gamedeveloper200603-dl.pdf

(14491 KB) Pobierz
Game Developer - March 2006
MARCH 2006
>> WATCHING THE SKIES
BUILDING DYNAMIC
HEAVENLY BODIES
>> PLAYING CATCH-UP
VINTAGE GAME CREATORS
ON AGING GRACELESSLY
>> BUSINESS LEVEL
FROM NINE TO FIVE
WITHOUT THE SLACK
POSTMORTEM:
GUN
NEVERSOFT’S
383289115.051.png
[
CONTENTS
]
MARCH 2006
VOLUME 13, NUMBER 3
FEATURES
11 GAME DEVELOPERS CONFERENCE
PREVIEW 2006
With GDC just around the bend, the editors of
Game Developer and Gamasutra.com have
written up a set of event highlights, session
previews, and other informational delights.
While by no means a comprehensive guide,
this feature gives you a nice sampling of
what’s to come, filtered by the personal
preferences of each editor.
11
23 DYNAMIC SKYSCAPES
A game’s sky is integral to its believability,
but creating a convincing one can sometimes
be a daunting task, especially in the new
generation of consoles. In this technical
artist’s article, Michael Gehling details the
creation of a stunning yet scalable sky using
modern techniques. This should take some of
the strain off both coders and artists alike,
without compromising quality.
By Michael Gehling
23
POSTMORTEM
44 PLAYING CATCH-UP
In this series of interviews, important figures
from the golden age of game development,
including Al Lowe, Steve Purcell, and David
Crane, clue us in on what they’ve been up to
over the years, and what they’re up to now.
The article begs the question: Where will you
be in 20 years?
By Frank Cifaldi
34 GUN: THE GOOD, THE BAD, AND THE UGLY
It’s no simple task to create an original IP from scratch, let alone to
release it for multiple consoles, including the next-gen Xbox 360. This
was Neversoft’s task with G UN , and a particular challenge given the
company’s long ties to licensed titles. Can veteran cowboys learn new
tricks, or will they fall into the same old gulch? This postmortem offers a
very honest appraisal.
By Scott Pease and Chad Finley
44
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Outlaws of Game
49 BUSINESS LEVEL By David Amor
[ BUSINESS ]
Crunch-less Development
4 HEADS UP DISPLAY
PC retail game sales fall, PopCap’s serious future, an open letter
from Jon Goldman, and more.
51 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Evolve Your Hierarchy
55 PIXEL PUSHER By Steve Theodore
[ ART ]
6 SKUNK WORKS By Dennis Crowley and Spencer Lindsay
Elsevier’s High Dynamic Range Imaging book and Razer’s Copperhead
high-precision mouse
Brave New World
61 AURAL FIXATION By Alexander Brandon
[ SOUND ]
Databasic Ideas: Part I
88 A THOUSAND WORDS
Sega’s T HE R UB R ABBITS !
62 GAME SHUI By Noah Falstein
[ DESIGN ]
The Judo Rule
1
383289115.054.png
GAME PLAN
]
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
OUTLAWS
OF GAME
EDITORIAL
EDITOR-IN-CHIEF
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
ASSOCIATE EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Brandon abrandon@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 Monolith
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
NATIONAL SALES MANAGER
Afton Thatcher e : athatcher@cmp.com t: 415.947.6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran e : amachiran@cmp.com t: 415.947.6224
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist e : ngeist@cmp.com t: 415.947.6223
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e : amurawski@cmp.com t: 415.947.6227
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, &
MARKETPLACE
Jasmin Davé e : jdave@cmp.com t: 415.947.6226
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Julie Rapp e : jarapp@cmp.com t: 510.834.4752
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Valerie Pippin
DIRECTOR OF MARKETING Ta r a C . G i b b
CONFERENCE DIRECTOR, GDC Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC Meggan Scavio
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR-IN-CHIE F, GAMASUTRA.COM Simon Carless
FEATURES EDITOR, GAMASUTRA.COM Quang Hong
CIRCULATION
CIRCULATION DIRECTOR Kevin Regan e : kregan@cmp.com
CIRCULATION ASSISTANT MANAGER Jessica Ward e : jward@cmp.com
CIRCULATION COORDINATOR Miguel Mendiolaza e : mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e : mcampbell@cmp.com
CIRCULATION ASSISTANT Andrea Abidor e : aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e : gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t: 650.513.4234 f: 650.513.4482 e : msalinas@cmp.com
CMP MEDIA MANAGEMENT
PRESIDENT & CEO Steve Weitzner
EXECUTIVE VP & CFO John Day
EXECUTIVE VP, CORPORATE SALES & MARKETING Jeff Patterson
SENIOR VP, AUDIENCE MARKETING AND DEVELOPMENT Bill Amstutz
SENIOR VP, INTERNET BUSINESS Mike Azzara
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP & GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
SENIOR VP, CORPORATE MARKETING Kate Spellman
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA To ny Ke efe
PRESIDENT, CMP HEALTHCARE MEDIA Vicki Masseria
SENIOR VP, GROUP DIRECTOR ELECTRONICS &
SOFTWARE GROUPS Paul Miller
SENIOR VP, ENTERPRISE GROUP Fritz Nelson
SENIOR VP, GROUP DIRECTOR COMMUNICATIONS GROUP Stephen Saunders
THIS MONTH’S BUMPER ISSUE MANAGES TO COVER
a plethora of bases, but the one that’s most likely
to jump out at you is the lone gunslinger from
Neversoft’s G UN , making a last stand on the cover
and appearing in a postmortem on page 34.
