Latest News
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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Features
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
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Latest Jobs
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November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
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Blogs

Andrew Pellerano's Blog

I design and program 2d flash games for a living. My strengths lie in game design and UI design.

Andrew Pellerano's Comments

Comment In: Infamous Gets Movie Deal [News - 07/29/2009 - 07:22]

Now Prototype needs a movie ...

Now Prototype needs a movie so that the rivalry can continue.

Comment In: PC Game Piracy: Why Bother With DRM? [Feature - 05/11/2009 - 01:20]

The problem with anecdotes is ...

The problem with anecdotes is that they're anecdotes and not trends. LAN parties have never been known as hot spots for legal file sharing. The only reason it's acceptable to show up to a LAN party without having purchased the games list beforehand is because it is understood that burned ...

Comment In: As Recession Deepens, Used Games Get More Painful [Feature - 12/08/2008 - 05:35]

Games are already giving out ...

Games are already giving out specialized one-time redeem codes to pre-order customers. If these codes were instead put into the packaging next to the manual, wouldn't that provide a way to decay the quality of your product once it is passed along to the second owner Maybe put two codes ...

Comment In: Defining Boundaries: Creating Credible Obstacles In Games, Part 2 [Feature - 08/27/2008 - 05:00]

My thoughts on this topic ...

My thoughts on this topic are summed up in a blog post I made a while back: http://yayitsandrew.com/2008/03/15/fake-doors-and-invisible-walls/ I decided to categorize my obstacles into three groups. The first is doors, which falls under your micro category. The second is invisible walls, your macro category. I talk briefly about a ...