JANUARY 2001 GAME DEVELOPER MAGAZINE ON THE FRONT LINE OF GAME INNOVATION GAME PLAN DEVELOPER ✎ 600 Harrison Street, San Francisco, CA 94107 t: 415.947.6000600 Harrison f:Street,415.947.6090 San Francisco, w: www.gdmag.com CA 94107 LETTER FROM THE EDITOR t: 415.947.6000 f: 415.947.6090 w: www.gdmag.com Publisher PublisherJennifer Pahlka
[email protected] Jennifer Pahlka
[email protected] EDITORIAL EDITORIALEditor-In-Chief Editor-In-ChiefMark DeLoura
[email protected] On Game Engines SeniorMark EditorDeLoura
[email protected] SeniorJennifer Editor Olsen
[email protected] ManagingJennifer Olsen Editor
[email protected] ManagingLaura Huber Editor
[email protected] n interesting phenomenon know what systems you’ll have to create ProductionLaura Huber Editor
[email protected] has been occurring in our yourselves. Making alterations to a licensed ProductionR.D.T. Byrd Editor
[email protected] Postmortem column recent- game engine to add your own features ProductionR.D.T. Byrd Assistance
[email protected] Editor-At-LargeAudrey Welch
[email protected] ly. Have you noticed it? Our requires quite a bit of time examining the Editor-At-LargeChris Hecker
[email protected] three most recent Post- engine code. ContributingChris Hecker Editors
[email protected] Daniel Huebner
[email protected] Amortem titles have all used licensed game One resource that all of our Postmortem Contributing Editors JeffDaniel Lander Huebner
[email protected] [email protected] engines. November’s DEUS EX used the titles saved by licensing technology was MarkJeff Lander Peasley
[email protected] [email protected] AdvisoryMark PeasleyBoard
[email protected] UNREAL engine, December’s HEAVY METAL: the number of bodies.