
• Hal and Mycroft: A Tale of Two Computers, p.41

November 2007 issue:
• Scaling Small, p.7
• Postmortem: 2K Games’ Bioshock, p.20
• Fishy Rules, p.38

December 2007 issue:
• Purchasing Power: Item-based payment models in Korean games, p.9
• Textual Healing: What Graphical MMOs Can Learn From Their Text-Based Ancestors, p.16
• Postmortem: 5th Cell’s Drawn to Life, p.23
• Interview: Akira Yamaoka, p.31
• When Tales Wag the Dog, p.41

January 2008 issue:
• Thinking with Portals: Creating Valve’s New IP, p.7
• Postmortem: Midway Games’ Stranglehold, p.32
• Orange Box, Gold Star, p.51

February 2008 issue:
• Difficulty is Difficult: Designing for Hard Modes in Games, p.6
• Postmortem: Ratchet & Clank Future: Tools of Destruction, p.32
• Creating Halo 3’s Legendary Mode, p.42
• Multiple Variations on a Single Theme, p.63

March 2008 issue:
• Postmortem: Infinity Ward’s Call of Duty 4, p.24
• Coming of Age, p.48

April 2008 issue:
• Ode to Short Dialog: Reconsidering the Sound Bite, p.17
• Postmortem: Naughty Dog’s Uncharted: Drake’s Fortune, p.24
• The Player’s Handbook: Picking your role in The Game Industry™, p.40
• Seven Deadly Strategy Sins, p.44
• A Call for Standardized Job Titles, p.56

May 2008 issue:
• Engines of Creation, p.7
• The Game Developer Market, p.17
• Idea Synthesis, p.25
• Interview: Mike Zak, p.30
• Postmortem: Harmonix’s Rock Band, p.36

June-July 2008 issue:
• Land of the Free: The Rise of the Tiny MMO, p.7
• Intelligent Brawling: Analyzing the Genre to Build a Better Beat ’Em Up, p.15
• Postmortem: Square Enix’s Final Fantasy Crystal Chronicles: My Life as a King, p.34
• Interview: Masafumi Takada, p.42
• 2D vs 3D: Choosing the Right Camera System for your Game, p.55

August 2008 issue:
• Game Brains: A Survey of AI Middleware, p.7
• Interview: Hirokazu Tasuhara, p.18
• Postmortem: Penny Arcade Adventures, p.28
• Humor Me, p.48
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