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Reestablishing An Icon: The Peaks And Pitfalls Of Tomb Raider: Legend
By Riley Cooper
How do you put a wayward series back on track? Crystal Dynamics 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.
The Power Of Pacing
By David Sirlin
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 achieving this important balance, with nods to games that have nailed it and some that have failed it.
To Slerp, Or Not To Slerp?
By Xin Li
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.

Game Plan
By Simon Carless
Connecting People
Heads Up Display
Summer conference wraps, new animation engine unveiled, and more.
Skunk Works
By Matt Shaw and Tom Plunket
Nvidia’s NVPerfHUD 4 and SlickEdit’s SlickEdit 11
A Thousand Words
Eden Studios’ Alone in the Dark
The Inner Product
By Mick West
A Shattered Reality
Pixel Pusher
By guest columnist Ryan Ellis
Ambient Occlusion and You
Business Level
By Mark Litvack
Dealing With Piracy
Game Shui
By Noah Falstein
Fair Play
Aural Fixation
By Jesse Harlin
The Art of Conversation


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