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Blogs

Jake Romigh's Blog

I am currently a software engineer who pursues writing and game design in his spare time. It has always been a pursuit of mine to design game entertainment.
I enjoy writing fictional pieces with a emphasis on humor and rich environments. In game design, I like to examine proven principles and see how they will develop in the future. I also am very interested in online player interaction, where design must be constructed so that every players can have varied play styles but not at the expense of others' experiences.

Member Blogs

Layman's Look: Combating PC Game Piracy with Value, not Invasion  Featured Blogs
Posted by Jake Romigh on Wed, 13 May 2009 11:30:00 EDT in Production
In light of the volume of recent Gamasutra articles pertaining to game piracy and DRM, I try to provide a layman's look at combating piracy (what is being implemented and what we could be doing) without annoying the consumer.
Read More... | 0 Comments

"Entertainment as a Service": To Change, or not to Change?  Featured Blogs
Posted by Jake Romigh on Tue, 28 Apr 2009 10:00:00 EDT in Design
Valve Software boasts "entertainment as a service"; developers actively engaging the customer base with on-going game updates and support. At what point do you change the fundamentals of the original game? Will the customer be receptive to the changes?
Read More... | 2 Comments

   

Jake Romigh's Comments

Comment In: The fine balance of Survival Horror design and Dead Space 2 [Blog - 02/02/2011 - 09:29]

Disclaimer: I played through on ...

Disclaimer: I played through on the Survivalist setting, which I would believe is akin to 'Hard' I disagree with this articles assessment of the combat and tension in Dead Space 2. True, there are the obvious amushes typical of any horror genre piece, but there are also segments of Dead ...

Comment In: Rewarding The Players: Valve On Portal 2 [Feature - 11/08/2010 - 04:50]

The commentary on Valve games ...

The commentary on Valve games are a true gem to the aspiring game developer. It gives a glimpse at both the methodology and trial and error that goes into game design. Half-life 2 would have commentary in the in-game levels, where Team Fortress 2 had special versions of the maps ...

Comment In: Taking Back Fallout [Feature - 08/02/2010 - 04:55]

I hope they take note ...

I hope they take note of the custom houses that the mods bring. Players or at least, players like myself want a place where they can take stuff with personal meaning to them and put it on display. I'll give you an example. I use a gun 1/2 through my ...

Comment In: Branching For The Win: How Black Rock Uses Code Branches [Feature - 07/20/2010 - 04:05]

At our company where I ...

At our company where I am the source repository admin and build manager , we're using CVS and Team Foundation Server for our repositories, with CruiseControl/Ant and Team Build as our build systems. Setting up continuous integration builds is more than a lifesaver at our company. We have several development ...

Comment In: id Software's Rage Leads E3 Game Critics Awards [News - 07/06/2010 - 04:58]

@Glenn: I'd also think of: ...

@Glenn: I'd also think of: Naughty Dog Insomniac Bethesada Sucker Punch Rockstar Telltale Games Valve Irrational Games Harmonix Not to mention a lot of others AND the indie developers and on and on America is not short on quality video game developers. :

Comment In: FarmVille Sheds Another 9 Million Users In Latest Facebook Rankings [News - 06/10/2010 - 07:27]

@Tomiko: The people who were ...

@Tomiko: The people who were lost still could have brought new people into the Farmville game, and those people could get even more people, and so on. Even if one connection in this web does not spend money in the game, it doesn't mean the connections he/she adds will not. ...

[More Jake Romigh Comments]   

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