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Blogs

Dillon Rogers's Blog

I'm a 21 year old student and game designer of the NYU Game Center. My background is mostly in modding, but I'm transitioning to my own games now.

Portfolio: http://www.rocketjumpwaltz.com/

Dillon Rogers's Comments

Comment In: Students: Tips for Learning Game Development Over the Summer [Blog - 05/17/2013 - 10:16]

Being a student myself, I ...

Being a student myself, I always question whether it 's more profitable in the skill sense to take a summer internship at a game studio or to work on a project. I 've alternated between the two. Internships can give vital studio experience and help you develop social skills with ...

Comment In: Thoughts on Slender: The Arrival [Blog - 05/13/2013 - 03:09]

The HUD part really interests ...

The HUD part really interests me. Do you have any regrets going HUD-less for Amnesia: the Dark Descent, then It wouldn 't really have made sense to me if that game had a persistent HUD. I can definitely see a HUD playing a role if you design a logical reason ...

Comment In: Coping with Comparison [Blog - 05/10/2013 - 04:20]

Interesting read. r n r ...

Interesting read. r n r nIt can be tempting to fall into the hole of changing mechanics/qualities about your game in order to immediately differentiate it from games of the same genre. Sometimes it may bear fruit, but other times it may just confuse and dilute the game experience. r ...

Comment In: Gearbox, Sega sued over alleged Aliens discrepancies [News - 05/01/2013 - 06:50]

I understand where you 're ...

I understand where you 're coming from, Jeff. r n r nI still think this is a special case. It wasn 't just that features were missing - it was that the entire game was a huge notch down from what they displayed, and they purposely did not market game ...

Comment In: Why I'll Never Work on First-Person Shooters Again [Blog - 04/19/2013 - 06:56]

Interesting. When it comes to ...

Interesting. When it comes to Ultima Underworld, it 's usually seen the other way around - Carmack took inspiration from UU 's texture mapping engine and combined it with his raytracing engine to create Wolfenstein 3D and later, more prominently, Doom. r n r nThe unfortunate problem with the first-person ...

   

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