Game.Developer.2008.11.pdf
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Pobierz
Game Developer - November 2008
>
>
TOP DECK
The Industry's Most Influential Players
NOVEMBER 2008
THE LEADING GAME INDUSTRY MAGAZINE
>
>
BUILDING TOOLS
GOOD DESIGN FOR
INTERNAL SYSTEMS
>
>
PRODUCT REVIEW
NVIDIA'S PERFHUD 6
>
>
LITTLE TOUCHES
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THAT SELL THE ILLUSION
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OF
BOOTY
CERTAIN AFFINITY'S
“ReplayDIRECTOR
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[
CONTENTS
]
NOVEMBER 2008
VOLUME 15, NUMBER 10
FEATURES
7
GAME DEVELOPER'S TOP DECK
Not all game developers are cards, but
many of them are unique in their way—in
Game Developer
's first Top Deck feature,
we name the top creatives, money makers,
and innovators, highlighting both individual
and company achievements. 52 developers,
organized by suit, with two jokers to round
out the bunch.
By Staff
17
BUILDING THE PERFECT BEAST
In-house tools and editors can present clever
solutions for asset handling. However, as
projects grow over long development cycles,
what was once a handy fix can become a
costly burden to maintain. A little planning at
the onset of a project can make for tools that
are easily extendable over the long-term and
offer flexible error reporting with more useful
real-time feedback, keeping your game on
track and your asset creators happy.
By Oliver Franzke
7
22
17
POSTMORTEM
22
CERTAIN AFFINITY'S AGE OF BOOTY
Beginning with a paper prototype and then creating an original engine,
Certain Affinity brought A
GE
OF
B
OOTY
to completion in just over a year, all
while juggling multiple projects and shuffling developers on and off the
project. Even an unexpected last minute dispute over the name couldn’t
scuttle the game and Certain Affinity took home the real treasure: full
control over its own IP.
By Max Hoberman
DEPARTMENTS
COLUMNS
36
PIXEL PUSHER
By Steve Theodore
2
GAME PLAN
By Brandon Sheffield
Social Responsibility
[
ART
]
Gems or Expectations?
4
HEADS UP DISPLAY
40
INNER PRODUCT
By Noel Llopis
[
PROGRAMMING
]
Notes from the Tokyo Game Show, game developers enter the new
space race, and more.
Secrets of Multiplatform Data Baking
45
DESIGN OF THE TIMES
By Soren Johnson
[
DESIGN
]
31
TOOL BOX
By Amir Ebrahimi
Nary a Dime
NVIDIA's PerfHUD 6
47
AURAL FIXATION
By Jesse Harlin
[
SOUND
]
GANG Signs
56
ARRESTED DEVELOPMENT
By Matthew Wasteland
[
HUMOR
]
Famous Emails From Game Development History
COVER ART:
CHRIS WOOD
WWW.GDMAG.COM
1
GAME PLAN
]
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EDITOR-IN-CHIEF
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MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
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Noah Falstein
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Steve Theodore
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Mick West
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ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Microsoft
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Neversoft
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Ubisoft
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Brandon Sheffield
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Jeffrey Fleming
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ART DIRECTOR
Joseph Mitc
h
jmitch@gdmag.com
SENIOR CONTRIBUTING EDITOR
Jill Duffy
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CONTRIBUTING EDITORS
Jesse Harlin
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Steve Theodore
stheodore@gdmag.com
Noel Llopis
nllopis@gdmag.com
Soren Johnson
sjohnson@gdmag.com
Damion Schubert
dschubert@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Microsoft
Brad Bulkley
Neversoft
Clinton Keith
High Moon Studios
Ryan Lesser
Harmonix
Mark DeLoura
GreenScreen
GAMES NEED TO GROW UP. AS THIS MEDIUM
follows that inevitable path toward mainstream
social acceptance, the limitations as an art form
become more apparent. The focus of our work is still
far too narrow, or more correctly, our narrow focus
is pointed in far too few directions. As the medium
that will lead youths into the next generation, I feel
that we have a social responsibility to represent a
diversity of views in terms of our content.
Every other mainstream media, from books to
theatre to movies to comics, has major genre or
thematic derivations. Narrow focus isn’t a bad thing
in itself—I think it can actually help people identify
strongly with a given subject. But we greatly need
to diversify the themes and subjects we tackle.
In video games, the vast majority of content is
still combat and competition-based. This isn’t a
problem, after all most games of all types (not just
electronic) are about good-natured competition.
The trouble is that due to the common theme, the
message is often quite simple—there are good
guys, there are bad guys, and probably the bad
guys aren’t who you thought they were at the
start, but really you don’t care as a player—you
just want to keep shooting, smacking, or otherwise
subjugating whatever’s in front of you.
lives and other media for inspiration. Right now,
games are too influenced by other games. People
know games, and they’re safe—we need to move
outside the comfort zone if we’re to make any
impact. B
IO
S
HOCK
’s ode to Ayn Rand is a good
start, and games like C
IVILIZATION
do a good job of
simulating real-world economies and warfare—but
we need more examples to point to. A Dickens or
Fitzgerald-inspired game, properly handled, would
yield amazing results. Or a largely original work like
B
RAID
. This sort of thing is usually relegated to the
Experimental Gameplay Sessions panel at GDC—
but these sorts of games should actually be made.
