215 lines
9.3 KiB
Plaintext
215 lines
9.3 KiB
Plaintext
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Game Developer
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Writers Guidelines
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Game Developer is a technical magazine devoted to the development of
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computer games. Its audience is programmers. Game Developer will also be
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of interest to entrepreneurs in the game market and computer artists,
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but its main audience is programmers. Good programmers. Really,
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really good programmers. Our editorial goal is to produce the most
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intensely useful programming magazine ever.
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We aren't interested in introductory articles. We aren't interested
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in articles about Windows common dialog boxes. We aren't interested in
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articles about software engineering. We're interested in highly
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technical articles about game programming. Period.
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Interviews
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Game Developer often interviews leading figures in the field of
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digital entertainment, but these are generally done by our staff.
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Just about the only time we'd be interested in a submitted interview
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would be if you had some credentials as an interviewer (a journalism
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background, for example) or if you had exceptional access to someone
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whose work is important to game development. Even then, we'd want you
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to clear the interview with us beforehand so we could let you know
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specific questions we'd like answered.
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Business Articles
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Game Developer devotes some amount of space to business issues,
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especially channel, legal, and marketing issues. Articles of interest
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here could deal with, for instance, breaking into the channel, legal
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protection when working with a distribution house, and marketing on
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the cheap.
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Of much more interest to us are articles on industry trends based on
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real numbers. For instance, how fast is the Windows game market
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growing? What's the market share of sport games vs. fighting games
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vs. flight simulators? What are the sound and video chip sets that
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are gaining market share? Such articles are of great interest to us.
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Technical Articles
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Interviews and business are all well and good, but the meat of Game
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Developer is its technical articles. Game Developer technical
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articles deal with high-performance programming in a highly
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constrained hardware environment. They do not deal with business
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issues. They do not deal with maintenance issues. They do not deal
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with academic issues. They deal with getting the job done without
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flickering, popping, jumping, or crashing.
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If you have a complex technical topic, and you're looking for guidance
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on what exactly to write, do this:
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Write a 5,000-word introductory article on the subject. Write a second
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3,000-word article that's much more in-depth and assumes all the
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introductory stuff is well understood. Take all the terms in the
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introductory article and create a glossary of no more than one page.
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Submit the second article with the glossary as a sidebar. Sell the
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introductory article to someone else.
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For example, multitasking. Let's take a look at some introductory
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paragraphs and our reaction to them.
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"You want to program a flight simulator with a cinematic plot. Your
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user will take the personality of Billy Zoom, Skateboard Punk, who
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breaks into Area 51, steals a Manta hypersonic jet and flies across
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the world battling the forces arrayed against you by the Super Secret
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NSA. You're halfway through the program when you realize there's
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something terribly wrong. You move, and the opposing planes move,
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making for terrible jitter. You need multitasking! Multitasking is a
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complex issue that can only be touched on in a magazine article. This
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article will give an overview of the general theory of multitasking.
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So that we won't get bogged down in details, my examples will be in
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pseudocode."
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Destination: garbage can. The tone is condescending, the focus
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elementary, and it contains the two evil words "overview," and
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"pseudocode."
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What's next on the pile?
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"Abstract: An analysis of balking protocols in high-transaction
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multitasking environments shows an unfortunate degradation in
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performance under certain circumstances. This paper reviews existing
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balking protocols and demonstrates their theoretical weaknesses in
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these circumstances. A new balking protocol, based on the mass of the
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Top quark, is proposed."
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Our reaction: What do we look like, a Ph.D. review board? If you want
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to write something in the passive voice or that begins with the word
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"Abstract," we'll be happy to read it in an ACM or IEEE journal. But
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we won't publish it in Game Developer.
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Let's try a final one:
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"Minimizing input lag, so the game reacts instantaneously to keyboard,
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joystick, or mouse data, requires something more than a naive 'get
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input, process input, display output,' loop. I've written a series of
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efficient C++ classes that allow multiple input devices to be active
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simultaneously, eliminates type ahead problems, and require only 5K of
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overhead. This article explains the classes, how to use them, and
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suggests areas where they could be improved."
