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TheGameDeveloperMagazine

Laboratory Exercise #2

IT Magazine

Name: Soriano, Joreil

Code: ITP.1101

Schedule:TTHSAT

1:10-2-35

GameDeveloper

Magazine

June/July 2013 F

Ascension

EATURES

God of War: by Whitney Wade and

Chacko Sonny

Find out how Sony Santa

Monica managed to make a proper follow-up to God of

War 3—and designed a multiplayer mode worthy of the franchise.

Postmortem:

Developer Magazine

Game

by Brandon Sheffield

At long last, we get to taste our own medicine! Game

Developer’s longest-running editor-in-chief Brandon

Sheffield explains what went right and wrong with the magazine you’re reading now.

Top 30 Developers of All

Time

by Staff

It’s time for another yearly installment of our Top 30

Developers list. This time, however, we’re calling out our top 30 game developers of all time.

Dirty Game Dev Tricks

by Staff

You know those ugly lastminute hacks and workarounds that you bring out at the last minute to make your milestone deadline? Everyone’s got them, and we asked you to share your favorites.

DEPARTMENTS/COLUMNS

Game Plan

By Patrick

Requiem for a Zine

Mille

Heads

By

Up Display

Staff

GDMixtape and Goodbye,

Game Developer

Educated

By Alexandra

Play

Hall

Tales from the Minus Lab

Good Job!

By Patrick Miller

Interview with Frank Cifaldi

Tool Box

By Mike de la Flor

Monoprice Graphics

Drawing Tabl

The Inner Product

By Mike Acton

Inner Product, Reviewed

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Author: Soriano, Joreil

TheGameDeveloperMagazine 2

 CONTRIBUTE

 RESOURCES

 BLOG

 FRONTLINE AWARDS

 CONTACT US

Your work will be read and recognized by 35,000 of your peers! Game Developer magazine is by game developers, for game developers. We're always looking for articles that demonstrate new techniques, or espouse new theories, and we welcome your submissions. We are primarily interested in three types of articles: Features,

Postmortems, and Product

Reviews. Check out the subjects we cover, our guidelines, and submit your idea today. Send an email to editors@gdmag.com for more information.

Author: Soriano, Joreil

We want to let you come up with innovative article ideas without influencing you unduly.

Technology and consumer tastes evolve more rapidly than this page gets updated, so we won’t try to list specific topics. In general terms, however, know that we cover the following areas:

PROGRAMMING

Technical issues of interest to game programmers that talk about efficiency, and come with code listings and illustrations.

The writing's got to be coherent, the code's got to be worthwhile, and there has to be enough text to "wrap around the code"; (at least a 10:1 ratio of words to lines of code!). C/C++ and scripting languages are the most relevant for Game Developer.

ANIMATION

MODELING

AND 3D

Creating prerendered real-time and animation, character animation, mesh deformation, procedural world generation, et cetera... Tell us about your tools and techniques.

GAME DESIGN

Good articles on game design are hard to come by. The article has to present concrete, real-world information to be of value. Case studies work well, as do proven theories coupled with actionable diagrams. Examples might include a survey of enemy patterns across various games, application of psychological studies, and actionable tuning techniques.

FEATURE ARTICLES

Features are generally technical, on subjects ranging from programming, design, project management, art/animation, quality assurance, sound, and so on. Our focus is on implementing solutions, using concrete examples from game development projects. If the subject is forward-looking, or elucidates best practices that are often ignored, that's likely to be of interest to us.

Style Guide

How to Submit a Feature

Proposal

Article Formatting

POSTMORTEMS

A postmortem is a look at a recently finished game, written by its leads. Like an in-studio postmortem, you talk about the game and team’s initial goals, and explain what went right and wrong during the development and roll out of the game. The articles tend to be about 3,500 words in length, with plenty of art to supplement it.

TheGameDeveloperMagazine

What's a Postmortem?

Postmortem Pros & Cons

Postmortem Examples

How to Approach a Review

What's Included in a Review

Product Review Examples

PRODUCT REVIEWS

Game Developer reviews game development tools on a regular basis. We do not review games.

Product reviews are intended to help our readers (including programmers, artists, animators, game designers, sound engineers, producers, and quality assurance personnel) make a purchase decision. For that reason it's important not just to tell what features the product has and what it can do, but how well (or not so well) it performs its tasks.

Inject opinion into your reviews.

Reviews should not read like the product's user manual. If it is a programming tool, write to an audience of programmers. If it's a 3D animation tool, pretend that you're writing to nobody else but animators. The length of product reviews is approximately

1,200 words.

Most of our authors are working professionals, but we do offer an honorarium for completion of articles (naturally the greatest reward is seeing your work in print!). Features pay authors a flat rate to be agreed upon before publication, depending on the publishable length of the article, and various other factors. We will send contracts to this effect.

Submit an Idea

Author: Soriano, Joreil

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