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postmortem
           26  Rayman ORigins
              How do you take a time-tested favorite like Rayman and make it fresh
              and fun all over again? In this month’s featured postmortem, Ubisoft
              designer Chris McEntee talks about how a small team building new,
              artist-friendly developer tools ended up turning into the triple-A team
              that put Rayman back on the map.  By Chris McEntee

           f eatur es
           7  seeing dOuble
              Adding stereoscopic 3D support to your game isn’t necessarily
              a difficult thing to do, but doing it without having to render any
              given scene twice—once for each eye—is a bit trickier. Insomniac
              Games’s Jim Van Verth explains how the stereographic reprojection
              system behind Ratchet & clank: all 4 One produced an impressive
              3D effect without breaking the framerate budget. By Jim Van Verth
           17  siggRaph 2012 highlights
              The  2012 Siggraph conference featured new technologies and
              trends for current-generation game devs and more affordable
              development tools, which could offer new opportunities for studios
              large and small. Game Developer correspondents Carey Chico and
              Mike de la Flor give us this year’s show floor highlights—and how
              they may shape your work in the future.
              By Carey Chico & Mike de la Flor
           21  game OveR
              Sometimes game studios have to shut down. Carey Chico walks us
              through his own experience closing his own development studio
              (Globex LA) and explains how you can make sure your own closing
              process—knock on wood—is handled responsibly, respectfully,
              and as gracefully as possible. By Carey Chico
           departments

           2   gameplan  By Brandon Sheffield   [ed it O R ial]
              Spam Me Not
           4   heads up display  By Staff          [ne w s]
              Correlating curse words with code,
              and the beauty of the game art asset.
           32  tOOlbOx  By Carey Chico            [ R e vi e w]
              3Dconnexion SpaceMouse Pro
           34  inneR pROduct  By Bruce Dawson   [p RO g R amm i n g]
              Floating-Point Misses
           41  gdc news  By Staff                  [ne w s]
              Game Developer’s Choice Online Awards Honor
              Raph Koster, WORld Of WaRcRaft
           42  pixel pusheR  By Steve Theodore      [a R t]
              R.I.P Paul Steed
           46  design Of the times  By Damion Schubert   [d e si g n]
              Depth vs. Breadth
           48  gOOd jOb  By Alexandra Hall        [c a R ee R ]
              Q&A with Adam Orth, new studios, and who went where
           49  business  By Kim Pallister       [busi ne s s]
              Crowdfunding and Emotional Equity
           50  auRal fixatiOn  By Yann Seznec     [s O und]                     CONTENTS.1012
              Procedural Music                                                         VOLUME 19 NUMBER 10
           52  educated play  By Alexandra Hall   [educ a ti O n]
              RefRactiOn
           56  aRRested develOpment  By Matthew Wasteland   [hum O R ]
              The PR Coach


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