Here is a detailed article about the making of the video game Metal Gear Solid 4. It talks about the work of technical 3D artists as well as the work and the role of programmers.
In the development of MGS4, about 100 staff members were involved in the 3D content production. Extra personnel were added during busy periods, and by the final phase of development over 180 people were working on the project. By the end there were as many 40 programmers working on MGS4, including the work required for online compatibility.
Most of the programmers in MGS4 performed programming work related to game processing, while at the same time developing in-house tools to support production. They developed a wide variety of tools to make work easier for the designers. These tools include the previously mentioned lighting editor, a preview environment with the same quality as the console, and their own particle engine and particle editor. Kunio Takabe explained that turning the environments, expressions and request items that the designers ask for into reality is an important role for the programmers. This means that good communication and mutual understanding is very important.
Effects used in the game, such as depth of field, dust clouds, snow and camera blur, were also developed by the programmers
Read the complete article here: METAL GEAR SOLID 4 : Guns of the Patriots – Making Of
Here is an instructive post for all 3d artists or graphics modeling hobbyists that shows the steps to create a model of house for the game CITIES XL.
Read the tutorial here: Isabella’s House
ComputerAndVideoGames.com has published an interview of John Carmack about Quake Live. Quake Live is the online version of Quake 3 Arena and allows to quickly set up and play Quake 3 without the pain of downloading Q3A and the latest patches, connecting to servers and find other gamers.
Read the complete interview here: On how Quake Live brings brawling to our browsers
Q: So is Quake Live the next step for PC gaming?
A: I don’t think this is the future of PC gaming, though it’s certainly an aspect of it. PC developers need to start considering the PC as a unique platform rather than a gaming machine that happens to be in your den rather than your living room.
The traditional big-budget, media-rich, single-player type games like we used to make at id Software through to Doom 3, all that really has to be done cross-platform on the consoles now, to basically cover the development expenses for something like that. But the PC still has huge success stories, with things like The Sims 2 and World of Warcraft, which have been bigger successes than any console game has ever been, or possibly ever could be in the near future. At the end of the day, you have to look at the PC as a platform with its own strengths and weaknesses.
Futuremark will use PhysX in its upcoming first-person shooter video game called Shattered Horizon. PhysX will be used to create a perfect zero-gravity experience to the gamer.
pcgameshardware.com has a set of impressive screenshots of Heavy Rain, a game developed by Quantic Dream, a French team (yes!).
Far Cry 2 public presentation at DreamHack Summer 2008:
Here are the minimum and recommended system specifications for playing Far Cry 2 revealed in FC2 developers blog:
Unity3D has publihed the result of their hardware survey. Unity3D targets the casual gamer and here are some pictures about what is graphics card of the casual gamer:
Id Software has just released two new Rage screenshots. John Carmack stated during QuakeCon that the Xbox 360 version of Rage would look the worst due to the game’s assets needing to be compressed heavily to fit them onto two DVDs.
This video shows Pandora devboard @ 600MHz running some Quake2 demos. The game is rendering to 320×240 (scaled to fit screen) in pure software mode.
John Carmack loves his iPhone and wants to make a game for that device that would be a graphical tour de force (I like this kind of french expressions in english sentences). I guess, given the limited hardware features of the iPhone, Carmack likes this kind of challenge. So let’s prepare for the next accelerometer-controlled Doom-like…