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January 22, 2018
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Features » Game Developer Magazine
Giving Life to Ratchet & Clank: Enabling Complex Character Animations by Streamlining Processes  
by John Lally [02.11.03]
Staying true to the team's shared vision of Ratchet & Clank meant that digital actors needed to become more than mere cycling automatons. See how Insomniac did it, using MEL shortcuts and real-time animation procedures.
Programming, Art, Game Developer Magazine

Product Review: Massively Multiplayer Online Game Middleware  
by Michael Ballbach, Mitch Ferguson [01.15.03]
Creating a massively multiplayer online game is game developmentís equivalent of a moon shot. Itís expensive, technically difficult, and can take many years to complete. The rewards for success are so attractive, however, that is seems everyone is willing to give it a try. Several companies are currently developing software libraries and products explicitly created to ease these hurdles. Though this type of middleware is often expensive and complex in its own right, the timesavings and risk reduction it promises to provide could be well worth it.Two products that provide nearly complete MMOG solutions are Butterfly.net and Zonaís Terazona.
Programming, Product Reviews, Game Developer Magazine

Creating an Event-Driven Cinematic Camera, Part Two  
by Brian Hawkins [01.10.03]
In Part One of this two-part series, Brian Hawkins looked at how to describe a cinematic camera shot in general terms so that it could be automatically converted to camera position and orientation within the game. This installment brings it all together by presenting a system that can choose the best shots and connect them together. Once finished, these concepts can be joined to form a complete basis for a cinematic experience that improves the interactive storytelling of games by giving players access to the action within a game in ways that make sense to them instinctively.
Programming, Game Developer Magazine

Postmortem: Gas Powered Games' Dungeon Siege 4
by Bartosz Kijanka [12.18.02]
The development of Dungeon Siege was about much more than the RPG you may have played by now. Dungeon Siege was a Herculean effort by a small group of people who simultaneously started Gas Powered Games, built their first RPG, and made a hit game.
Design, Postmortem, Game Developer Magazine

Product Review: 3Dlabs' Wildcat VP  
by ron fosner [12.15.02]
The Wildcat VP is built around 3Dlabs' new P10 chip, a real-time multithreaded processor that allows you to run single or multiple accelerated graphics applications with increased performance. The Wildcat VP cards can address up to 16GB of virtual memory, with the cards having 64MB or 128MB of on-board memory. Therefore, these cards are not designed to improve performance on older machines, they are designed for machines with Pentium 4 or Xenon processors with lots and lots of RAM running Windows 2000 or XP.
Art, Product Reviews, Game Developer Magazine

Product Review: Adobe's Photoshop 7  
by spencer lindsay [12.15.02]
Out of the box, the interface for Photoshop 7 looks very similar to the 6.0 update. However, upon further inspection, some really cool new features emerge that are especially useful in games production. Since Photoshop 7 comes with so many features in all, Spencer Lindsay focuses entirely on the new ones.
Art, Product Reviews, Game Developer Magazine

Postmortem: Bioware's Neverwinter Nights  
by Scott Greig,et al [12.04.02]
Neverwinter Nights was conceived in 1997 as the ultimate pen-and-paper role-playing game simulation. The goal was to try to capture the subtleties of a pen-and-paper role-playing session in a computer game, and right from the start Bioware realized that they had greatly underestimated the effort it would take to complete a project of this size.
Design, Postmortem, Game Developer Magazine

Product Review: Kaydara's Motionbuilder 4.0 2
by Tom Carroll [11.15.02]
The first version of Kaydara's Motionbuilder (4.0, that is) could be considered heir apparent to the popular Filmbox 3.5 package - but should it? Only FBI recruits, atomic scientists, and Navy SEALs require more training than Filmbox users.
Art, Product Reviews, Game Developer Magazine

Product Review: CEBAS's GhostPainter  
by Sergio Rosas [11.15.02]
GhostPainter is a great tool for game developers that use Photoshop and 3DS Max. The program links a material's texture map in Max with the current file in Photoshop and becomes a simple but powerful 3D paint program.
Art, Product Reviews, Game Developer Magazine

Product Review: Sonic Foundry's Acid Pro 4.0  
by Gene Porfido [11.15.02]
This is not your momma's Acid Pro. The last time I took a good look at Acid was version 2.x, and while the looping creativity was inspiring, I felt it lacked some of the strong points that full MIDI/audio sequencers have. Version 4.0, however, is so packed with features that it's hard to ignore. The incredible loop flexibility that has made Acid famous is back with a vengeance, and there are a host of new features that make Version 4.0 exciting and intense as an audio tool, regardless of what project you're working on.
Audio, Product Reviews, Game Developer Magazine