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Game Developer - August 2006
>>
PRODUCT REVIEWS
NVIDIA’S NV PERF HUD 4
*
SLICKEDIT’S SLICKEDIT 11
AUGUST 2006
THE LEADING GAME INDUSTRY MAGAZINE
>>
DELIVERING THE GOODS
HOOK YOUR AUDIENCE,
THEN REEL THEM IN
>>
I GOTTA BELIEVE
MASAYA MATSUURA
OUTSIDE THE MOLD
>>
SLERPING MADE SIMPLE
FREE AT LAST FROM
TRIGONOMETRIC FUNCTIONS
CRYSTAL DYNAMICS’
TOMB RAIDER:
LEGEND
POSTMORTEM:
[
CONTENTS
]
AUGUST 2006
VOLUME 13, NUMBER 7
FEATURES
13
THE POWER OF PACING
You may be tempted to save your game’s
best moments for the end, to really leave an
impression on the player. Then again, you
may want the coolest elements at the
beginning to draw players in. David Sirlin
offers advice for acheiving this important
balance, with nods to games that have
nailed it and some that have failed it.
By David Sirlin
13
17
TO SLERP, OR NOT TO SLERP?
Whether to use Slerp, Lerp, Polyslerp,
nLerp, and the like has been debated
among game programmers for several
years. In this technical article, DigiPen
professor Xin Li defends one way to utilize
Slerp to your advange.
By Xin Li
17
POSTMORTEM
31
INTERVIEW: MASAYA MATSUURA
With his roots in music and his creative
spirit in games, Masaya Matsuura runs the
petite Nanaon-Sha, the same game
development company that brought us
P
ARAPPA THE
R
APPER
. Matsuura spoke with
Game Developer
about what influenced him
throughout his career, from its start to now.
By Brandon Sheffield
24
REESTABLISHING AN ICON: THE PEAKS AND PITFALLS OF
TOMB RAIDER: LEGEND
How do you put a wayward series back on track? Crystal Dyamics fought
consumer apathy, a series’ fading legacy, and short schedules to get
Lara Croft back on top of her game. Riley Cooper shares the ins and outs
of this delicate process.
By Riley Cooper
31
DEPARTMENTS
COLUMNS
4
GAME PLAN
By Simon Carless
Connecting People
34
THE INNER PRODUCT
By Mick West
[
PROGRAMMING
]
A Shattered Reality
6
HEADS UP DISPLAY
Summer conference wraps, new animation engine unveiled, and more.
39
BUSINESS LEVEL
By Mark Litvack
[
BUSINESS
]
Dealing With Piracy
8
SKUNK WORKS
By Matt Shaw and Tom Plunket
Nvidia’s NVPerfHUD 4 and SlickEdit’s SlickEdit 11
40
GAME SHUI
By Noah Falstein
[
DESIGN
]
Fair Play
64
A THOUSAND WORDS
Eden Studios’ A
LONE IN THE
D
ARK
41
PIXEL PUSHER
By guest columnist Ryan Ellis
[
ART
]
Ambient Occlusion and You
44
AURAL FIXATION
By Jesse Harlin
[
SOUND
]
The Art of Conversation
COVER ART:
JOEL BOUCQUEMONT
WWW.GDMAG.COM
1
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