A Software Process for Online Game Tools Development  by Paul Frost[09.27.04]
Paul Frost, lead tools engineer at Turbine Software, makers of Asheron's Call, Dungeons and Dragons Online, and Middle Earth Online, looks at his company's approach to MMO tools development, discussing how the long-term support and continuing evolution of online games provides many interesting opportunities and pitfalls compared to regular tool creation.
Programming, Resource Guide
Weaving the Threads: Storytelling in City Of Heroes  by Sean Fish[09.24.04]
Telling a story in a massively multiplayer game raises very different challenges to those posed by a single player game, and Fish, senior staff designer at Cryptic Studios, discusses weaving individual MMO story threads together in order to immerse, team up, and delight players who want an enduring mythos as well as great playability for their online game.
Design, Resource Guide
Real-Time Glow  by Greg James, John O'Rorke[05.26.04]
In viewing computer graphics, the intensity of light reaching the eye is limited, so the only way to distinguish intense sources of light is by their surrounding glow and halos. D3D shaders allow us to fill real-time rendered scenes with bright, interesting objects that appear more realistic or more fantastic.
Programming, Art, Resource Guide
Goodbye Postmortems, Hello Critical Stage Analysis  by Wolfgang Hamann[07.17.03]
A cynical definition of the term "postmortem" might be "a common artifact of the game development process whereby the game industry documents the fact that everyone seems to continuously make the same mistakes." We should change this process and get rid of postmortems entirely. It's time to consider Critical Stage Analysis (CSA). CSA provides a quick, relatively painless process to find out what went right, what went wrong, what needs to be done to fix it, who will do it and by when.
Production, Resource Guide
Extreme Game Development: Right on Time, Every Time  by Thomas Demachy[07.16.03]
Extreme Game Development (XGD) is an agile game production method based on the popular software development method Extreme Programming (XP). XP is not simply another fancy development method; it focuses instead on the one truly crucial issue: creating a working product. Titus Interactive Studio in France is launching two projects using XGD, and here's how the head of the studio plans to roll out these methods to his teams.
Production, Resource Guide
Managing An International Remote Development Team3 by Max Meltzer[07.15.03]
There are inherent difficulties in managing a team that's thousands of miles and a half-dozen time zones away. For starters, you might not speak the same language, and you're starting your day as the remote team is watching the sun set. Given these difficulties and myriad other organizational challenges that inevitably crop up, it's a wonder that a production could bear the strain. But many games have been made this way, and the dispersal of game development talent around the globe means it will only become more prevalent. Here's are battle-tested strategies for managing foreign teams that will make the process proceed more smoothly.
Postmortem, Production, Resource Guide