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Blogs

Andrew Pellerano's Blog

I design and program cross platform free to play games.

Andrew Pellerano's Comments

Comment In: Unity drops Flash support, says Adobe is not firmly committed [News - 04/24/2013 - 05:42]

There was an interesting quora ...

There was an interesting quora answer a couple weeks ago where the author claims Flash has never been a significant portion of Adobe 's revenue. r n r nhttp://qr.ae/Tjvlh

Comment In: EA backs off from Facebook in a big way [News - 04/15/2013 - 08:55]

It depends on what type ...

It depends on what type of game you 've made. Facebook games are typically content-driven and without throwing fresh content coals onto the fire its revs and DAU will quickly drop in a predictable way. r n r nEven if a game is covering costs there 's always a question ...

Comment In: Former Zynga manager sues social game company over shares lock-up [News - 04/08/2013 - 09:12]

When the employee lockup ended ...

When the employee lockup ended shares were in the 7- 8 range and were still near 6 when the trading window closed again. You be the judge.

Comment In: Persuasive Games: Words With Friends Forever [Feature - 10/02/2012 - 04:55]

Trying out words before submitting ...

Trying out words before submitting is one of the core game design successes in Words With Friends, not a feature in need of improvement as you suggest. In physical board game manifestations players are forced to arrange letters in 2D space in their head. An expert player has a good ...

Comment In: Turning down Zynga: Why I left after the $210M Omgpop buy [News - 03/27/2012 - 03:39]

I 'm an indie designer ...

I 'm an indie designer that was acquired by Zynga back in 2009 and I 'm still here and happy as a clam. The company is run like a meritocracy. If you take a leadership role and deliver results you will be given more and better opportunities. This is fact ...

Comment In: Orcs Must Die! dev's asynchronous iOS experiment [News - 02/23/2012 - 03:42]

The dwarves are great From ...

The dwarves are great From a design standpoint I prefer the preventative nature of shielding to the strong reactionary healing the other teams have. I think it makes the pacing of matches much quicker and lets you capitalize on mistakes more. I don't want to play 50 round matches across ...

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