Originating, as it does, from the developers of the
classy T ONY H AWK S P RO S KATER series and S PIDER -
M AN , and blessed with a mysterious monolith
advertising it at the 2005 E3, G UN was one of the
products we were most looking forward to for this
past holiday season—not least because it was one
of the few major new original IP titles released in
time for Christmas. And, heck, it’s that relatively
rare thing, a Wild West game.
However, G UN , while scoring a solid 80-ish percent
average across game review web sites, clearly
wasn’t received rapturously by the gaming press,
who particularly dinged it for being a briefer
experience than they would like. But, in common
with P SYCHONAUTS and a few other games of the
past couple years, the title is a completely game
developer-generated original world that feels like a
living, breathing mythos. The careful, detail-oriented
approach of the developer makes a postmortem
particularly worthwhile in understanding the
game’s lofty aspirations and rough and tumble
attitude. Our thanks go to Neversoft for being
honest enough to tell us about it.
entire skyscape from scratch, complete with stars, a
sun, and a moon, through the much more complex
clouds, suggesting some possible approaches for
each, and including plenty of visual examples.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
DO NOT GO GENTLE
The “Playing Catch-Up” series is a set of interviews
with classic game developers that appeared on
our sister web sit e Gamasutra.com late last year.
We’ve picked some of our favorite pieces,
including chats with L EISURE S UIT L ARRY creator Al
Lowe, P ITFALL designer David Crane, and S AM &
M AX ’s daddy Steve Purcell, presenting some fun
reminiscences about the old days (pg. 44) .
For those of you who aren’t yet reminiscing
about the good old days, you’re probably familiar
with the more recent and ongoing debate about
work practices and office culture. An extremely
provocative Business Level column by David Amor
from U.K. developer Relentless Software discusses
why a much stricter approach to employee
practices, such as curbing internet use and
mandating nine to five hours, can actually create a
much more efficient, contented work environment,
contrary to what some might presume (pg. 49) .
XBOX LIVE ARCADED
Finally, just a word regarding the halcyon Xbox 360
Live Arcade experience. As a gamer who doesn’t
always have time to play through the 80-hour epics
(editing magazines takes a little time), and with a
healthy retro arcade leaning to start with, I was
predisposed to love Xbox Live Arcade. But its bite-
sized chunks of casual goodness in games such
as G EOMETRY W ARS E VOLVED , M ARBLE B LAST U LT R A , and
O UTPOST K ALOKI X are making me love simple games
all over again. It’s very obvious that at least this
part of Microsoft’s strategy is a home run.
The only question I have is this: Seriously, will
Live Arcade stop people from wanting to buy as
many full-price $60 games for next-generation
consoles? I already feel marginally less motivated
to do so, but then again, I apparently bought a
$400 console largely to play 1980s style arcade
titles. I’m probably the odd man out here.
My hunch is that there’s room in the market for
both the big and little guys, even if it does mean
that the money diffuses out a little more than
some may be expecting.
GDC GLEE
We’re not covering the 2006 Game Developers
Conference in our editor’s preview (pg. 11)
because our colleagues elsewhere in the CMP
Game Group produce it—rather, we do it because
there’s so much neat content this year, and we’re
as eager to get to the best lectures, roundtables,
and tutorials as you all are.
In any case, the preview includes basic info on
some of the major sub-conferences and special
events taking place in San Jose this March, as well
as five specific picks from each editor (with a special
cameo from the Gamasutra editors) on some of our
favorite putative sessions, from discussions of
prototyping in S PORE to Namco’s Japanese arcade
conversion of C OUNTER -S TRIKE , and beyond.
WHAT WERE THE SKIES LIKE?
Whether they go on forever and ever or not, many
games need some kind of way for the player to look
up and not be horrified by a badly texture-matched
skymap. In this month’s technical article (pg. 23) ,
Michael Gehling walks us through the building of an
*
Simon Carless, editor-in-chief
Game Developer
is BPA approved
2
MARCH 2006 | GAME DEVELOPER
[
383289115.055.png 383289115.001.png 383289115.002.png 383289115.003.png 383289115.004.png 383289115.005.png 383289115.006.png 383289115.007.png 383289115.008.png 383289115.009.png 383289115.010.png 383289115.011.png 383289115.012.png 383289115.013.png 383289115.014.png 383289115.015.png 383289115.016.png 383289115.017.png 383289115.018.png 383289115.019.png 383289115.020.png 383289115.021.png 383289115.022.png 383289115.023.png 383289115.024.png 383289115.025.png 383289115.026.png 383289115.027.png 383289115.028.png 383289115.029.png 383289115.030.png 383289115.031.png 383289115.032.png 383289115.033.png 383289115.034.png 383289115.035.png 383289115.036.png 383289115.037.png 383289115.038.png 383289115.039.png 383289115.040.png 383289115.041.png 383289115.042.png 383289115.043.png 383289115.044.png 383289115.045.png 383289115.046.png 383289115.047.png 383289115.048.png 383289115.049.png 383289115.050.png
6ii]^hnZVgÉh<98!:bZg\Zci<VbZIZX]cdad\^Zh^hjcaZVh]^c\cZliZX]cdad\^Zhi]Vil^aaVYkVcXZi]ZXgV[id[
\VbZYZkZadebZciÅX]Vc\^c\i]ZlVn\VbZhVgZWj^ai!iZhiZYVcYbVcV\ZY#8dbZhZZl]VilZbZVcVi<98#
6cYYdcÉihVnlZY^YcÉilVgcndj#
383289115.052.png
Zgłoś jeśli naruszono regulamin