Retro Gaming & Development Magazines (Games Industry)

Edit on Github | Updated: 22nd May 2022

One of the best ways to get an insight into the games industry is to look at the magazines that were available at the time, both game-specific magazines and digital/creative magazines have a wealth of information.


Games Industry Magazines

Occasionally you can be lucky enough to find a whole magazine specifically dedicated to Game Development but they can be few and far between.

Unfortunately, most are now defunct but one excellent title remains until the time of writing: Wireframe magazine, if you are in a position to support this magazine I would strongly recommend it.

Title Publisher Notes
Develop NewBayMedia UK Magazine which was published from August 1996 Until November 2017
Game Developer UBM Tech US Magazine which was published from March 1994 until July 2013 - Note that the free pdfs online do not have the full content such as adverts inside
GameMaker Future Publishing UK magazine dedicated to Game Modding and Development. Only 1 issue was published in October 2003 before it became a supplement for the PC Format magazine (which also didn’t last long)
Journal of Computer Game Design Self Published From June 1987 until 1993 when it rebranded to Interactive Entertainment Design
Wireframe Raspberry Pi Press From November 2018 and lasted until January 2023 (70 issues)

GameMaker Magazine

GameMaker Magazine

GameMaker was a very unique magazine published in the UK on October 2003, it was a game development and modding magazine targetted at the general public!

Sadly the topic was deemed too niche and only one issue was ever published before it became a section of PC Format magazine for two issues (159 & 160) and then a stand along supplement distributed along with the magazine for a further 3 issues until it was replaced in issue 165 by a Doom 3 supplement instead.

If anyone has the 4 GameMaker supplement magazines from issue 161-164 then please get in contact we would love to see them!

Issue Name Description
1 WARCRAFT 3 The basics of creating a map in the Warcraft 3 Map Editor with a hero (Hercules) an enemy (Hydra) and victory conditions
1 UNREAL TOURNAMENT 2003 Introduction to Unreal Editor 3.0, using brushes to carve out maps, adding textures, lighting and even creating moving platforms
1 MAKE A MOD General advice from Kieron Gillen about modding games such as the scope of the project and how to recruit other modders
1 NEVERWINTER NIGHTS Introduction to the BioWare Neverwinter Nights Toolset for creating a simple adventure game including scripting and adding factions
1 ADVENTURE GAME STUDIO Introduction to AGS to create a simple point-and-click graphic adventure game with scripts and background music
1 THE SIMS Briefly covers tools like SimShow, Facelift, HomeCrafter, Transmogrifier, Blueprint, Career Creator and how to replace the radio station MP3 files
1 HALF-LIFE/COUNTER-STRIKE Brief introduction to the Value Hammer Editor
1 THE GAME FACTORY PRO Create a very simple snowboarding game (similar to ski free) in The Game Factory Pro
1 HISTORY OF MODDING Covers the history of game modding such as “Adventure”, “Ms Pac-Man”, “Castle Smurfenstein”, “Team Fortress” etc
1 GRAND THEFT AUTO: VICE CITY Introduction to modding GTA Vice City, using tools such as CROA, ZModeler, CarEd 1.4, IMG Tool 1.3, ViceTXD
1 RAILROAD TYCOON 3 Create a very simple map in Railroad Tycoon 3 with the built-in editor including adding a volcano with the Paint Terrain tools
1 3DS MAX AND UNREAL ED Tutorial for getting a 3D Studio Max model into UT2003 including fixing textures with Photoshop rigging with Character Studio 3 and exporting with ActorX
1 FLIGHT SIMULATOR 2004 Using GMax to create custom aircraft and scenery for Flight Simulator 2004
1 NVIDIA CHARACTER DESIGN Article by Daniel Hornick, Hubert Nguyen and Curtis Beeson from Nvidia
1 MILKSHAPE Tutorial for creating a 3d man with a gun that can be imported into Unreal Tournament
1 QUAKE III Detailed guide for how to create a level in Quake 3 using Q3Map2Toolz
1 LOW POLY MODELLING Creating a low poly model of a cartoon character in 3D Studio Max 5

Journal of Computer Game Design

Journal of Computer Game Design

The “Journal of Computer Game Design” was founded by Chris Crawford, a well-known game designer and developer, in June 1987 1. The journal’s primary focus was on computer and video game design. It was one of the first publications to provide insights and discussions on the art and science of game design.

It cost $30 a year to subscribe and the journeals were released every other month, it was the first attempt to foster a community around game design 2;

The journal featured articles, essays, and discussions about various aspects of game design, development, and theory. It covered topics such as game mechanics, narrative design, player engagement, and industry trends. No programming or asset development articles were posted it was purley for game design.

The “Journal of Computer Game Design” ceased publication in the early 1990s. While it had a significant impact during its existence, it was succeeded by other publications and academic efforts dedicated to game design and development.

Relevant Articles

All the articles are now freely available on Chris Crawford’s website in a well categorized manner so there is little benefit to repeating that work here, if you are interested in early articles about game design then head over there now!


Wireframe Magazine

Wireframe is an excellent magazine that blends developer interviews with practical tutorials such as how to implement various game mechanics in programming languages such as python or even C programming for the original Game Boy!

They even release all the issues they make free on their website in pdf form for everyone (not just subscribers).

Sadly Wireframe magazine is no longer producing new magazines after issue 70.

You can view all the issues on their official website: Issues — Wireframe Magazine

Relevant Articles

It is worth reading the entire Wireframe issues cover-to-cover but the most important section for game development is the “Toolbox section of the magazine.

Here is a table of the articles most relevant to both modern and retro game development:

Issue Name Description
1 Design principles An Atari veteran on the philosophy of game design (Howard Scott Warshaw)
1 City Craft The design Theory behind video game cities (Konstantinos Dimopoulos)
1 Source Code How particle physics turned Defender into a coin-op classic (Python/pygame) (Craig Grannell)
1 Maths of balance Examining the curves and formulae behind the games we play (Will Luton)
2 Life in the trenches interview with Jane Whittaker on Atari Jaguar development of Alien vs Predator
2 FPS level design Learn the basics of shooter level design with Half-Life 2
2 CityCraft How understanding city functions results in better game design
2 Source Code The simple yet effective AI behind Galaxian’s angry aliens
2 Maths of balance part 2 Exploring how maths governs matchmaking and economics
3 Design principles What Yars’ Revenge can teach us about design goals and planning
3 CityCraft The abstract models that will make your video game cities shine
3 Source Code How parallax scrolling gives 2D games the illusion of depth
3 Build a shooter in Unity Get to grips with Unity in our step- by-step guide to making an FPS
4 CityCraft Clever tricks to make our video game cities seem bigger and busier
4 Source Code How to recreate the thrust motion in Atari’s coin-op classic, Asteroids
4 Publishing on itch.io Our step-by-step guide to publishing and selling your games
4 Getting into the industry Some professional advice for anyone hoping to make games for a living
5 Design principles Why being prepared to deviate from established design ideas is essential
5 CityCraft Three ways of making a truly immersive video game city
5 Source Code How to create your own arcade-style high-score table
5 Improving your Unity FPS Part two of our guide to makinga first person shooter
6 CityCraft The pitfalls to avoid when designing a game city
6 Source Code How to recreate the whipping alien tail from R-Type
6 Localisation Prepare your game for a global audience
6 Level design Six tips to make your level designs shine
7 Design Principles How economy and theatre make better games
7 CityCraft Why a game city is only as good as its surroundings
7 Source Code Recreate the jumping physics from Super Mario Bros.
7 Finalising your Unity FPS Add menus, special effects, and more in the final part of our guide
8 CityCraft Ways to make your horror game locations even scarier
8 Structurally Sound How music and sound intertwine to create atmospheric game worlds
8 Source Code The code behind Missile Command’s unforgettable vapour trails
8 Squeezing the Beeb How to fit a 1KB score attack game onto the BBC Micro
9 Design Principles The power of marketing – and a strong game title
9 CityCraft Understanding the hierarchies of villages, towns, and cities
9 Source Code Recreating the disintegrating shields from Space Invaders
9 Character building Import and animate a 3D character model in Unity
10 CityCraft Must-read books for budding virtual city designers
10 Source Code Recreate Pang’s evil bouncing balloons in Python
10 Get into Twine A beginner’s guide to creating interactive fiction in Twine
10 Multiplayer detox Ways to make safer, friendlier multiplayer games
11 Design Principles Defining the difference between theme and design
11 CityCraft Finding fantasy in medieval towns and cities
11 Source Code Recreate the block smashing action of Breakout
11 Paper prototyping How paper and card can help you make better games
12 CityCraft Infrastructure fundamentals for virtual cities
12 Source Code Recreate Bomberman’s four-way explosions
12 Making Snake Code your own arcade game in JavaScript
12 Pushing PICO-8 How to go beyond the virtual console’s memory limits
13 Design Principles Defining the meaning of the word game’, and why it’s important
13 CityCraft Bringing vibrancy and realism to your video game streets
13 Teleporting in Unity Your guide to making an Overwatch-inspired blink mechanic
13 Source Code Recreate Gyruss’s zooming starfield effect
14 CityCraft Analysing the genius of City 17 and New Vegas
14 Art and commerce Making creative games that actually sell
14 SIN made simple Master the SIN function without all the fiddly maths
14 Source Code Make a Donkey Kong-style animated walk cycle
15 Design Principles What video games say about their creators and players
15 Blasting off Make a Jetpack feature in Unreal Engine 4
15 Source Code Ant Attack-style isometric graphics explained
15 A new dev diary Why the vertical slice is an indie dev’s best friend

