Sponsored By
Interviews
thumbnail
ProgrammingPostmortem: DreamWorks Interactive's TrespasserPostmortem: DreamWorks Interactive's Trespasser
Almost three years in the making, Trespasser was held up by some as a reason to dismiss physical modeling in games. Richard Wyckoff, a designer on the Trespasser team, disagrees. Read on to find out more about the trials, tribulations - and yes, even triumphs - experienced by the crew at Dreamworks Interactive.
Daily news, dev blogs, and stories from Game Developer straight to your inbox