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December 14, 2019
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Features » Tools Postmortem
Middleware Postmortem: Quazal Technologies  
by Mike Drummelsmith [11.08.04]
Quazal's online multiplayer middleware is now used in games including Ubisoft's Tom Clancy’s Splinter Cell 3 Chaos Theory and Eidos' Project: Snowblind, and this creator-authored postmortem looks at the company's winding path to fruition on its suite of middleware tools.
Business/Marketing, Tools Postmortem

Effective 3D Exporter Design  
by Gregg Tavares [09.10.04]
Ex-Naughty Dog and current Sony Japan programmer Gregg Tavares explains how to make a 3D graphics exporter that game artists will actually enjoy using, in this Gamasutra exclusive.
Programming, Art, Tools Postmortem

The Tools Development of Turbine's Asheron’s Call 2  
by Paul Frost [08.20.03]
During development of the original Asheron’s Call, Turbine created tools as needed, sometimes until late in the process. When development on its sequel, AC2, began, the team made an effort to be more tools-aware while developing the next-generation engine. Here's the story of their tool development process, and its results.
Postmortem, Programming, Tools Postmortem

Tool Postmortem: Climax Brighton's Supertools 1
by Shawn Hargreaves [06.26.02]
Pick a random game development studio, and take a guess as to what software you will find their artists using. Adobe Photoshop, for sure. Probably also 3DS Max or Maya, possibly Lightwave or Softimage. You might even run into the odd copy of Houdini or Deluxe Paint. Those guesses would be badly wrong if you happened to visit Climax Brighton, where they use a trio of inhouse tools called Super Model, Super Ted, and the Bastard Love Child.
Postmortem, Programming, Tools Postmortem

Using Max Script for Building Game Levels  
by Shailesh Watsa [08.04.01]
When Dhruva Interactive started developing their own engine, they soon trealized that they would also need their own level editor. They were already using Max to create and export meshes into the engine using custom plugin exporters. Since making our own editor would involve a lot of time and manpower, they turned to adapting an existing tool to meet our level building needs.
Programming, Tools Postmortem

Tool Postmortem: Ubi Soft Entertainment's GL for Playstation 2  
by Han Da Qing [06.19.01]
When Ubi Soft researchers started thinking about developing GL for Playstation 2, the official OpenGL had not been released, and other 3D APIs were either under development or only for Japanese customers. Find out how building their own intern tools led to superior quality in Gamasutra's first tool postmortem.
Programming, Tools Postmortem

Choosing Between Utility and Modifier Plug-Ins for 3D Studio Max  
by David Lanier [06.14.00]
So which type of 3D Studio Max plug-in should you be developing: a utility, or a modifier? David Lanier, a programmer who knows all too well how important the choice can be, tackles the pros and cons of each type of plug-in, discussing the advantages and drawbacks of each, as well as the use of the Microsoft Foundations Class (MFC) inside a utility.
Art, Tools Postmortem

Creating Procedural Objects in 3D Studio MAX  
by Gurjeet Sidhu [05.05.00]
A procedural object is created by an algorithm that takes a set of parameters that define the object and produces the object representation from that set. It is possible to create procedural objects inside 3D Studio MAX to get data into your game engine since a procedural object in MAX can store information other than whats required for the visual representation. In this article, Gurjeet Sidhu, lead programmer at Dhruva Interactive explains how to write a plug-in to create procedural objects in 3D Studio MAX 3.1.
Programming, Art, Tools Postmortem