Games Specific Magazines

There are many magazines related to Gaming both past and present, however only a few of them have interesting articles about game development, the ones we know about are listed in the table below.

Title Publisher Run Notes
Computer Gaming World   1981-2006 USA Magazine that ran from 1981-2006
DC-UK Future 1999-2001 Short lived UK Dreamcast magazine
Dreamcast Magazine Paragon 1999-2002 UK Dreamcast Magazine (34 issues)
Dreamcast Monthly Quay Publishing 1999-2001? UK Dreamcast Magazine (17 issues?)
Dreamcast Official Magazine (UK) Dennis Publishing 1999-2001 UK Dreamcast Magazine (23 issues including specials)
Dreamcast Official Magazine (USA) Imagine Media 1999-2001 USA Dreamcast Magazine with 13 issues
Dreamcast Solutions Paragon 1999-2001 UK Dreamcast Magazine
Dreamcast Strategies Quay Publishing 1999 UK Dreamcast Magazine
DC-Tips Future 2000 UK Dreamcast Magazine Spin off of DC-UK
Dreamcast Tips LCD 1999 UK Dreamcast Magazine with only 1 issue ever published
EDGE Future   UK magazine that contained interviews with game developers and even adverts for Development Kits
GamesTM Highbury 2002-2018 UK Magazine that contained interviews with Game developers reached 213 issues
GameBytes   1992-1994 MS-DOS based application for an interactive magazine released on BBS between 1992-1994 https://www.dosgames.com/gamebytes.php
Mean Machines Sega EMAP 1992-1997 UK Sega Magazine that has 53 issues
MEGA Future 1992-1995 UK based Sega magazine with 38 issues
Mega Action Europress 1993-1994 UK Sega Mega Drvie Magazine with 11 issues
Mega Machines Impact 1993-1994 UK Sega Magazine with 5 issues
Mega Play Sendai 1990-1995 US Sega Magazine
Mega Power Paragon 1993-1995 UK Sega Mega Drive Magazine
MegaTech EMAP 1991-1995 UK Sega Mega Drive Magazine (43 issues)
Megazone Megazone Publications 1990-1994 Australian Amiga & Sega Magazine had a regular section called “Pirates Cave” where crackers could write in and share their thoughts on software piracy
Mr Dreamcast Magical Media 2000 Only 2 issues were published of this UK Dreamcast magazine
PC Gamer Future 1993-present Long Running UK Magazine dedicated to PC Gaming, sometimes has game developer and modding content
PSi2 Thin Ice Media (Datel) 2000-? This occasionally contains top quality articles about Homebrew and Game Development for the Playstation 2
Retro Gamer Live/Imagine/Future 2004-present Long running UK Magazine dedicated to Retro games, often has interviews with game developers
Super Pro Paragon Publishing 1992-1994 Super Nintendo Magazine that had some interviews related to game development such as the interview with Brain Fargo of Interplay

GameBytes (1992-1994)

GameBytes was a very unique magazine as it wasn’t published in a traditional sense, it was released for free online on Bulletin Board Systems, it was also unique in its format as it was an actual interactive MS-DOS Application!

Over its relativly short life span it obtained some very interesting articles related to the Game development industry, including multiple reviewes of the Computer Game Developers Conference in 1994.

You can experience the magazines online through an emulator on DOSGames.com.


EDGE Magazine

The magazine EDGE published its first issue on August 19th 1993 with a focus on going more in-depth on technical details such as how games are made, technical aspects and development issues 3. It targeted multiple console/PC platforms (Mega Drive, SNES, Amiga etc) and is famous for hiring many of the engineers at Rare due to their advertisements (Dr Doak is one example of someone who applied thanks to an EDGE advertisement).

For their news sections they would “borrow” from Japanese magazines such as “Weekly Famitsu” and US magazines such as “EGM” 3.


PSi2 Magazine

Published by Thin-Ice Media (Owned by Datel) it was the only non-official Playstation 2 magazine to include a playable CD every issue.

Each CD would contain a few Action Replay Cheats and save games that can be applied to a few select games, it formed as a good advertisement to Datel’s Action Replay product.

Whether it was always intended to be just another advertisement route for Datel or not, it ended up having a good run of 38 issues or just over 3 years on High Street shelves!

Relevant Articles in PSi2

As Psi2 was an unofficial magazine published by Datel it was a good magazine for news about development topics and homebrew along with general game reviews and news. Here is a table of the most relevant articles for the topic of the site (game development and homebrew)

Issue Name Description
18 Linux PS2 PSi2 interviews developers such as Charles Cecil to find out if the PS2 Linux kit can revive the “bedroom coder”. They are pretty harsh on the kit and outright say its only beneficial for people learning to porgram and that its better to learn on Windows with Visual Studio and DirectX
18 Yabasic Appeal The editor asks for readers Yabasic games/programs to be put on next issues cover disk
18 Indie day Interview with indie developer Vis entertainment who developed games like Tom & Jerry Fists of Fury on N64
19 Developer files; Europe History of DMA Design (GTA 3), Lost Boys (Knights), Bizarre creations (Fur Fighters), Amuze (Headhunter), Criterion (Burnout)
19 Indie day Interview with indie developer Runecraft founded in 1997 with 120 employees
20 One step beyond Interview with Beyond games they mention they have a game engine called “Brainstom” which they used for Motor Mayhem and Hot Wheels which apparently has networking capabilities
20 A Week in the life of Runcraft Lays out the day to day work of the art development of Runecraft while they develop games for the PS2 such as Premier manager. They use photoshop for tecturing but its unclear what software they use for 3D modelling as the screenshots are too low-res but possibly 3DS Max.
20 Indie day Interview with Pivotal games on their game Desert Storm
21 A Week in the life of Kuju  
21 Indie day Interview with Argonaut games

PSi2 Magazine CDs

Some of the Magazine CDs/DVDs contained Video content on behind the scenes information for upcoming games, such as interviews with developers and even yabasic games with source code.

