If you haven’t read it already on Game Developer Magazine, don’t miss the Dirty Coding Tricks feature article on Gamasutra. I contributed two “dirty tricks” used in some of my past projects.
Identity Crisis deals with the horrors of a CRC clash on a resource right before submitting the gold master. And The Programming Antihero shows a fairly common trick in the games industry to get that extra memory after the artists and designers swear up and down that they can’t cut any more content.
Nothing like a good dose of reality to make everybody feel better about their own code