January 2008

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Postmortem: Midway Games' Stranglehold

By Brian Eddy

Stranglehlold was an attempt to take the best elements of John Woo's famous films, and translate them into the video game world. Between project scope changes and difficulties with unfinished tools, the team managed to create a title that's nothing if not an interactive John Woo movie-here's how.

Thinking With Portals

By Kim Swift, Erik Wolpaw, and Jeep Barnett

From the game's university-created roots through to its Orange Box-ed release, Portal was an exercise in creativity. Here, three members of the eight-person team come together to discuss Valve's iterative playtesting process, the power of simple storytelling, and clever ways to present new ideas to a mass-market audience.

GDC 2008 Editors' Preview

By Brandon Sheffield, Jeffrey Fleming, Christian Nutt, Jill Duffy, and Leigh Alexander

Want to know what we really think about this year's GDC? Of course you do! This is your chance to scoop up our hot knowledge and insights into the rapidly-approaching conference. Editors from our multiple publications come together to weigh in on what's hot and what's not.

2007 Front Line Awards

By Jeffrey Fleming

It's been a year of consolidation for some, and growth for others, but nothing changes the importance of tools in game development. Here, we honor the best and brightest tools of 2007, and enter one indispensable tool into the Hall of Fame.

 

Game Plan

By Brandon Sheffield
New Year's Fears

Heads Up Display

Activision/Vivendi merger, new ESA appointment, and ESRB rating statistics by console.

Tool Box

By Tom Carroll, Thomas Grové, and Amir Ebrahimi
Unity Technologies' Unity 2.1 reviewed.

The Inner Product

By Mick West
Relational Databases

Pixel Pusher

By Steve Theodore
Custom Tools

Game Shui

By Noah Falstein
Orange Box, Gold Star

Aural Fix

By Rob Bridgett
Post-Production Audio

Business Level

By Scott D. Nelson
Going Independent






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