Issue Number Content
19 Yabasic Tetris by Marc Gale (Xalthorn)
20 Yabasic Asteriods Lab X by Christopher Rankine
21 Yabasic Bats in the Lab by Christopher Rankine
21 Trailers for Auto Modellista, Red Dread Revolver, Dino Stalker, JoJo’s Bizare Adventure and others
22 Behind the Scenes of V-Rally 3
23 Talking about the Mechanics of The Thing
28 Trailer of travel documentaries from Pilot Guides to places like Mexico, Spain, India (Pilot Film and Television Productions Home Page)
29 The Making of Tomb Raider: Angel of Darkness

Retro Gamer Magazine

Interviews with Game Developers

Issue Number Interview Name Description  
  2 Graham Goring Goring is a member of Retrospec, a group that remakes classic games. The interview does not specify which games Goring has worked on or for which platforms.
  2 Andy Hewitt Hewitt discusses his work with the game developer group Ovine by Design, including the group’s history and their use of game development tools like Jamagic. The interview mentions that Ovine by Design’s latest game, Imogen, is a platform game for the ZX Spectrum.
  3 Simon Ullyatt & Jonathan Cauldwell Ullyatt and Cauldwell are members of Cronosoft, a group that develops new games for older platforms. The interview mentions several of Cronosoft’s games, including Egghead in Space (for the ZX Spectrum) and Plan 9 Channel 7, More Tea, Vicar?, and Reaxion (all for the Commodore 64). The interview also mentions that Cronosoft was considering making a BBC Micro version of Egghead in Space.
  5 Protovision The members of Protovision discuss their work developing games for the Commodore 64. The interview mentions several of their games, including Metal Dust, Tanks 3000, and Pac It.
  5 Stuart Fotheringham Fotheringham discusses his work on games like Mega-tree, Heartland, and Nodes of Yesod. Mega-Tree was in development for the Commodore 64, but never released. The interview mentions that the ZX Spectrum and Commodore 64 versions of Heartland shared the same map data. Nodes of Yesod was released for the ZX Spectrum and the Commodore 64. The interview also discusses Fotheringham’s work on an unreleased version of Star Raiders for the Commodore 64.
  6 Nick Harlow Harlow discusses the history of 1632 Systems, which started as a Public Domain library for the Atari ST.
  7 Matthew Smith This issue contains an interview with Matthew Smith, creator of Manic Miner and Jet Set Willy, for the ZX Spectrum.
  8 Nolan Bushnell Bushnell is known for his work on games like Pac-Man, Breakout, and for founding Atari.
  9 David Doak Doak is known for his work on GoldenEye 007 for the Nintendo 64.
  10 Steve Meretzky Meretzky is known for his work on text adventures such as Planetfall, Sorcerer, and The Hitchhiker’s Guide to the Galaxy. The interview does not specify which platforms these games were developed for.
  11 Malcolm Evans Evans is known for his work on games such as 3D Monster Maze (for the ZX81), Trashman, and The Ishar trilogy.
  11 Color Dreams/Wisdom Tree This interview features developers from Color Dreams/Wisdom Tree, discussing their unlicensed, religious-themed NES games.
  11 Francois Lionet Lionet discusses his work on the game development tools AMOS (for the Amiga) and Klik & Play (for the PC).
  12 Vicky Carne Vicky Carne was the founder of 8-bit software house Mosaic Publishing. Mosaic Publishing was responsible for bringing the “amazingly original titles” [Hover Bovver and Revenge of the Mutant Camels] to the Commodore 64. One of the company’s more notable releases was Battle Command, a tank game for the Commodore 64 that was lauded for its “fast-filled 3D graphics”.
  12 Jeff Minter Jeff Minter is a game developer known for his work with Llamasoft. Some of his more popular games, such as Gridrunner++ for PC and Mac, are known for their “diversity and humour”, containing enemies that range from “footballs to giant Mutley heads”.
  12 Albert Yarusso Albert Yarusso was the chief maintainer of the AtariAge website in 2005.
  13 Jamie Fenton Jamie Fenton was one half of the duo, with partner Dennis Koble, who created the game Sea Wolf, released in 1976.
  13 Julian Golop Julian Golop was a game developer who worked on games such as Lords of Chaos and X-Com. Lords of Chaos was released on an unspecified platform, but was designed to be a combination of “the best bits of Chaos and Laser Squad”, with additional RPG elements. The first X-Com game was programmed for the PC because it was “the most popular platform for strategy games” at the time.
  13 Jeff Kunkel Jeff Kunkel was a game developer who worked on arcade games, including Dragon’s Lair. One of his personal projects was adding a “freeplay mode” to his copy of the arcade game Frogger.
  13 Ben Heckendorn Ben Heckendorn was a console modder who, by 2004, had created portable versions of the Virtual Boy, PlayStation, Super Nintendo Entertainment System, Atari 2600, and PlayStation 2. His “dream project” was to create a laptop that could play Atari 800 games.
  13 Steve Wilcox Steve Wilcox was a game developer who worked with Elite. One of the company’s notable releases was Battle Command for the Commodore 64, a game that impressed with its use of 3D graphics despite the technical limitations of the Commodore 64.
  14 Jon Ritman This issue contains an interview with Jon Ritman, the developer behind Match Day and Head Over Heels for the ZX Spectrum. The article also touches on his work on Batman.
  14 Dino Dini This issue features an interview with Dino Dini, creator of Kick Off and Goal!. Kick Off was originally developed for the Atari ST and later ported to the Amiga. Goal! was released on the Sega Megadrive as Dino Dini’s Soccer.
  15 Walter Ginner Walter Ginner was a competitive gamer in the 1980s.
  15 Fergus McNeil Fergus McNeil was the founder of the software company Delta 4. One of the company’s games, Quest for the Holy Joystick, was a text-based adventure game that parodied the software industry and contained references to contemporary gaming magazines.
  15 Keith Hughes Keith Hughes was a game developer who, as of 2005, worked at Kuju.
  16 Mr Biffo and Mr Hairs Mr Biffo and Mr Hairs were the pseudonyms of the creators of Digitiser, a Teletext gaming section that ran on Channel 4.
  16 The guys behind Gilsoft Gilsoft was a company best known for their game creation software The Quill, which allowed users to create text-based adventure games.
  17 Paul Carruthers Paul Carruthers is a programmer best known for his work on the game Xor, which was originally released in 1987 for the BBC Micro. Xor was later ported to the Electron, Spectrum, Commodore 64, Amstrad, Amiga, and Atari ST.
  17 Dave Reidy and Keith Warrington Dave Reidy and Keith Warrington were the creators of the game Skool Daze. Skool Daze was programmed for the ZX Spectrum.
  18 Tim Skelly Tim Skelly was a programmer best known for his work on the arcade game Reactor. Reactor was the first arcade game to include the programmer’s name on-screen.
  18 Dave Needle and R.J. Mical Dave Needle and R.J. Mical were the engineers behind the Atari Lynx, released in 1989. The Lynx was notable for being the world’s first colour handheld games console.
  18 David Crane David Crane was the programmer behind Little Computer People. Little Computer People allowed the player to interact with a virtual person who lived in their computer.
  18 Mark Cale Mark Cale was the co-founder of System 3, the company that developed the Last Ninja series. The first Last Ninja was released for the Commodore 64 and a few other platforms. The second game in the series was released for almost every gaming platform available at the time.
  18 John Twiddy John Twiddy was a programmer who worked on all three of the Last Ninja games. The first Last Ninja game was programmed for the Commodore 64. The second game in the series introduced a new setting (New York) because it allowed for more varied environments compared to the first game, which took place in a garden. The Atari ST and Amiga versions of Last Ninja 2 were outsourced to external programmers.
