What’s Inside The Room? The Horror of Silent Hill 4 Investigated
By Akihiro Imamura and Akira Yamaoka
They say it’s more Psycho, less Nightmare on Elm Street. More disturbing, less shocking. What makes Silent Hill 4 so scary is its deep focus on psychological terror. In The Room, textures, camera angles, lighting, characters, a mysterious story line, and alternate realities all push the player further down that dark tunnel of fear. Yes, what is inside the room? And how do I get out?

Unionize Now?
By Paul Hyman
Truckers, janitors, nurses, and teachers did it. Then Microsoft contract employees did it. And most of the film industry did it quite some time ago. Game developers, faced in their places of business with major quality of life issues, have realized that forming a union is an option. But would it be the best solution?

Moment of Impact: Designing an In-game Effects System
By Terrance Cohen
Irrational Games, creator of Tribes: Vengeance and SWAT 4, describes a flexible approach to managing effects within a framework, showing how developers from all disciplines can trigger complex effect events without needing to constantly rely on programmers for support.

Interview: Buena Vista’s Good View
By Brandon Sheffield
In the last 10 years, movie production houses that were once making games fled the interactive side of entertainment. But Graham Hopper has helped Buena Vista Games chart a new course. Hopper talks about Disney’s role in allowing Buena Vista to focus on a core gamer audience.

Interview: From Uplink to Darwinia
By Kieron Gillen
Chris Delay and Andrew Bainbridge are self-proclaimed bedroom programmers who say they are the last of a dying breed. Working as part of Introversion Software, they completed a cult PC hacking simulation called Uplink for their debut, and are now finishing their second title, Darwinia—a name that aptly describes their own search for survival in an evolving business.

 


Game Plan

By Game Developer Staff
Enjoy The Silence

Heads Up Display
EA bites Take-Two, Xbox sales figures, Stardock’s software, and more.

Skunk Works
By James Alguire and Tom Carroll
ImageModeler 4.0 for Mac and MotionBuilder 6

The Inner Product
By Sean Barrett
Optimizing Pathfinding III: Inadmissible Heuristics

Pixel Pusher
By Steve Theodore
Let There Be Light: Colored Light

Aural Fixation
By Alexander Brandon
The Line of Quality Part II: Licensing

Necessary Evil
By Phil Cooke
Wireless Networks: Carriers and Barriers

Game Shui
By Noah Falstein
In the Beginning

A Thousand Words
The Behemoth’s Alien Hominid

 

 

 


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