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Hello! We'll continue reading this article. It talks about a real
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issue for game developers, it talks about efficiency, and it has real
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code. There's still a long way to go before we accept the article --
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the writing's got to be coherent, the code's got to be worthwhile, and
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there has to be enough text to "wrap around the code" (at least a 10:1
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ratio of words to lines of code!). But we're going to work with the
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author to make this article happen.
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C++, Pascal, C, and assembly language are the most important languages
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for Game Developer. It does not mean we are exclusive to them,
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though, or that we have any concrete ratio of C++ to Pascal to ASM
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that we stick to.
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Implementation Details
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We know that you'd like to get a quick response to your article, but
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the simple fact is that we deal with things in a strict FIFO manner.
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When an article comes in, it goes to the bottom of the pile without a
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glance. Sorry. Because we print out the articles, put them in a
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stack, and read them, we've discovered that when an article is
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snailmailed in, it's actually often resolved faster and is more likely
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to be accepted. That's because you make sure that the printing's all
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nice and tidy and the figures are all there. When an article is
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ZIPped and uuencoded and the figures are here and there and so forth,
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things can get messed up pretty easily. Our snailmail address is:
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Game Developer magazine
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600 Harrison St., Fourth Fl.
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San Francisco, CA 94107
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Atten.: Submissions
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Or, if you really feel strongly about it, you can e-mail a plain
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ASCII, WordPerfect 5.1, or Word for Windows file to
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larryo@well.sf.ca.us Figures must be in TIFF or PCX format.
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Article formatting
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We reformat all articles during the production phase, so you should
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not worry about page layout. However, there are a few things you
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should know to give your articles a professional appearance.
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Use short paragraphs.
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Use only one level of subhead. Although you may (and probably should)
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use more than one level of subhead for your own outline, when you turn
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this into an article you need to write transitions.
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You should only worry about three fonts: a body font, a subhead font,
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and a code font. We use Caslon, Folio, and Voice Comp, respectively,
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but you don't have to worry about that. Code font should be used for
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program code, variable names, program names, and object names. If
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you're submitting an ASCII file and need to indicate code font, use
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<codefont> and <end> to tag the text. Replace all tabs with four
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spaces.
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Code snippets of four lines or less can be put inline with the text.
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Anything longer needs to be broken out into listings. Our listings are
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either 40 or 80 characters wide. Please format your code in a way
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that minimizes lines but maintains good style. For instance, we
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prefer:
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for(int i = 0; i < 10; i++){
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doSomething(i); //matrix transform
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doSomethingElse(i); //post process matrix
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}
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to either:
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for(int i=0;i<10;i++){doSomething(i);doSomethingElse(i);}
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or:
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for(int i = 0; i < 10; i++)
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{
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/* matrix transform */
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doSomething(i);
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/* post process matrix */
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doSomethingElse(i);
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}
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Listings and figures need to be referenced in the text. You always
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have to use a phrase along the lines of "Because, as can be seen in
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Figure 3, the viewpoint has moved, we must transform the
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<codefont>Foo<end> matrix, as shown in Listing 1."
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The text must be more than a walkthrough of the code: "Then, we call
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<codefont>foo()<end>. This returns an integer,
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<codefont>iRetVal<end>, which we pass to <codefont>bar()<end>."
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Submit, Damn You!
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Game Developer was started as a guerrilla project by a bunch of
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editors at Miller Freeman Inc., the company that publishes such
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mainstream Software development magazines as Dr. Dobb's Journal,
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Software Development, and Microsoft Systems Journal. We felt that a
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magazine devoted to game programming would be a hit with programmers,
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and we've had great success with our initial efforts. But we want to
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get even more technical depth into the magazine, and we need your
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help.
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If you follow these guidelines, you'll have a great chance at being
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published in Game Developer and help make it into a magazine that's
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written by and for the best programmers in the world.
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Larry O'Brien (Editor-in-Chief)
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Game Developer magazine
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600 Harrison St., Fourth Fl.
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San Francisco, CA 94107
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