  19 John and Ste Pickford John and Ste Pickford were brothers who worked together in the games industry for many years. Their first game together was the Spectrum game Zub. They later worked on the NES at Rare. One of the games they worked on at Rare was a Game Boy wrestling game that won a “Best Game Boy Game” award at CES, despite only featuring four frames of animation per wrestler.
  20 Chris Roper Chris Roper won the Oliver Twins’ remake competition at Retro Ball 2005. The game he created for the competition was a remake of the ZX Spectrum game Horace and the Spiders.
  20 Stephen Robertson Stephen Robertson was a graphic artist best known for creating loading screens for the Commodore 64. One of the games he worked on was Cybernoid, a game known for its side-scrolling shoot ‘em up gameplay.
  20 Staff at Technos Japan and American Technos Technos Japan was a company best known for their work on the Kunio-Kun series of games. Double Dragon was one of their most commercially successful games. WWF Superstars (1989) and WWF Wrestlefest (1991) were two of their licensed games.
  21 Nolan Bushnell The interview is about Bushnell bringing gaming to the masses. He is the creator of electronic gaming, designer of Pong, and founder of Atari.
  22 Tim Schafer In this interview, Schafer discusses how he got his start in the gaming industry. He worked on games such as The Secret of Monkey Island, Grim Fandango, Indiana Jones and the Fate of Atlantis, and the Sam & Max series, across platforms like PC, Amiga, Mac, and Sega CD.
  22 Gary Liddon In this interview, Liddon discusses his career and games such as Delta, the sequel to Sanxion.
  23 Andy Davidson This interview focuses on Davidson and how his game Total Wormage turned into Team 17’s successful franchise, Worms.
  24 Trip Hawkins Hawkins discusses the forming of EA, one of gaming’s biggest empires. He also talks about M.U.L.E, a game whose origins can be traced to Strategic Simulations Inc., for the Atari 800. He shares his thoughts on the gaming industry.
  24 Eugene Jarvis The source mentions that Jarvis is the creator of several arcade games.
  26 Yuji Naka Naka avoids answering most questions in this interview. He is asked about his time working for Sonic Team and about his work on an emulator that allows Famicom games to be played on the Mega Drive.
  27 Dale DeSharone In this interview, DeSharone discusses his work on games such as Below the Root for the Commodore 64 and the Zelda games for the CD-i.
  28 Dave Grossman This interview focuses on Grossman’s work on the Monkey Island series. He has also worked on Sam & Max Hit the Road, the Pajama Sam series, Freddi Fish 4, Ollo, Moop and Dreadly, and other games for Humongous Entertainment and Tell Tale Games.
  30 Steve Ellis Ellis discusses his work as Director of Free Radical Design, where he develops games for the PlayStation 3.
  32 Mark Cale Discusses the development of Impossible Mission for DS and PSP, noting the effective use of the touch screen in the DS version and the superior visuals of the PSP version.
  32 Martyn Brown Known for co-founding Team 17, creators of the Worms series and other Amiga classics
  33 Satoshi Tajiri Discusses the development of Pokémon for the Game Boy, mentioning his mentorship under Shigeru Miyamoto and the naming of characters Ash and Shigeru after himself and Miyamoto.
  33 Dr Peter Favaro Discusses the development of Alter Ego, a ‘life simulator’ released by Activision in 1986.
  34 Jon Ritman Discusses his isometric adventure game Head Over Heels.
  34 Ron Gilbert Discusses the creation of Monkey Island, including the game’s development process and his collaboration with Tim Schafer and Dave Grossman
  34 Mark Cale Discusses the history of System 3, including their past titles and plans for the future. The company is known for titles like Impossible Mission and The Last Ninja
  35 Steve Wright Discusses his time at Atari
  35 John Wilson Discusses his work at Zenobi, a company he founded to create text-based adventure games, including Arrival on the Atari ST, An Everyday Tale Of A Seeker Of Gold, and Fuddo And Slam.
  36 Jonathan Thompson Discusses a new retro game competition he is involved in, seeking new ideas inspired by classic titles like Pac-Man, Space Invaders, and Tank Wars.
  37 David Crane Discusses the making of Pitfall II: Lost Caverns
  38 Developers at System 3 Discuss their updated version of California Games, which includes Summer Games 1 and 2
  39 Developers of Lemmings Discuss the creation of Lemmings
  39 Developers at Rare Discuss the making of Jetpac Refuelled for Xbox Live Arcade
  40 Developers of Libble Rabble Discuss the development of Libble Rabble
  40 John Romero Discusses his time at id Software and the development of Quake, including his design philosophy and his eventual departure from the company to form Ion Storm.
  41 Andy Walker Discusses his work on Cad Cam Warrior and Super Pipeline 2
  41 Kelvin Aston Discusses his entry into the gaming industry as a QA tester for Team17 on Worms, and his eventual role as lead producer on Worms: Open Warfare 2
  42 Alexey Pajitnov Discusses the creation of Tetris
  42 Developers at NG:DEV.TEAM Discuss what inspired them to create a shoot ‘em up game like Söldner-X for the PlayStation 3
  42 Jeff Minter and Giles Williams Discuss their work at Llamasoft, including the development of Space Giraffe for Xbox Live Arcade and their plans for future titles like Sheep in Space and Ancipital
  43 Jon Hare Discusses the creation of Sensible Soccer for the Amiga
  44 Developers of Fort Apocalypse Discuss the development of Fort Apocalypse
  45 Philip Oliver Discusses the creation of Treasure Island Dizzy
  45 Yuji Naka and Takashi Izuka Discuss the making of NiGHTS into Dreams and its sequel, Journey of Dreams for the Wii
  46 Developers of California Games Discuss the creation of California Games
  46 Brian Moriarty Discusses his adventure game Loom
  47 Will Wright Discusses his contributions to the gaming industry, including his work on simulation games like SimCity and The Sims
  48 Matthew Smith Discusses the making of his seminal platformer Manic Miner
  48 Matthew Smith Discusses his type-in game, Andre’s Night Off, which he coded in BASIC for Computer & Video Games magazine, and mentions his work on Manic Miner, Jet Set Willy, and Styx
  49 Developers at Vectordean Discuss their game Tavern RPG
  50 Martyn Carroll Discusses the creation of Retro Gamer magazine
  50 Various Developers Discuss the games that changed their lives, including Tir Na Nog and Jet Set Willy
  51 Developers of R-Type Delta Discuss the making of R-Type Delta for the original PlayStation
  52 Chris Wilkins Discusses the upcoming Retro Fusion event and the guests who will be in attendance, including Archer MacLean, Andy Nuttal, Jon Hare, Martin Hollis, Alex Trowers, Simon Goodwin, and Ste Pickford.
  55 Chris Gibbs Chris Gibbs was one of the founding members of Attention To Detail, a game development company. He worked with Jon Steele and Martin on a conversion of Super Sprint for the Atari ST. After this project, they were commisioned by LucasArts to make PC, Atari ST, Amiga, Commodore 64, Spectrum, and Amstrad versions of Night Shift.
  55 Jon Dean Jon Dean was a producer for Activision. While there, he met Chris Gibbs, Fred Gill, and Jon Steele. They created a conversion of Super Sprint for the Atari ST. Dean proposed the group start a company called Attention To Detail that would work exclusively with PMC.
  55 Fred Gill Fred Gill was one of the founding members of Attention To Detail. Before forming the company with Chris Gibbs, Jon Steele, and Jon Dean, his Spectrum shooter Octan was published by Firebird.
