The Mobile Multiplayer: Gameplay of Blue Ridge's Momentum Six players
By Allen Eichler
Six phones. One maze. Now throw in mobile phone network latency, phone call and text message interruptions, and a 16x16 pixel limitation for character development. When the developers at Blue Ridge set out to create Momentum, the company's first multiplayer mobile game, they quickly realized that their platform would hold them back if they didn't wise up to its constraints and capabilities.

Top 20 Publishers in Games
By Tristan Donovan
We asked. You told. Find out which company developers said failed on nearly every promise made and which one takes the cake by being an "absolutely professional company across the board." The results from a Gamasutra.com poll, surveys galore, and financial data from the publishers are in and have been used to rank the top 20 publishers you want to work for.

The New Studio Model
By Stuart Roch
It may be time to clean house: Stuart Roch of Shiny Entertainment says studio production is ready for an overhaul and developer creativity is at stake. Roch shops his mock-Hollywood plan in search of studio utopia.

The Art of the Game Deal
By Jamil Moledina
Startup publisher Myelin's Gene Mauro and independent developer Tilted Mill's Chris Beatrice come clean on how they circled the party and finally hooked up.

 


Game Plan
By Jamil Moledina
Health Meter

Heads Up Display
Alias and Kaydara: What's the comMotionBuilder? LucasArts trims its staff, Flashbang swims in Cartoon Network game, Gamebryo 1.2, and Corel Painter IX.

Skunk Works
By Justin Lloyd
Softimage XSI 4.0

The Inner Product
By Sean Barrett
Hybrid Procedural Textures

Pixel Pusher
By Steve Theodore
Why Be Normal?

Aural Fixation
By Alexander Brandon
What Buzzes the Masses

Necessary Evil
By Marc Mencher
Recruiters We Love to Hate

Game Shui
By Noah Falstein
Recursive Fleas

A Thousand Words
BloodRayne 2

 

 

 


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