COVER ART: JOE MITCH AND THE SINGULARITY ART TEAM
VOLUME 17 NUMBER 8DEPARTMENTS
By Brandon Sheffield
The Power of Mystery
and Hirokazu Yasuhara's design notebook.
By Tom Carroll
By Noel Llopis
By Steve Theodore
Big Screen Blues
By Soren Johnson
The Chick Parabola
By Vincent Diamante
SFX Frequency Mapping
Chris Archer Q&A, who went where, and new studios.
GDC Online announces new panels and lectures.
By Tom Curtis
By Matthew Wasteland
After creating a number of high-profile licensed titles, the developersat Raven Software had an idea for an original shooter with a uniquetime shifting mechanic. To convince their parent company, the teamrapidly built a demo that made judicious use of pre-existing assetsand engine technology. This approach paid off over the course of the project by putting the design focus for
By Rob Gee, Brian Raffel, Steve Raffel, Jon Zuk, DanVondrak, and Gustavo Rasche
Massively multiplayer combat is the new frontier for First-PersonShooters. While there are a number titles that combine fast-paced,FPS gameplay with a persistent MMO-style world, hosting trulylarge numbers of players at once remains a technical hurdle. Here,veteran networking engineer Lin Luo proposes a new approach toclient-server architecture that uses a central server to coordinate thedistribution of data across multiple server systems.
By Lin Luo
Large-scale playtesting is usually a luxury that only big studios andpublishers can enjoy. While it is a crucial step in tuning gameplay, howcan small teams and individual developers gather playtest data? As aone-man Android developer, Chris Pruett approached the problem bybuilding an event-logging system into his game
thatgathered player performance data automatically. After being aggregatedand drawn onto a heat map, the resulting metrics quickly showed wheregameplay needed to be tweaked in order to provide a smooth userexperience.
By Chris Pruett