Postmortem: Multitude's Fireteam  by Art Min[01.05.00]
The goal with Fireteam was to create a complete online game experience. The Internet gives game designers the ability to take multiplayer gaming one step further by creating a community, something that wasn’t possible before online games came about, and Multitude hoped to create a game that would make people say, "Wow, this is what I’ve wanted from an Internet game."
Cleaning Memory and Partial Stalls in Your Code  by Haim Barad[12.21.99]
Haim Barad discusses the pitfalls that you might run into if you're not careful about microarchitecture. In this article, with the help of mircorarchitecture expert Koby Gottlieb, he explains the concept of partial stalls and how they affects performance on modern dynamic execution microarchitectures, relevant to Pentium Pro, Pentium II, and Pentium III processors.
Postmortem: Presto Studios' Star Trek: Hidden Evil  by Michael Saladino[11.19.99]
Presto Studios was built on 2D graphic adventure games, but Presto's founders decided to push aside everything they knew in an attempt to make their mark in the world of real-time 3D gaming. Star Trek: Hidden Evil is the first game produced from this effort, and represents a clever blend between where Presto was and where it wants to be. Hear the inside scoop on the game's production from lead programmer Michael Saladino.
Design, Postmortem, Programming, Production