  55 Jon Steele Jon Steele was one of the founding members of Attention To Detail. He worked with Chris Gibbs and Martin on a conversion of Super Sprint for the Atari ST.
  56 Hideo Kojima Hideo Kojima is a game designer known for his work on the Metal Gear series. He has stated a desire to direct a film.
  57 Eugene Lacey Eugene Lacey was involved with Computer & Video Games magazine during the 1980s.
  58 Jim Levy Jim Levy was involved with the founding of Activision. He understood the desire among developers to receive credit for their work.
  59 Jon Hare Jon Hare co-founded Sensible Software, the company behind Sensible Soccer. He has also worked at Argonaut Games.
  60 Trevor Storey Issue 60 of Retro Gamer featured an interview with Trevor Storey.
  61 Toru Iwatani Toru Iwatani is the creator of Pac-Man. In this issue, he discusses rebooting the franchise for Xbox Live Arcade.
  61 Tony Crowther Tony Crowther developed the games Blagger and Burnout Paradise.
  61 Matthew Smith Matthew Smith was a game developer.
  61 Jeff Minter Jeff Minter is a game developer.
  62 Trip Hawkins Trip Hawkins is the founder Electronic Arts (EA). He discusses EA’s role in the success of the Sega Mega Drive.
  62 Tomohiro Nishikado Tomohiro Nishikado is the creator of Space Invaders.
  63 Charles Cecil Charles Cecil co-founded Revolution Software. He discusses the founding of the studio and how the Wii and DS were revitalizing point-and-click games.
  63 Archer MacLean Archer Maclean developed Dropzone, which he showed to Atari UK in 1982.
  63 Harri Tikkanen Harri Tikkanen created the Super Stardust series, including Super Stardust HD for the PS3.
  63 Kevin Toms Kevin Toms created the Football Manager series.
  64 Ally Noble Ally Noble worked at Denton Designs on a game about the pop band Frankie Goes To Hollywood.
  64 Simon Goodwin Simon Goodwin worked at Ocean, Denton Designs, and Beyond Software.
  64 John Twiddy John Twiddy developed Last Ninja and Putty Squad. He also worked on the Konix Multisystem.
  64 Mev Dinc Mev Dinc created the Spectrum version of The Last Ninja.
  64 Jamie Woodhouse Jamie Woodhouse is a game developer who worked on Qwak for Team 17 and Nitro for Psygnosis.
  66 Trip Hawkins Issue 66 of Retro Gamer featured an interview with Trip Hawkins. He talked about his game Crazy Penguin Catapult.
  67 Charles Cecil Charles Cecil co-founded Revolution Software and talked about their work on Lure Of The Temptress and Broken Sword: Director’s Cut.
  67 Jon Hare Jon Hare co-founded Sensible Software. He discussed the development of Shoot-‘Em-Up Construction Kit for the C64.
  68 Hideo Kojima Issue 68 of Retro Gamer featured an interview with Hideo Kojima.
  68 Gary Bracey Gary Bracey worked at Ocean Software, where he oversaw more than 104 games. Notable releases he worked on include Batman: The Movie and Head Over Heels.
  69 Takeshi Arakawa Takeshi Arakawa is the game director of Dissidia: Final Fantasy.
  69 Simon Pick Simon Pick worked at The Sales Curve, Probe Entertainment, and Digital Integration. He developed the Die Hard Trilogy game, which was released for Playstation, Saturn, and PC.
  69 James James worked at Digital Integration and NovaLogic. He developed the Die Hard Trilogy game, which was released for Playstation, Saturn, and PC. This was his first published game.
  69 Geoff Crammond Geoff Crammond developed Super Invaders, Aviator, Revs, The Sentinel, and Stunt Car Racer. His Grand Prix series is his most notable work.
  70 Jon Hare Issue 70 of Retro Gamer featured an interview with Jon Hare of Sensible Software.
  71 Jeff Minter Jeff Minter discussed his work on games including Defender 2000, Revenge Of The Mutant Camels, and Trip-A-Tron. He also mentioned disliking working on Defender 2000.
  71 N/A Issue 71 of Retro Gamer featured an interview with an unnamed developer who converted After Burner to the Commodore 64.
  71 Peter Molyneux Peter Molyneux worked on Castle Crashers and Braid.
  72 Philip Oliver Philip Oliver is the co-creator of the Dizzy series.
  72 Tony Oakden Tony Oakden worked as the lead programmer on Driver.
  72 John Gibson John Gibson worked at Imagine, where he was involved with the Bandersnatch project.
  72 Stephen Crow Stephen Crow created the game Starquake.
  73 Martin Hollis Issue 73 of Retro Gamer featured an interview with Martin Hollis, the director and producer of GoldenEye 007 and Perfect Dark.
  74 Jon Hare Jon Hare co-founded Sensible Software, the company that developed Sensible World of Soccer, Cannon Fodder, Mega Lo Mania, Wizball, and Wizkid.
  74 Jon Burton Jon Burton designed and programmed the game Leander. He was also involved in the development of the LEGO games, Sonic the Hedgehog, and Crash Bandicoot.
  75 Dave Grossman Dave Grossman co-created The Secret of Monkey Island and Day of the Tentacle.
  75 Robert Weatherby Robert Weatherby was involved with the development of RoadBlasters.
  75 Steve Bristow Steve Bristow was involved in the development of Pong, Tank, and Computer Space.
  76 John Romero John Romero worked at id Software on Wolfenstein 3D and Doom. He was responsible for programming many of the interactive elements in Doom.
  77 Ste Pickford Ste Pickford worked on the game Zub with his brother, Jon.
  77 Dave Lebling Dave Lebling co-created the text adventure, Zork.
  78 Steve Lycett Steve Lycett worked on Sega All-Stars Racing.
  78 Yu Suzuki Issue 78 of Retro Gamer featured an interview with Yu Suzuki.
  78 Roland Perry Roland Perry worked for Tynesoft, where he designed the motherboard for the Amstrad CPC.
  79 Alex Trowers Alex Trowers worked at Bullfrog on games such as Populous and Theme Park. He also worked at Black Rock Studio on Split/Second.
  79 Richard Hanson Richard Hanson co-founded Superior Software.
  79 David Crane David Crane co-founded Activision.
  80 Eric Schwartz Eric Schwartz created public domain cartoons for the Amiga.
  80 Violet Berlin Violet Berlin was a presenter on the video game TV shows Bad Influence and Gamepad.
  80 Larry DeMar Larry DeMar was involved in the development of Robotron: 2084 and Defender.
  82 Jamie Jamie developed the arcade game Gorf.
  86 Ste Pickford Ste Pickford co-developed the game Zub with his brother, Jon. He has also worked on titles in the Plok! series.
  86 Andrew Andrew developed the game Druid.
  86 Jez San Jez San founded Argonaut Software and worked on the game Starglider.
  89 Lyle Rains and Dennis Koble Issue 89 of Retro Gamer features an interview with the developers of Sprint 2, Lyle Rains and Dennis Koble.
  89 John Szczepaniak Issue 89 of Retro Gamer includes an interview with John Szczepaniak about the creation of Resident Evil for the Game Boy Advance.
  92 Steve Turner Steve Turner worked for Graftgold and was involved in the creation of several ZX80, Dragon 32, Commodore 64, and Atari ST games.
  94 Nick Humphries Issue 94 of Retro Gamer contains an interview with Nick Humphries, the creator of Your Sinclair: Rock ‘N’ Roll Years.
  95 Matthew Smith Issue 95 of Retro Gamer includes an interview with Matthew Smith about the creation of Alien Trilogy.
  95 Shaun Hollingworth Shaun Hollingworth worked at Teque London and developed the Commodore 64 game Firelord.
  95 Slvye Ybarra Issue 95 of Retro Gamer features an interview with Slvye Ybarra, who discusses his time working on Project Firestart.
  96 N/A Issue 96 of Retro Gamer includes an interview with the developers of Radiant Silvergun.
  96 David Leitch David Leitch worked for The Stamper brothers and was involved in the development of games for the Spectrum, such as Double Dragon. He also completed freelance work for Tiertex and converted Rainbow Islands for them.
  97 Greg Omi Greg Omi reveals how he ported Klax from the Arcade to the Atari Lynx
  97 Paul Norman Paul Norman discusses the making of Aztec Challenge for the Commodore 64

