Latest News
spacer View All spacer
 
November 7, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [5]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
spacer
Latest Features
spacer View All spacer
 
November 7, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [3]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 7, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Activision - Bay Area
Sound Designer
spacer
Blogs

Expert Blogs                                                      [Expert Blogs] Expert RSS  [All Blogs] All RSS

Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study  Featured Blogs
Posted by Mark Venturelli on 11/07/09 10:57:00 am in Game Design
A look at design principles related to space of possibility and how to pace your casual game designs
Read More... | 0 Comments
Defining "Hard Core" and "Casual"?
Posted by Lewis Pulsipher on 11/06/09 11:39:00 am in Game Design
In class we spent some time trying to differentiate between “Hard Core” and “Casual” video game players. This usually results in a fairly good list, but it’s likely more can be added to it. I’ve decided to post it to see what experienced people think.
Read More... | 10 Comments
Comparative Ludology: A Case Study Using The Sims and Total War  Featured Blogs
Posted by Taekwan Kim on 11/05/09 11:01:00 pm in Game Design
A look at the shared game mechanics between The Sims and the Total War series of games
Read More... | 0 Comments
Opinion: Create a Real PSA Against Online Hate Speech  Featured Blogs
Posted by Reid Kimball on 11/04/09 04:00:00 pm in Game Design
Reid Bryant Kimball urges developers to create real, sincere and genuine PSA's reminding people that hate speech is not cool and is not tolerated in online gaming experiences.
Read More... | 54 Comments
The Conundrum of the Multiplayer Mindshare  Featured Blogs
Posted by Nick Halme on 11/04/09 03:33:00 pm in Game Design
The pulsing, constantly dividing organism that is the multiplayer gaming community can only split its attention so much. Why do multiplayer games get made when they will predictably fail to grab part of that organism?
Read More... | 6 Comments
An Interview With PixelJunk's Dylan Cuthbert
Posted by Chris Bateman on 11/03/09 02:05:00 pm in Game Design
Game designer Chris Bateman interviews Dylan Cuthbert of Q-Games, the company behind the PixelJunk games.
Read More... | 1 Comment

[More Expert Blogs]   

Member Blogs                                                                  [Member Blogs] Members RSS

Retro Game of the Day! Axelay
Posted by Ron Alpert on 11/07/09 01:16:00 pm in Production
Retro Game of the Day is a daily look back at some of the games we loved (or hated) during the formative years. Today's entry is Axelay by powerhouse developer Konami.
Read More... | 0 Comments
The Troubled Mind of Kanji Tatsumi: A Video Game Close Reading.
Posted by Matthew Kessler on 11/06/09 08:10:00 pm
A close reading of the portrayal of gender and sexuality in Persona 4, and how the story of Kanji Tatsumi reveals how people are defined by their society, rather than defining themselves.
Read More... | 1 Comment
Story Flowchart Diagrams
Posted by Emanuel Montero on 11/06/09 07:01:00 am in Game Design
Flowcharts can be used to diagram story structures. Flowcharts are simple to diagram and easy to understand. Flowcharts help you visualizing your story and finding errors in the story structure from early stages of development.
Read More... | 1 Comment
A Role for Could, Would, and Should in Game Input  Featured Blogs
Posted by Ron Newcomb on 11/06/09 05:06:00 am in Game Design
Games controlled by a language interface -- interactive fiction, "Maniac Mansion", "Shadowgate" and many other adventure games -- traditionally choose imperatives as the only form of input. But this is button-centric thinking.
Read More... | 4 Comments
BJBK 3: The first milestone
Posted by Ofer Rubinstein on 11/06/09 03:32:00 am in Production
The first milestone of Banana Jump, Barrel Kick - A playable demo.
Read More... | 0 Comments
Building An Analytical Physics Engine - Pt.1  Featured Blogs
Posted by Stuart Evans on 11/05/09 10:13:00 pm in Programming
The first in (hopefully) a number of articles discussing what I'm calling the Analytical approach to making a physics engine.
Read More... | 3 Comments

[More Member Blogs]