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From the outside, a game company must seem like a magical ant farm. Through its front doors, a wildly diverse colony of workers and soldiers file, laughing and chatting. And deep inside, amidst a maze of twisty passages (all alike), their gathered scraps of information and lumps of technology are carefully plastered together into an ever-changing world of adventure. Would you like to know how? The developers would love to tell you. Each week, they'll answer your questions and provide general enlightenment about the inner workings of game development and publishing. Been wondering how a programmer decides which graphics engine to use? What the qualifications are for 3D artists? How a playtester can survive on nothing but Dr. Pepper and chocolate-covered espresso beans for the last two months of a project? Read on...
Read The Latest Answers
The Question: "Unless they decide to try making a new
type of game, a designer has to work within an existing genre,
right? So how do they make their game stand out, since there's
so many others like it? (I know I know, most of them don't,
but look at Total Annihilation or Half-Life and
you'll see what I mean.)"
The Question: "It's the ultimate developer fantasy:
taking a team of talented cohorts and leaving the secure
mediocrity of the corporate fortress. It seems like everyone's
doing it, too, but the financial insecurity worries me. I'm an
underpaid programmer, I can't just sell a couple of Ferraris
to get by while our dream team pursues our dream game. How
do these breakaway groups find a new backer or publisher?"
View the Answer Archive
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Your question!
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Archive! Dozens of classic imponderables have already been
discussed, and you might just save yourself the time and
electrons of re-asking the same question.
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