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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.
Postmortem
Objectives
The
objective of Game Developer's Postmortem column is the same as that
of a real-world postmortem. Your game has been completed, and you
are documenting what went right and what went wrong along the way.
Hopefully the lessons you learned along the way will be communicated
to others so that they can repeat the successful parts of the development
process, and avoid the pitfalls you encountered along the way.
Article
Format
Begin
the column with a brief description of what your game was originally
intended visualized as, before the coding began. Explain the type
of game, the goals of the game, the intended audience, and any specific
technologies or features that you wanted to build into it that would
set it apart from the competition.
Tell
us about your development team -- what else they have worked on,
what the team dynamics are like, and so on.
Talk
about the tools you used in developing the game. This should include
the hardware, software, outside services you used such as motion
capture, etc.
After
introducing the reader to your plans for the game and the team and
tools that would build it, the bulk of the article should revolve
around the "5 wrongs, 5 rights" concept:
Important:
try to come up with things that went right/wrong during project
that are likely unique to your project. Stay away from common and
well understood problems and solutions (e.g., "communication between
the team members wasn't good" -- that's been true of most games),
and focus on what made your project different from others. Surprise
the reader!
Also
important: We know you are nice people who do wonderful work,
but the Postmortem column is not the place to engage in PR, display
gratuitous self-aggrandizement, kiss up to your publisher, or try
to find a publisher for your next project. Try to focus on the actual
development process itself and what you learned professionally,
bearing in mind that the audience for your article is not the same
as the audience for your game.
With
these points in mind, tell the readers about your experience. To
keep the format consistent from issue to issue, use the five wrongs
and five rights as numbered subheadings. Here's an example:
"The
Making of Speed Racer"
Introduction (Goals, vision, audience, team, tools, etc.)
What went right
- After
a long series of negotiations, we successfully licensed the Speed
Racer cartoon and got the original actors to do the voice overs
for the game...
- We
successfully converted our static isometric perspective engine
used in our last game into a moving camera perspective that tracked
the car from different angles. This was achieved by...
- We
hired away our competitor's lead developer; he ended up being
the person that made the modifications to our graphics engine...
- Successfully
made use of 3D audio API, the first time we've developed a game
with this technology. It was a challenge, but here's how we did
it...
- Implemented
new multiresolution geometry technology that we licensed from
[some company]. It allieviated some frame rate problems that we
were having, and also allowed us to use more detailed models of
our cars. Here's how it works...
What
went wrong
- Our
original schedule turned out to be too ambitious. As a result,
some features from the original design document had to be shelved,
like...
- Our
modified graphics engine had critical flaw not detected until
halfway through development schedule. This forced us to pull 2
contract programmers into the project for a while, and hurt our
schedule even more.
- Three
days before E3, we realized that our audio team's latest tracks
didn't sound correct. We spent 2 all-nighters fixing the problem,
which we discovered was caused by...
- We
lost our art lead halfway through the project...
- A
critical technology we had licensed in our graphics engine turned
out to have some serious glitches in it. We had to fix it by doing
the following...
Conclusion
(Summing up lessons learned, etc.)
Don't
forget the Data Box
At
the end of the article, create a data box containing a snapshot of
your game and its development. Here is the necessary data:
- The
number of full-time developers assigned to the project, and the
number of contractors used.
- The
budget of the game (estimate/ballpark is OK).
- The
length of time the game was under development (from initial concept
to ship date).
- The
release date of the game
- The
platform(s) the game runs on.
- Hardware
used in the development of the game (what type of workstations,
RAM, hard drive, graphics cards, etc.). This may differ from person
to person, but list a typical workstation.
- Software
used in the development of the game (compilers, audio tools, animation
tools, etc.)
- Notable
technologies or technical underpinnings that were used/licensed
for the game -- one you couldn't have done without. For instance:
motion capture, force-feedback input, Bink, DirectX, Unreal engine,
etc.
- Size
of the project (number of lines of code, script, files)
Include
Visuals
Readers
want to see what your game looks like. Send us as many screenshots
as possible, in the highest resolution (300 dpi preferred) you have
them.
Send
screenshots taken during the creation of models (in wireframe view)
or other images that convey the feeling for what the game looked
like during development.
Send scans of paper & pencil drawings done of characters during
the initial concept stages of development.
Send
photographs of the development team, taken on the job.
Length
of article
The
length of the Postmortem column should be in the 3500-4000 word range.
Broken down, that allows you to write about 3-4 paragraphs on each
of the wrongs and rights of the project, plus an intro and conclusion.
If you need more space, let us know. We may be able to accommodate
a slightly larger article.
Interested?
Email Us.
If
you're interested in writing a Postmortem, email us at editors@gdmag.com.
Describe the project, who developed it, who's publishing it, and describe
the game. Also let us know what role you played in the development.
If we give you the go ahead, you'll have about 4 weeks to write the
article and submit it. We'll probably make some small style changes
or ask you to flesh out certain parts a little more, and then ask
you to look at the article once more. After that, we'll put it in
the magazine.
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