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FEBRUARY 2006 |
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Featured Theme: Indie/Casual Games |
| MARCH 2006 |
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Featured Theme: GDC Preview issue
Bonus Distribution: Game Developers Conference |
| APRIL 2006 |
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Featured Theme: Salary Survey
Bonus Distribution: Game Developers Conference |
| MAY 2006 |
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Featured Theme: Business Issue
Bonus Distribution: E3 |
| JUNE/JULY 2006 |
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Featured Theme: Hollywood |
| CAREER GUIDE 2006 |
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Cover Feature Theme: Game Industry Careers |
| AUGUST 2006 |
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Featured Theme: SIGGRAPH - Graphics/Visual Arts
Bonus Distribution: SIGGRAPH |
| SEPTEMBER 2006 |
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Featured Theme: Mobile
Bonus Distribution: Game Developers Conference Europe |
| OCTOBER 2006 |
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Cover Feature Theme: Top 20 Publishers |
| NOVEMBER 2006 |
Featured Theme: Serious Games
Bonus Distribution: Serious Game Summit D.C. |
| DECEMBER 2006 |
| Featured Theme: Front Line Award Finalists Announced |
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Who
Reads Us
Most
of our 35,000 readers work in medium- and large-sized North American
game development companies. The audience for your technical article
will include professional programmers, animators, sound designers,
and producers. We do not target the hobby or amateur game development
market.
Game
Developer welcomes submissions on programming, design theory,
3D design, sound design, testing, and asset management, among other
topics. Articles should be of a "how-to" nature. Our focus is on
implementing solutions, using concrete examples from game development
projects. Our readers want advice and recommendations about tools
and technology. Include as many real-world examples within your
article as possible to illustrate concepts.
Subjects
We Cover
We want to let you come up with innovative article ideas without
influencing you unduly. Technology and consumer tastes evolve more
rapidly than this page gets updated, so we don't try to list specific
topics. In general terms, however, know that we cover the following
areas:
- Programming.
Technical issues of interest to game programmers that talk about
efficiency, and have real code. The writing's got to be coherent,
the code's got to be worthwhile, and there has to be enough text
to "wrap around the code"; (at least a 10:1 ratio of words to
lines of code!). C/C++ and assembly language are the most important
languages for Game Developer. It does not mean we are exclusive
to them, though, or that we have any concrete ratio of C++ to
Java to ASM that we stick to. Multiplayer/Internet game development,
real-time 3D graphics, and artificial intelligence are examples
of programming articles we have run in the past.
-
Animation
and 3D modeling.Creating real-time and prerendered animation,
character animation, mesh deformation, reducing polygon counts,
modeling objects, motion capture, creating realistic textures...
Tell us about your tools and techniques.
-
Game
design. Good articles on game design are hard to come by.
The article has to present concrete, real-world information
to be of value. Design topics are often too esoteric to engage
a reader for 2000 words, but if you think that you have a fantastic
idea about game design, we'd like to know about it. The more
specific you can be in your article, the better. We're not interested
in articles with titles like "What Makes A Game Fun"; an article
titled "Multiplayer Game Interface Design" or "Designing a Flexible
Field of View" would be of much more interest to us.
-
Audio.
Although it sometimes gets the short shrift in games, people
realize the importance of a well crafted audio track. We want
to publish articles that explain what it takes to compose great
music, creating sound effects, edit and manipulate game audio,
and put it all together using flourishes like 3D audio.
-
Interviews.
Game Developer sometimes interviews leading figures in
the field of digital entertainment. If you have credentials
as an interviewer (a journalism background, for example) or
if you had exceptional access to someone whose work is important
to game development, let us know.
-
Business
topics. Game Developer devotes some amount of space
to business issues, especially channel, legal, and marketing
issues. Articles of interest here could deal with, for instance,
breaking into the channel, legal protection when working with
a distribution house, and marketing. Of much more interest to
us are articles on industry trends based on real numbers.
How
to Submit a Feature Proposal
Put
together an outline of the article that you'd like to write. It should
start off with a problem that game developers face, and then methodically
explain the solution. It should explain the domain in which the solution
works, the tools required, any potential drawbacks. You should also
support your solution with source code example and figures or screenshots
(in BMP, TIF, or other nonlossy file format). The outline doesn't
have to be long (one page will do), but it should clearly describe
your idea.
Send
that outline in an email to the editors. We may make a decision
on the spot to go with it as-is, or we might suggest some changes.
If we have already covered this topic in the magazine, or think
that you might be better off shopping it around to another magazine,
we'll let you know.
If
you get the green light for the article, you'll have between 4-6
weeks to write it and get it to us.
If
you've already written an article, we'll take a look. Send it to
us at the above email address. We deal with things in a strict FIFO
manner, so we can't always give you feedback right away. Be patient.
Alternatively, you can send it to our snailmail address:
Game
Developer
600 Harrison St.
San Francisco, CA 94107
Attn.: Submissions
Article
Formatting
Features
should be approximately 3500-4000 words. We reformat all articles
during the production phase, so you should not worry about page layout.
However, here are a few things you should know to give your articles
a professional appearance:
- Use
short paragraphs.
- Use
only one level of subhead. Although you may (and probably should)
use more than one level of subhead for your own outline, when
you turn this into an article you need to write transitions.
- You
should only worry about three fonts: a body font, a subhead font,
and a code font. Code font should be used for program code, variable
names, program names, and object names.
- Code
snippets of four lines or less can be put inline with the text.
Anything longer needs to be broken out into listings.
- Our
listings are either 40 or 80 characters wide. Please format your
code in a way that minimizes lines but maintains good style.
- Send
as much relevant artwork to support your article as possible,
but do not embed these screen shots or artwork in your article.
Send artwork as separate files.
- Artwork
should be sent as uncompressed TIFF or BMP files, or layered PSD
files if they include fonts or vector-based layers. We have artists
on staff, so diagrams and charts do not have to be "picture perfect".
Don't sweat these details.
- Number
illustrations sequentially and reference them in the text. Do
not include your illustrations in the document. Please use this
format instead: [INSERT FIGURE 1 HERE].
- Provide
captions for the artwork, and remember that captions should not
repeat what was stated in the article.
- Include
a "For Further Information" section at the end of your article
for readers who want to find more information on the topic of
your article. This should include books and web sites.
- GDmag's
taboo words & phrases as of right now: "cool", "sucks", "kicks
ass". (More to come, we're sure...)
Listings
and figures need to be referenced in the text. You always have to
use a phrase along the lines of "Because, as can be seen in Figure
3, the viewpoint has moved, we must transform the Foo
matrix, as shown in Listing 1."
The
text must be more than a walkthrough of the code: "Then, we call
foo(). This returns an integer, iRetVal,
which we pass to bar()."
Want
to Improve Your Chances Even More?
Check
out our editorial calendar at left and come up with ideas that fit
the themes of upcoming issues. The lead time for an issue is at least
three months. So if you have an idea, make sure that you suggest it
to us at least 4 months in advance (factoring in at least 1 month
for you to write the article).
Send
us your ideas in an email, along
with information about yourself, including your game development
background and who you are currently employed by.
Payment
Features
pay authors $150/published page, rounded to the nearest 1/4 page.
That generally works out to about $600-$1000 for an article.
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