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Blogs

Chris Sanyk's Blog

Rather than maintain separate blogs all over the place, please read me and play my games over at http://csanyk.com/rants

Member Blogs

A Viable New Business Model for Indie Game Development?
Posted by Chris Sanyk on Thu, 06 Dec 2012 11:00:00 EST in Business/Marketing, Indie
The traditional business model for software and other copyrighted content creates unnecessary conflict in an age of nearly-free distribution and copying. In a new economy where sharing/remixing are valued, a new business model must arise. Maybe this one.
Read More... | 1 Comments

   

Chris Sanyk's Comments

Comment In: How can I make my games more inclusive? [Blog - 05/13/2013 - 03:41]

Nothing wrong with making your ...

Nothing wrong with making your games more inclusive, but the problem will never go away until we answer the question how do we get everyone from all walks of life making games It 's one thing for a white male to make the types of game that white males make ...

Comment In: Opinion: Why I won't be backing Kickstarters anymore [News - 03/04/2013 - 09:19]

Replying to my own message ...

Replying to my own message because there 's no Reply links on Michael or Justin 's comments. r n r nMichael: r n r nI said Kickstarter is for small entities, not that it is exclusively for them. Kickstarter can be used by large/established entities, sure. But it is not ...

Comment In: How to complement TDD with static analysis [Blog - 12/12/2012 - 05:28]

TDD can indeed be very ...

TDD can indeed be very useful at proving that some part of your code works as expected, and continues to work as expected when some other part of the code changes. r n r nTDD is just one tool in the QC toolbox. No amount of TDD can tell you ...

Comment In: Most Programmers Can't Read Code [Blog - 11/22/2012 - 09:17]

Code that is hard to ...

Code that is hard to read is often hard to read because it is written without a thought given to reading, only to execution. The solution is to write expressive code, which captures the intent, and clearly expresses what the programmer is doing. It is often not something that comes ...

Comment In: Learning From The Masters: Level Design In The Legend Of Zelda [Feature - 01/03/2012 - 04:55]

The game does this kind ...

The game does this kind of mixing much more often in later levels, so it's hard to understand why the team wouldn't do it here. Perhaps technical constraints I think the reason is certainly not technical -- clearly they had the technical capability if they chose to mix enemy types ...

   

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