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Writers Guidelines


Features

The audience for your technical article will include professional programmers, animators, sound designers, and producers. We do not target the hobby or amateur game development market.

Gamasutra and Game Developer welcome submissions on programming, design theory, 3D design, sound design, testing, and asset management, among other topics. Articles should be of a "how-to" nature. Our focus is on implementing solutions, using concrete examples from game development projects. Our readers want advice and recommendations about tools and technology. Include as many real-world examples within your article as possible to illustrate concepts.

Subjects We Cover

We want to let you come up with innovative article ideas without influencing you unduly. Technology and consumer tastes evolve more rapidly than this page gets updated, so we don't try to list specific topics. In general terms, however, know that we cover the following areas:

  • Programming. Technical issues of interest to game programmers that talk about efficiency, and have real code. The writing's got to be coherent, the code's got to be worthwhile, and there has to be enough text to "wrap around the code"; (at least a 10:1 ratio of words to lines of code!). C/C++ and assembly language are the most important languages for Game Developer. It does not mean we are exclusive to them, though, or that we have any concrete ratio of C++ to Java to ASM that we stick to. Multiplayer/Internet game development, real-time 3D graphics, and artificial intelligence are examples of programming articles we have run in the past.

  • Animation and 3D modeling.Creating real-time and prerendered animation, character animation, mesh deformation, reducing polygon counts, modeling objects, motion capture, creating realistic textures... Tell us about your tools and techniques.

  • Game design. Good articles on game design are hard to come by. The article has to present concrete, real-world information to be of value. Design topics are often too esoteric to engage a reader for 2000 words, but if you think that you have a fantastic idea about game design, we'd like to know about it. The more specific you can be in your article, the better. We're not interested in articles with titles like "What Makes A Game Fun"; an article titled "Multiplayer Game Interface Design" or "Designing a Flexible Field of View" would be of much more interest to us.

  • Audio. Although it sometimes gets the short shrift in games, people realize the importance of a well crafted audio track. We want to publish articles that explain what it takes to compose great music, creating sound effects, edit and manipulate game audio, and put it all together using flourishes like 3D audio.

  • Business topics. Game Developer devotes some amount of space to business issues, especially channel, legal, and marketing issues. Articles of interest here could deal with, for instance, breaking into the channel, legal protection when working with a distribution house, and marketing. Of much more interest to us are articles on industry trends based on real numbers.

Article Formatting

Features vary in length depending on the subject matter. We reformat all articles during the production phase, so you should not worry about page layout. However, here are some tips to give your articles a professional appearance:

  • Your introduction should introduce the topic, state why the subject is important, explain what you will teach the reader, and explain why you are a good person to teach the reader (your experience/credentials as it relates to the topic).
  • Use short paragraphs.
  • Use only one level of subhead. Although you may (and probably should) use more than one level of subhead for your own outline, when you turn this into an article you need to write transitions.
  • Send as much relevant artwork to support your article as possible, but do not embed these screen shots or artwork in your article. Send artwork as separate files.
  • Provide captions for the artwork or tables, and remember that captions should not repeat what was stated in the article.
  • Listings and figures need to be referenced in the text. You always have to use a phrase along the lines of "Because, as can be seen in Figure 3, the viewpoint has moved, we must transform the Foo matrix, as shown in Listing 1."
  • Your conclusion should reiterate the important points made in the article, and address what further work needs to be done in the area you have written about -- i.e., acknowledge related topics that you have not covered.
  • Include a "For Further Information" section at the end of your article for readers who want to find more information on the topic of your article. This could include books and web sites.


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