Creative Magazines

Creative Magazines related to topics such as art/3d graphics and even web development are just as valuable a source as gaming magazines for the time as they would often talk about industry events and software that were often used by game developers.

Title Notes
3D Artist UK magazine published by Imagine Publishing from 2009 until December 2019
3D Design US Magazine published by Miller Freeman, changed its name to just 3D in July 1999 issue
3D World Global magazine from ? and still going today
Computer Artist USA magazine From 1994 until at least 1997 published by PennWell Publishing Company
Computer Arts UK magazine from 1995 until 2020 but was also published globally
Computer Graphics World USA magazine from 1977 until 2022 published by PennWell Publishing Company
Cre@teOnline UK Magazine from 2000 until ?
Digit UK magazine that was published by IDG and lasted 112 issues until it got renamed into Digital Arts
Digital Arts UK magazine
Linux User & Developer UK magazine that was published for 19 years and reached issue 196
Photoshop Creative until September 2018
Web Desginer UK magazine from 2004 until ?
.net UK magazine published until May 2020

3D Design Magazine (USA) (1994?-1999)

3D Design was a magazine published in the USA by Miller Freeman, we are unsure when it started (1994?) but it changed its name to just 3D in the July 1999 issue.

3D Design Vol 5 Issue 4 - April 1999

They also hosted an event called the 3D Design Conference & Exhibition in 1997 and 1998 including what they called the Big Kahuna Awards Ceremony.

Issue Title Author Description
1997-06 Inside The Sixth Man Gretchen J. Bay L.A.-based visual effects house Available Light pushes 3D to the limits as we look behind the scenes at the CG effects created for Disney’s recent live-action release, The Sixth Man.
1997-06 Mastering the 3D Pipeline Omid Rahmat The Applications Programming Interface (API) affects everything from 3D performance to the actual look of the final image. If the ultimate ambition of your 3D design is real-time interaction, you better get a grip on the basics of 3D APIs because they may dictate how far your art can go.
1997-06 Accelerated 3D: Round One Chris Tome Do you really have to spend a lot of cash to get a 3D graphics board that is perfect for your needs? Not necessarily. Look here as the testing begins on nine 3D boards from ATI, Matrox, Intergraph, Diamond Multimedia, Dynamic Pictures, Accelgraphics, and Number 9, all of which retail for less than $1,000.
1997-06 Plugged In Dan Ablan That Special Glow. From glowing-hot logos to the shimmering halos of heavenly creatures, Gaffer, Worley Lab’s latest release for LightWave, lets animators pull out all the stops when creating shadows and light effects.
1997-06 Plug-ins on the Side Gretchen J. Bay We’ve rounded up five exciting new plug-ins for 3D Studio MAX, Softimage, and Photoshop that can add flare and finesse to your next design project.
1997-06 Lighting 3D Cinematically. Don Schaab and Robert Nederhorst Lighting is a critical part of any 3D scene, but the principles of lighting have been around a lot longer than any software package you may have. Take a look at some of the tried-and-true lighting concepts pioneered by the folks in the film industry, and see how things done in the movies apply to the computer screen.
1997-06 Try to Maintain Chris Tome Managing all the resources for your creative endeavors can be a daunting task at best, particularly when they’re stored in that silicon-based repository on your desk. Here are some helpful (and, of course, free) solutions to help you organize the plethora of files, data types, and projects cluttering up your hard drive.

Computer Graphics World (USA)

Computer Graphics World (CGW) is one of the longest running magazines dedicated to computer graphics, published initially in the late 70s right up to the present day (2022+).

One of the good things about CGW is that they have articles from each issue available on their web page, going all the way back to 1999.

However one of the bad things is that they seem to actively take down PDFs of pre-1999 issues from sites such as Archive.org. This really is a shame as they are one of the best resources to see the state of the art in 3D graphics at a particular point in time.

Since this website is dedicated to real-time applications of computer graphics the most useful years are from the 90s onwards when colourful 2D and 3D graphics become possible on consumer hardware.

The magazine is formed of 80+ pages of content, some of which are adverts (interesting CG tool adverts however!) and the following main content sections:

  • Editor’s Note - Also available fully on their Website
  • Letters - Published user letters sent to the magazine (Only in physical Magazine)
  • Spotlight - News and Products (Also on Website)
  • Tech Watch - Interesting articles (Only in physical Magazine)
  • Portfolio - Presumably Not got copyright permission from individual authors for publishing on their website
  • User Focus
  • Products - Also available on their Website

Relevant Articles

The table below focuses on the articles related to Game Development, the list is still a WIP:

Issue Title Author Notes
1990-06 Visualizing Math Lisa Stapleton May give interesting information used by early 3D game developers
1990-06 Stereo 3D Phillip Robinson Very early article on Stereoscopic 3D (does it mention Master System 3D?)
1990-12 Silicon Graphics Straddles PC\Workstation Market Unknown Early SGI articles are always interesting
1991-02 A Real-Time Stroll Unknown Early real-time graphics from 1991
1991-03 The Video Toaster Unknown Later became Lightwave3D
1991-05 3D from the Ground Up Unknown Might have interesting technical details
1991-06 Algorithmic Advancements Peter Sorensen These algorithms influenced CG and game developers
1991-10 Painting in 3D Barbara Robertson Early 3D painting technology
1992-03 Virtual Reality Arielle Emmett  
1992-03 Multimedia Development Unknown Games are multimedia so might be an interesting article for a 1992 perspective
1992-05 Let the Games Begin Diana Phillips Mahoney  
1992-05 The market for virtual reality Unknown Early VR tech
1992-07 SIGGRAPH ‘92 Preview Unknown Would be good to see what was shown at SIGGRAPH 1992
1992-11 Modeling Made Easy Caren D. Potter  
1992-12 Galactic Graphics Patricia Barnes-Svarney  
1993-01 Prime-Time Proving Ground for 3D Graphics Barbara Robertson  
1993-06 Kicking the Tires of VR Software Louis M. Brill  
1993-07 Hell-Bent on Adventure Gaye L. Graves  
1993-08 The Amiga: Is it Time You Took a Second Look? Rick Cook  
1993-09 Terrain Modeling Laura Lang  
1993-10 Evaluating 3D on the High End Tim Forcade  
1993-12 The Games People Play Laureen Belleville  
1994-09 Interacting With the Gods T. Reveaux  
1994-10 Inside the Game Developer’s Toolbox D. Coco  
1994-11 Exploring the Options Beyond 3D Studio D. Pope  
1994-12 Fresh Paint: Like word processing, page-layout, and image-editing programs, 3D painting software-which enables artists to paint texture maps directly and interactively onto 3D models-is one of those technologies that seems impossible to imagine ever having been without B. Robertson  
1995-02 3D conquers the PC Donna Coco  
1995-04 User Snapshots - Animations help sell cereal. Creating cartoon characters for new CD-ROM game. Unknown  
1995-05 Driving VR Diana Phillips Mahoney  
1995-05 Plug-Ins Electrify 3D Studio Barbara Robertson  
1995-05 Model Shop - Designing a watch with Alias Studio Unknown  
1995-12 Real-Time 3D Games Take Off Donna Coco CGW: Feature: Real-Time 3D Games Take Off (12.95)
1995-12 Capturing Motion George Maestri Only in Physical Magazine
1995-12 Architecture for the Fun of It Diana Phillips Mahoney Only in Physical Magazine
1996-01 3D Graphics Accelerators for PC Game Development Audrey Doyle CGW: News: 3D Graphics Accelerators for PC Game Development (01.96)
1996-03 Graphics for Games - Workstation Laureen Belleville CGW: Products: Graphics for Games - Workstation (03.96)
1996-04 A Window of Opportunity? George Maestri Takes a look at the three Windows NT compatible 3D animation suites (Softimage, Lightwave and 3DS Max)
1996-12 New Tools for 3D Gamers Donna Coco CGW: Feature: New Tools for 3D Gamers (12.96)
2006-12 Middle Ground - The use of third-party middleware within the entertainment realm is expanding Michael Arrington  

Computer Artist (USA)

Computer Artist was a monthly magazine published every 2 months by the PennWell Publishing Company in the US and dedicated to Digital art creation Computer Artist – PennWell Publishing Company. It is currently unknown when the first issue was published but the last issue was in June 1997 when it merged into Electronic Publishing magazine.