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RECTOR
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cmp.com
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CMP TECHNOLOGY M
ANAGEMENT
PRESIDENT AND CEO
Steve Weitzner
EXECUTIVE VP AND CFO
Adam Marder
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP
To ny Upho f f
CORPORATE SENIOR VP SALES
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SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé
ACCOUNT MANAGER, WESTERN CANADA, INDIA, AUSTRALIA, & ASIA
Amanda Mae Miller
WHO NEEDS IT?
Really, most games don’t need complex narratives
or themes. We insert them because we want our
games to have an “awesome story,” but most
games fall horrifically flat here, and would be
better off with simple objective screens. In a game
like H
ALO
2 or 3 for instance, where you can’t even
understand what the characters are saying, and
the plot is needlessly convoluted—wouldn’t the
experience be better with no story at all?
One of the large problems is the lack of a true
director or auteur. The compartmentalization of
leadership in Western game companies has its
serious advantages in terms of workflow, but one
thing Japan still has over us is singular vision. One
person truly directs the project and has the final
say. This yields both astounding successes and
spectacular failures, but if nothing else, helps to
point a game in a specific direction.
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PRODUCTION MANAGER
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SOCIAL CONTEXT
Games have been dealing with social issues for
as long as they’ve had narratives. Unfortunately
they usually have very shallow messages to
impart. War is bad because it killed your family.
People should understand each other, because
your character used to be poor. The intentions
are good, but generally the message is told to the
player, rather than shown to him. If you want to
be told that war is horrible, play M
ETAL
G
EAR
S
OLID
4. If you want to be shown, play C
ALL
OF
D
UTY
4. If
you want to be told about the dangers of capitalist
extremism and its dystopian results, play F
INAL
F
ANTASY
VII. If you want to be shown, play B
IO
S
HOCK
.
The examples are a bit trite, as these are the
games everyone trots out when they want to
praise the future of narrative. But my point is only
further validated by the fact that better examples
are still very difficult to find.
BROADLY NARROW
I think most current games, even the hardcore
ones, appeal too much to the mainstream in
terms of their themes. Just as the movie
300
appeals to frat boys, so too does G
OD
OF
W
AR
or
SOCOM. Our blockbuster games are designed to
be mainstream, even if they do only appeal to the
hardcore by and large (see my previous editorial
"The Hardcore Niche," June/July 2008).
I want to believe that game developers care
about more interesting things. We should be
showing more of this in our games. We need to
present a diversity of viewpoints, themes, and
gameplay styles to the people who are absorbing
and internalizing our content (when we do it
right). 2007 proved that games with vision can
actually be popular. So now, the only limiting
factor is our own creativity.
UBM TECHNOLOGY MANAGEMENT
CHIEF EXECUTIVE OFFICER
David Levin
CHIEF OPERATING OFFICER
Scott Mozarsky
CHIEF FINANCIAL OFFICER
David Wein
CHIEF INFORMATION OFFICER
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CORPORATE SENIOR VP SALES
Anne Marie Miller
SENIOR VP, STRATEGIC DEV. AND BUSINESS ADMIN.
Pat Nohilly
SENIOR VP, MANUFACTURING
Marie Myers
SENIOR VP, COMMUNICATIONS NORTH AMERICA
Alexandra Raine
ENTERTAIN TO INFORM
If games are going to be tackling social issues,
which most narrative games seem to strive
toward, there needs to be more outside influence.
