Metal Gear Case Study
September 16th, 2008The SoftImage site has a great case study on the making of MGS4 with lots of wonderful images for those of you interested in some behind-the-scenes pictures of the game design process.

The SoftImage site has a great case study on the making of MGS4 with lots of wonderful images for those of you interested in some behind-the-scenes pictures of the game design process.

From Kate MacAlpine, a trainee at Cern:
A friend sent me the link to this video, and I have to say, this is the most clear and direct explanation of the difference between linear processing and concurrent processing I’ve ever seen. …That, and it’s just darn cool to watch a 1100 barrel paintball gun get fired.
I worked on EA’s Tiger Woods PGA Tour Golf 2000, as well as the “Play Against the Pros” patch for Tiger ’99, so this particular game series will always have a place in my heart. Even that aside, this video had me absolutely in tears laughing as EA pwns a “glitch” in the game.
Local developer Crunchtime Games is launching Shred Nebula in just a few more weeks. Check it out on XBLA on September 3rd!