Articles

Due to their age Computer Artist issues are hard to find, but the ones we can find had the following articles listed in the table below:

Issue Article Title
1996-08 Profile: Louis Fishauf - When this award-winning Canadian graphic designer picked up digital tools a decade ago, his illustration work came to the fore.
1996-08 Lean and Clean Art - Vector illustration programs are the preferred tool of some of today’s most original and creative digital artists.
1996-08 Clip Art’s New Life - Digital tools and ever-tighter schedules have re-energized one of design’s most venerable resources.
1996-08 Soft Shadows in QuarkXPress - Depending on the effect you’re after, one or more of these workable approaches may fill the bill.
1996-08 Shapes Functionality Empowers Painter 4 - Resolution-independent “Shapes” add new dimensions to Painter’s flexibility.
1997-02 Editorial: The Algorithmic Artist
1997-02 Behind the Art; Creators of Children’s Books Go Digital - Exploring Textile Design
1997-02 Makeready: The Fifth-Color Follies - A fifth color on press can enhance images, too.
1997-02 Review: Fractal Design Takes Painting to 3D
1997-02 Profile: Ken Musgrave - This landscape artist, who paints by programming, has just moved from an East Coast academic setting to Hollywood’s hottest special-effects house.
1997-02 The Computer Artist’s Studio - Whether you’re starting from scratch or updating your digital tools, these guidelines include the latest considerations for artists and designers.
1997-02 Bit by Bit: Taking it to the Web - FreeHand 7 offers a variety of ways to put images on the Web, as this exercise shows.

Computer Arts (UK)

Computer Arts was a popular UK magazine dedicated to 2D and 3D creation on PC/Mac, it contained a wealth of information related to asset creation for game development.

It lasted 305 issues before the pandemic in 2020 stopped production of the magazine, if you can find back issues of this magazines they are well worth picking up 4.

Computer Arts Issues

Computer Arts was initially published as a one off in December 1995 but then became bi-monthly in July 1996 and eventually switched over to being Monthly in September 1997.

Number Date Title
1 1995-12 Seeing is Believing
2 1996-07 The Secrets of Digital Art
3 1996-09 Get the hang of Scale
4 1996-11 100 Photoshop Tips
5 1997-01 3D Rendering
6 1997-03 Photo-manipulation
7 1997-05 Techniques for Textures
8 1997-07 Increase your Photoshop Skills
9 1997-09 Develop your 3D Skills with Extreme 3D
10 1997-10 Compositing with xRes
13 1997-Winter  
121 2006-04 Design Hotspots
122 2006-05 The Money Issue
123 2006-06 50 Ways to Become a Better Designer
130 2006-12 Create Perfect Characters
135 2007-05 Branch out
136 2007-06 Be The best
137 2007-07 Illustrate » Animate
140 2007-09 Global Challenge
141 2007-10 The Inspiration Issue - Young Guns
143 2007-12 Logo Secrets
148 2008-05  
150 2008-07  
151 2008-08  
152 2008-Summer  
153 2008-09  
154 2008-10  
155 2008-11  
156 2008-12  
157 2009-01  
162 2009-06  
168 2009-11  
172 2010-03  
173 2010-04  
175 2010-06  
177 2010-08  
178 2010-Summer  
179 2010-09  
180 2010-10  
181 2010-11  
182 2010-12  

Free Book Extracts

The accompanying CD for Computer Arts often had extracts from popular industy books in PDF format, this was a great way to both advertise the book in question and supply useful content for artists. Much of these are extracts from books that game artists would almost certainly have in their collection.

Issue Book Name Notes
130 Reinventing Music Video  
130 Advertising is Dead: Long live Advertising  
137 ESSENCE: The Face Chapter on simulating tissue damage for Face Textures by Paul Fedor. Pages 142-150
137 Character Animation: 2D Skills for Better 3D Extract for taking a 2D Dog walking animation and turning it into a 3D animation. Pages 152-157
137 Sticker City: Paper Graffiti Art Pages 118-119, 130-131, 142-143, 147-147
140 Adobe Photoshop CS3 One-on-One Pages 302-355 but it’s missing the actual images!!
140 Painter X Creativity: Digital Artists Handbook Pages 19-34 and 229-248
141 EXPOSE 5  
141 Secrets of Digital Illustration  
143 Choosing and Using Paper Book by RotoVision, free pages 0-21
143 How to Cheat in Adobe Flash Pages 2-5 and page 33
143 The Adobe photoshop Layers Book Pages 1-5

Free Resources

Often the CDs would contain free resources from around the Web, such as a few sample hours of Video training courses or templates/images. One awesome thing they started doing was including full PDFs for issues from 2 years prior but sadly this didn’t last very long.

Issue Free Resource Notes
1 Viewpoint and Nvision Datasets 3D models in Alias and Wavefront formats including a scorpion, skyscraper, dinosaur, lazer equipped truck and even an army general
1 Truespace 2.0 Animation and Rendering suite
1 Adobe Premiere 4.0 Save disabled version of the movie editor
1 Calamus 95 Windows 95 version of the popular Atari ST Desktop Publishing (DTP) package, save-disabled demo version
1 Photoshop 3.0 Fully featured demo version of photoshop but save is disabled
121 50 photoshop plugins for Digital Darkroom  
121 Pentagram documentary  
121 Lynda.com Dreamweaver 8 Essential Training  
121 50 iStockphoto images  
121 16 Typephases fonts  
122 MyPictureMarc Freeware
122 Lynda.com Flash 8 Professional Essential Training  
122 4 Fontoville fonts  
122 3 Media Artist Secrets podcasts  
123 Maxdox Mobile Publisher Personal Edition Freeware mobile publishing software
123 5 ShowStoppersFX motion backgrounds 5 Royalty-free videos
123 Lynda.com After Effects 6 Essential Training  
123 30 PhotoObjects images 30 Royalty free images used in the tutorial for Adobe Bridge
123 Issue 100 PDF PDF for each page of the 100th Issue of Computer Arts
130 50 Fotolia images  
130 The Designer Series Three: Studio Output  
130 Lynda.com Illustrator CS2 and Flash 8 Integration training  
130 10 Icon Republic icons  
130 Jeremyville videos  
136 Issue 113 PDF PDF for each page of the 113 Issue of Computer Arts from September 2005
136 100 royalty-free Fotolia images  
136 Ten Project Dogwaffle tutorials  
136 Lynda.com After Effects 7 Essential Training  
137 Issue 114 PDF PDF for each page of the 114 Issue of Computer Arts from October 2005
137 Lynda.com Flash CS3 Professional Essential Training 1 hour 13 minutes of content (chapters 2-4) from Lynda.com’s 8 hour Flash training course Flash CS3 Professional Essential Training - lynda.com Online Training Library®
137 FlashVillage.com Flash Template Free Television Template, this was also free on their website: FlashVillage.com - FREE Flash Templates
140 FlashVillage.com Flash Template Orbital Template, this was also free on their website: FlashVillage.com - FREE Flash Templates
140 Issue 117 PDFs PDF for each page of the 114 Issue of Computer Arts from Christmas 2005
140 Lynda.com Adobe Photoshop CS3 One-on-One: Advanced Techniques 1 hour of content from Smart Objects (chapter 21) of the 9.5 hour training course
141 26 Diomedia royalty-free photos  
141 CG Wallpapers  
141 Issue 118 PDF PDF for each page of the 118th Issue of Computer Arts
141 Lynda.com Actionscript in Flash CS3 professional Essential Training  
143 Free CG Wallpapers 4 Desktop Wallpapers from CGWallpapers.com in different resolutions
143 Issue 120 PDF PDF for each page of the 120th Issue of Computer Arts
143 50 Free Fonts Free Fonts available on the web from: ultimatefontdownload.com, haroldsfonts.com, iconian.com, larabiefonts.com
143 200 Free CSS Templates CSS Templates that are free on the web from freecsstemplates.org
143 68 free deviantART Photoshop brushes 68 free brushes available on chain.deviantart.com such as fingerprints, footprints and paper
143 35 free vector images Creative Commons Vector art from a wide range of different sites such as LAFKON and Ben Blogged
143 7 Go Media Spray Paint brushes Seven 2500px Photoshop brushes provided by gomedia.us
143 Lynda.com Adobe Photoshop CS3 One-on-One: Advanced Techniques 1 hour of content from the Adjustment Layers chapter (number 22) of the 9.5 hour training course

