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