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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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