Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 28, 2016
arrowPress Releases
May 28, 2016
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Kim Pallister's Blog   Expert Blogs

Kim Pallister is Director of Content for Intel's Larrabee project. When not prepping the world for super-cool hardware, he blogs at He's written for various publications including Gamasutra and the Game Programming Gems series. Kim's been around the game industry for fifteen years at companies like Intel, Microsoft and Matrox.

Expert Blogs

Posted by Kim Pallister on Tue, 14 Dec 2010 07:40:00 EST in Business/Marketing
Ad-supported games may provide a way to lighten costs for gamers and developers alike, but has the market so soured on them that they are refusing to even look?

Posted by Kim Pallister on Sun, 21 Mar 2010 11:44:00 EDT in
While this year's GDC provided learnings on all facets of game development, this year's rant session held great lesson on leadership that bears calling out.

Posted by Kim Pallister on Thu, 26 Nov 2009 03:21:00 EST in
Kim draws some parallels between Chris Hecker's recent MIGS keynote and Edward R Murrow's 1958 speech on the responsibility of those bringing Television content to market.

Posted by Kim Pallister on Wed, 10 Jun 2009 01:44:00 EDT in
The hype around the different motion controllers announced at E3 overshadowed what will likely turn out to be the most significant announcement at E3: The integration of social network services like Facebook and Twitter.

Posted by Kim Pallister on Wed, 20 May 2009 03:05:00 EDT in
Analysts seem skeptical of Walmart's testing of the used-game waters. Does anyone really believe that the poster-child of retail efficiency-improvement won't eventually get it right?

Posted by Kim Pallister on Sat, 07 Mar 2009 04:19:00 EST in
Looking at implications of Best Buy, Toys R Us and Amazon jumping into the used-game business. Rather than the spread of a cancer, maybe competition is a good thing?

Kim Pallister's Comments

Comment In: [Blog - 08/11/2015 - 01:53]

Matthew, interesting article. r n ...

Matthew, interesting article. r n r nDid you test against a 'control object ' to see whether a static reference object vs body part would achieve the same effect e.g. a cockpit fixed to player body position instead of a nose/feet

Comment In: [News - 04/20/2015 - 04:48]

Bob: I 'd asked the ...

Bob: I 'd asked the same question in the past and had it explained that it was in part how the acounting was done. e.g. EA sells game to walmart for, say, 45, who then turn around and sell it for 60, EA only counts the 45 as revenue. In ...

Comment In: [Blog - 10/30/2014 - 03:49]

Kevin: r n r n ...

Kevin: r n r n Marketing just can 't help itself. r n r nYes. It can. r n r nThere are plenty of companies out there that, though they could take the low road ie. sex sells, etc . There are plenty of others that choose not to, and ...

Comment In: [Blog - 08/07/2014 - 03:02]

Yes, the answer was helpful, ...

Yes, the answer was helpful, thanks. r n r nI 'm not a game developer, so take my comments with a grain of salt. r n r nIt 's ok to work through a publisher and to hire a PR firm, just keep in mind what motivates each. The publisher ...

Comment In: [Blog - 05/07/2014 - 04:50]

Cool idea. Yes, flawed, but ...

Cool idea. Yes, flawed, but cool. r n r nOne nit: Of the roles you risk for publisher, you don 't call out the kind of 'meta role ' they play: They aggregate to distribute/dilute risk. I say this because when you point out that a business dependent on blockbusters ...

Comment In: [Blog - 04/04/2014 - 08:26]

Good post r n r ...

Good post r n r nIt 's worth noting that in addition to the factors that cause simulation sickness, there are other factors that have to do with HMDs that can cause other symptoms that can further aggravate simulation sickness. r n r nAn obvious example is simulation latency. Bad ...