From rssfeeds@jmason.org Thu Sep 26 16:43:29 2002 Return-Path: Delivered-To: yyyy@localhost.spamassassin.taint.org Received: from localhost (jalapeno [127.0.0.1]) by jmason.org (Postfix) with ESMTP id E533416F7E for ; Thu, 26 Sep 2002 16:42:37 +0100 (IST) Received: from jalapeno [127.0.0.1] by localhost with IMAP (fetchmail-5.9.0) for jm@localhost (single-drop); Thu, 26 Sep 2002 16:42:37 +0100 (IST) Received: from dogma.slashnull.org (localhost [127.0.0.1]) by dogma.slashnull.org (8.11.6/8.11.6) with ESMTP id g8QFTQg24665 for ; Thu, 26 Sep 2002 16:29:26 +0100 Message-Id: <200209261529.g8QFTQg24665@dogma.slashnull.org> To: yyyy@spamassassin.taint.org From: guardian Subject: Keeping up with The Sims: Managing Large Scale Game Content Production Date: Thu, 26 Sep 2002 15:29:26 -0000 Content-Type: text/plain; encoding=utf-8 URL: http://www.newsisfree.com/click/-3,7506698,159/ Date: 2002-09-04T02:10:04+01:00 With project budgets in the multiple millions of dollars and virtually no margin for error, more and more development teams are under tremendous pressure to come out on top of the entertainment software market's cutthroat competition. No team manager wants to contemplate dropping the ball when creating the vivid graphics necessary to help make a game a success. Electronic Arts' The Sims franchise is an excellent example of this pressurized situation. This article highlights the critical issues that govern the high volume asset production needed for today's most demanding games.