|
FEBRUARY 2007Featured Theme: GDC PreviewBonus Distribution: Game Developers Conference MARCH 2007Featured Theme: GDC IssueBonus Distribution: Game Developers Conference APRIL 2007Featured Theme: Salary SurveyMAY 2007Featured Theme: Professional Career AdviceJUNE/JULY 2007Featured Theme: 'Focus On'Bonus Distribution: E3 Media Summit, Hollywood & Games CAREER GUIDE 2007Cover Feature Theme: Game Industry CareersAUGUST 2007Featured Theme: SIGGRAPH - Graphics/Visual ArtsBonus Distribution: SIGGRAPH SEPTEMBER 2007Featured Theme: MobileBonus Distribution: Austin GDC, Tokyo Game Show OCTOBER 2007Featured Theme: Top 20 Publishers/'Focus On'NOVEMBER 2007Featured Theme: Serious GamesDECEMBER 2007Featured Theme: Front Line Award Finalists Announced |
|
Who Reads UsMost 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 ObjectivesThe 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 FormatBegin 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
Don't forget the Data BoxAt the end of the article, create a data box containing a snapshot of your game and its development. Here is the necessary data:
Include VisualsReaders 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 articleThe 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.Home | About | Subscribe | Write | Advertise | Resources | Subscription Questions? Copyright © 2007 CMP Media LLC. All rights reserved. |