Free Full products

Occasionally as an incentive to buy the magazine there would be a few paid products that are offered “free” as long as you have bought the magazine. Not all issues included free full products but the ones that did were generally worth picking up, but of course it was always an older version of the products as an incentive to upgrade to the latest versions.

Issue Free Product Notes
1 Monitest Windows 3.1 Application to highlight areas of phosphor damage to a CRT
1 Picture Publisher 3.1 2D Image editor by MicroGrafx
1 WinImages: Morph V1 Tool by Black Belt that allows you to morph a 2D image into an animation as a standard .AVI movie or .FLC file that can be played with AAPLAY
1 Imagine 3.0 Complete 3D program worth £500
121 Shade 7 Designer LE  
122 Carrara Studio 2.1  
122 TaxCalc Lite  
123 Cleanerzoomer 1.0.1 PC only, removes artifacts from images
136 Bryce 5.0  

Cre@teOnline Magazine

Published by Future in the UK, cre@teOnline was aa magazine dedicated to designing online content such as web sites or flash games.

There was a preview issue provided free in issue 46 of Computer Arts (July 2000). It is unknown when the first issue was published but it lasted a good 37 issues before closing down in 2003 5.

Issue Number Focus of Issue
11 Streaming Video
14 Flash
15 Where Next?
16 Client Relationships
17 Technology
18 The State of the Net
19 Ecommerce
20 XML
21 Offline
23 Interactive Tv
24 Flash MX
25 The Games Issue
26 Usability
28 New Talent
30 Motion Graphics

The most relevant to this site are the games and flash issues, giving an insight into what it was like developing games for the web back in the early 2000s.


Web Designer Magazine (UK)

Web Designer Magazine was a popular UK magazine purely dedicated to Web development, it was a relaunch of a previous magazine called Practical Internet and was known by the lengthy title Practical Internet Web Designer from issue 86 until dropping the prefix altogether by issue 95 in 2004.

It was initially published by Highbury House until they went into receivership on January 20th 2006 where it was bought by Imagine Publishing, which eventually it was sold to Future Publishing and then discontinued at issue 293 [confirmation required].

Total-Web-Design

Strangely for a magazine dedicated to Web Development, there was no website for the magazine or even its sister title Practical Web Projects. This changed in mid-late 2004 when they bought the domain www.Total-Web-Design.com to represent both magazines.

Web Designer issue number 97 (from August 2004) had a behind the scenes look at the creation of the website, Luckily the Wayback machine has an archive of the website which you can view here: Total Web Design

Editors

It was edited by Thomas Watson from the rename of Practical Internet in 2003 until issue 101 where it was taken over by Mark Hattersley in issue 104. Issue 102-103 did not have a named editor and was simply signed off by The Web Designer Team.

Issues

Each issue had a main focus but they all contained tutorials for a wide variety of software such as Photoshop, Dreamweaver, PHP and Flash.

The issues we know about are listed in the table below:

Number Date Title
86 2003-10 Create Amazing Websites
87 2003-11 Sound and Vision
88 2003-12 Futuristic Web Design
89 2004-01 2004’s Most influential Designers
90 2004-02 Build Brilliant Flash Games
91 2004-03 Dreamweaver Power Tips
92 2004-04 Think like a Webmaster
93 2004-05 ?
94 2004-05 ?
95 2004-06 The Perfect Web Site Makeover
96 2004-07 Make your site sticky
97 2004-08 Photoshop Secrets
98 2004-09 Build Amazing Sites that Work
99 2004-10 Power Up Dreamweaver
100 2004-11 100 professional Web Design Tips
101 2004-12 Design on a Budget (Web Designer Man!)
102 2005-01 Get Your work Noticed
103 2005-02 Hit the Web Template Jackpot
104 2005-03 Dreamweaver vs Golive
105 2005-04 Pocket Web site Design
106 2005-05 RSS
107 2005-06 Stunning Website Construction
108 2005-06 Create an online community

The magazine had plenty of interesting web programming and graphic creation content, but as the focus of this site is on games development here is a list of the Game related tutorials.

Most of these are for Flash game development but there are also a few Pixel Art tutorials for photoshop mixed in for good measure.

Issue # Category Author Title
95 Flash Lee Groombridge Create a cool games console interface
95 Flash Robert Firebaugh Learn how to animate characters in flash
95 Flash Mark Shufflebottom Create an intro animation with Flash MX 2004
96 Photoshop Andy Stewart Create A Perfect Pixel Art House In Photoshop
96 Photoshop Zooey Ball Build An Animated Pixel Art Cityscape
97 Flash Darren Richardson Create an interactive animated flash quiz
101 Flash Mark Shufflebottom Create a stunning flash animation with Swift 3D

Web Designer issue 101 also had a behind the scenes look at the website for Myst IV Revelation which was implemented in Flash MX 2004 and provided a game-like experience.


Web Techniques

Web Techniques Cover Web Techniques was a US magazine that started in February 1996 and ran until February 2002 when it rebranded as New Architect.

Relevant Articles

Issue Date Name Author
March 1997 An Internet Game Server In Java Andy Wilson
March 1997 Programming Web Games in C Andrew Davison
March 1997 A Java-Based High-Score Server Neil Bartlett
March 1997 Extending VRML with Realspace Sue Wilcox

Programming magazines

There is a lot of overlap between game development and general programming, so many game programmers in the industry would have subscriptions to general programming magazines such as the ones we have in this section.

Title Notes
MSDN Journal Windows Development Journal from Microsoft from March 2000 - November 2019
Develop (The Apple Technical Journal) Apple development journal from 1991-?
OS2 Developer IBM OS/2 Programming magazine from 1989-?

General PC Magazines

There are many magazines related to the PC both past and present, however only a few of them have interesting articles about game development, the ones we know about are listed in the table below.

Title Notes
PC Magazine Occassionally had a few articles related to game development or programming

PC Magazine (UK)

PC magazine called itself “the independent guide to IBM-standard personal computing” and was available from April 1992 until it ceased publication in 2002.

Issue # Title Author Notes
VOL 13; NUMBER 21 (1994) Power Programming: Real Games for Windows Thielen, D Not available online
VOL 15; NUMBER 14 (1996) Power Programming: Using Microsoft’s high-speed Direct Draw API in an arcade-style action game Grell, G.  

PC Plus

Issue # Title Author Notes
ISSUE 126 (1997) Programmers World: Reviewed this month are a library of useful program source code for Delphi, a DirectX toolkit for VB game programmers, and MSDN    

References

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