November 2007

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Postmortem: 2K Games' Bioshock

By Alyssa Finley

Iterate, iterate, iterate. That’s the message from 2K Games’ BioShock postmortem—from the game’s humbling early user tests to the last-minute spit and polish, iteration saved the day for this artistically excellent title. That, and an Australian team that could work while the main team in Boston was sleeping.

Scaling Small

By Stefan Reinalter

What do you get when you take a PC engine and move it to the Nintendo DS? A mess of memory problems, that’s what. Austrian developer Sproing went through the laborious process of porting its adventure game engine from PC to DS, and learned a lot of workarounds and techniques along the way, which could very well help your company if it decides to undertake a similar endeavor.

Ten Commandments of Quality Assurance

By Chuck McFadden

As an industry, we’re not traditionally good at determining universal best practices. This could be due to the frequent changes our medium goes through, or the fact that everyone’s just too busy working to take an overview. But luckily for us, the IGDA quality assurance special interest group has come up  a list of ten equally important commandments for Q/A which should help you better utilize that mysterious group of people on the other side of the office.

 

Game Plan

By Brandon Sheffield
Japan's Slipped Grip

Heads Up Display

Tokyo Game Show quotes, EA buys Pandemic and BioWare, IGF Mobile announced, and more.

Tool Box

By David March
Side Effects’ Houdini 9 and product reviews.

Business Level

By Russell Carroll
Where Credit is Due

Pixel Pusher

By Steve Theodore
Every Picture Tells a Story

The Inner Product

By Mick West
Embedded Scripting

Game Shui

By Noah Falstein
Fishy Rules

Aural Fixation

By Jesse Harlin
Speaking in Tongues






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