I don’t mean outside the industry—I mean game
developers need to draw more from their daily
—Brandon Sheffield
Game Developer
2
NOVEMBER 2008
|
GAME DEVELOPER
WWW.CMPGAME.COM
[
www.gdmag.com
www.gdmag.com
www.gdmag.com
www.gdmag.com
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
CMP Media, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
CMP Media, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
CMP Media, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t:
800.250.2429
f:
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e:
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EDITOR-IN-CHIEF
Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
jharlin@gdmag.com
Noah Falstein
nfalstein@gdmag.com
Steve Theodore
stheodore@gdmag.com
Mick West
mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Microsoft
Brad Bulkley
Neversoft
Clinton Keith
High Moon Studios
Ryan Lesser
Harmonix
Mark DeLoura
Ubisoft
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Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
jharlin@gdmag.com
Noah Falstein
nfalstein@gdmag.com
Steve Theodore
stheodore@gdmag.com
Mick West
mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Microsoft
Brad Bulkley
Neversoft
Clinton Keith
High Moon Studios
Ryan Lesser
Harmonix
Mark DeLoura
Ubisoft
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Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
jharlin@gdmag.com
Noah Falstein
nfalstein@gdmag.com
Steve Theodore
stheodore@gdmag.com
Mick West
mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Microsoft
Brad Bulkley
Neversoft
Clinton Keith
High Moon Studios
Ryan Lesser
Harmonix
Mark DeLoura
Ubisoft
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t:
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e:
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PUBLISHER
Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin
jharlin@gdmag.com
Noah Falstein
nfalstein@gdmag.com
Steve Theodore
stheodore@gdmag.com
Mick West
mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Microsoft
Brad Bulkley
Neversoft
Clinton Keith
High Moon Studios
Ryan Lesser
Harmonix
Mark DeLoura
Ubisoft
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill
e:
smcgill@cmp.com
t:
415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski
e:
amurawski@cmp.com
t:
415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé
e:
jdave@cmp.com
t:
415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst
e:
cherbst@cmp.com
t:
415.947.6215
MEDIA ACCOUNT MANAGER
John Watson
e:
jmwatson@cmp.com
t:
415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER
Kevin Chanel
REPRINTS
REPRINTS ACCOUNT MANAGER
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951.698.1780
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MARKETING
MARKETING MANAGER
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t:
415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES
Philip Chapnick
VP, STRATEGIC MARKETING
Michele Maguire
GROUP DIRECTOR
Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR
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LIST RENTAL
Merit Direct LLC
t:
914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t:
650.513.4234
f:
650.513.4482
e:
msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO
Steve Weitzner
EXECUTIVE VP AND CFO
Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT
Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS
Joseph Braue
SENIOR VP AND GENERAL COUNSEL
Sandra Grayson
SENIOR VP, CORPORATE MARKETING
Lisa Johnson
SENIOR VP, CORPORATE SALES
Anne Marie Miller
SENIOR VP, MANUFACTURING
Marie Myers
SENIOR VP, COMMUNICATIONS
Alexandra Raine
VP, AUDIENCE DEVELOPMENT
Michael Zane
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA
Tony Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP
Jeff Patterson
SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill
e:
smcgill@cmp.com
t:
415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski
e:
amurawski@cmp.com
t:
415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé
e:
jdave@cmp.com
t:
415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst
e:
cherbst@cmp.com
t:
415.947.6215
MEDIA ACCOUNT MANAGER
John Watson
e:
jmwatson@cmp.com
t:
415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER
Kevin Chanel
REPRINTS
PARS INTERNATIONAL
Joe Nunziata
t:
212.221.9595
e:
reprints@parsintl.com
MARKETING
MARKETING MANAGER
Hilary McVicker
e:
hmcvicker@cmp.com
t:
415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES
Philip Chapnick
VP, STRATEGIC MARKETING
Michele Maguire
GROUP DIRECTOR
Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR
Carolyn Giroux
e:
cgiroux@cmp.com
DIRECTOR
Mary Griffin
e:
mkgriffin@cmp.com
ASSISTANT MANAGER
John Slesinski
e:
jslesinski@cmp.com
LIST RENTAL
Merit Direct LLC
t:
914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t:
650.513.4234
f:
650.513.4482
e:
msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO
Steve Weitzner
EXECUTIVE VP AND CFO
Adam Marder
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP
To ny Upho f f
CORPORATE SENIOR VP SALES
Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS
Joseph
Braue
SENIOR VP, HUMAN RESOURCES
Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING
Marie Myers
SENIOR VP, COMMUNICATIONS
Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT
Patrick Brennan
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill
e:
smcgill@cmp.com
t:
415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski
e:
amurawski@cmp.com
t:
415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé
e:
jdave@cmp.com
t:
415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst
e:
c
herbst@cmp.com
t:
415.947.6215
MEDIA ACCOUNT MANAGER
John Watson
e:
jmwatson@cmp.com
t:
415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER
Kevin Chanel
REPRINTS
PARS INTERNATIONAL
Joe Nunziata
t:
212.221.9595
e:
reprints@parsintl.com
MARKETING
MARKETING MANAGER
Hilary McVicker
e:
hmcvicker@cmp.com
t:
415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES
Philip Chapnick
VP, STRATEGIC MARKETING
Michele Maguire
GROUP DIRECTOR
Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR
Carolyn Giroux
e:
cgiroux@cmp.com
DIRECTOR
Mary Griffin
e:
mkgriffin@cmp.com
ASSISTANT MANAGER
John Slesinski
e:
jslesinski@cmp.com
LIST RENTAL
Merit Direct LLC
t:
914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t:
650.513.4234
f:
650.513.4482
e:
msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO
Steve Weitzner
EXECUTIVE VP AND CFO
Adam Marder
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP
To ny Upho f f
CORPORATE SENIOR VP SALES
Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS
Joseph
Braue
SENIOR VP, HUMAN RESOURCES
Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING
Marie Myers
SENIOR VP, COMMUNICATIONS
Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT
Patrick Brennan
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WWW.CMPGAME.COM
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WWW.CMPGAME.COM
WWW.CMPGAME.COM
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Plik z chomika:
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Inne pliki z tego folderu:
Game.Developer.2010.04.pdf
(22599 KB)
Game.Developer.2010.09.pdf
(12951 KB)
Game.Developer.2010.08.pdf
(36560 KB)
Game.Developer.2010.06-07.pdf
(36249 KB)
Game.Developer.2010.05.pdf
(9771 KB)
Inne foldery tego chomika:
Game Industry&Production
UNREAL DEVELOPMENT KIT [UDK]
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