From rssfeeds@jmason.org Mon Oct 7 12:05:32 2002 Return-Path: Delivered-To: yyyy@localhost.example.com Received: from localhost (jalapeno [127.0.0.1]) by jmason.org (Postfix) with ESMTP id 6C80016F80 for ; Mon, 7 Oct 2002 12:04:09 +0100 (IST) Received: from jalapeno [127.0.0.1] by localhost with IMAP (fetchmail-5.9.0) for jm@localhost (single-drop); Mon, 07 Oct 2002 12:04:09 +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 g9780fK23257 for ; Mon, 7 Oct 2002 09:00:41 +0100 Message-Id: <200210070800.g9780fK23257@dogma.slashnull.org> To: yyyy@example.com From: gamasutra Subject: Keeping up with The Sims: Managing Large Scale Game Content Production Date: Mon, 07 Oct 2002 08:00:41 -0000 Content-Type: text/plain; encoding=utf-8 X-Spam-Status: No, hits=-945.4 required=5.0 tests=AWL,DATE_IN_PAST_03_06,T_NONSENSE_FROM_40_50 version=2.50-cvs X-Spam-Level: URL: http://www.newsisfree.com/click/-0,8613666,159/ Date: 2002-10-06T18:12:54+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.