Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 18, 2019
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Game Developer September Issue Dissects  Puzzle Quest, Saboteur

Game Developer September Issue Dissects Puzzle Quest, Saboteur

September 12, 2007 | By Staff

September 12, 2007 | By Staff
    Post A Comment
More: Console/PC

The September 2007 issue of Game Developer magazine, the sister print publication to, and the leading U.S. trade publication for the video game industry, has shipped to subscribers and is available from the Game Developer Digital service in both subscription and single-issue formats.

The cover feature for the September issue is 'Postmortem: Infinite Interactives Puzzle Quest: Challenge of the Warlords' by Steve Fawkner, and it's explained of the exclusive postmortem:

"Infinite Interactive took a leap into the console market with Puzzle Quest, after years of dedicated PC focus. The much more casual title tore up the charts, due to the incredibly long period of time the company took to polish it. CEO and lead designer Steve Fawkner takes us down the path that led these hardcore veterans to casual glory."

Another major feature for the new issue is 'Saboteur: The Will to Fight by Christopher M. Hunt and Thomas French, of which it's explained: "Pandemics upcoming title Saboteur uses dynamic color changesfrom vibrant and full, to black and white film noirto indicate the state of allied resistance in-game. Its art as gameplay feature in this unique look at the design and technical challenges of an in-progress high profile title."

Finally, the September issue also looks at 'Saving the Day: Save Systems in Games', from Backbone designer David Sirlin, explained as follows: "Games are designed by designers, naturally, but theyre not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the players experience. This case study of save systems sheds some light on what could be done better."

The issue is rounded out by the customary in-depth news, code, art, audio, and design columns from Game Developer's veteran correspondents, as well as product reviews and editorial columns.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months and a year's subscriptions, alongside access to back issues, all for a reduced price. There is now also an opportunity to buy the digital version of September 2007's magazine as a single issue.

Related Jobs

Deep Silver Volition
Deep Silver Volition — Champaign, Illinois, United States

Senior Engine Programmer
Insomniac Games
Insomniac Games — Burbank, California, United States

Lead Character TD — Austn, Texas, United States

Senior Community Manager, World of Warships
Sparx* - Virtuos Vietnam
Sparx* - Virtuos Vietnam — Ho Chi Minh, Vietnam

Lead Real-time VFX

Loading Comments

loader image