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After nearly 8 years working in financial services powerhouses like Morgan Stanley and Paine Webber, Kimberly Unger left to pursue her passion for videogames. As a producer she helped develop an initial proof of concept for a USAF operative training program using UT2k4 and has worked in both the entertainment and videogame industries as a texture artist and 3d modeler/animator on such projects as the IMPACT: Motion Simulator ride currently in residence at the Reuben H. Fleet Science Center, the award winning You Don’t Know Jack: Mock II, Tetris Worlds for all consoles and a host of smaller handheld and mobile titles. She is now CEO of the videogame startup Bushi-go, Inc. working on their first publisher-backed title.
You can follow Bushi-go's dev team on twitter at @Agiliste
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Member Blogs
The Devil is in the Details  |
| Posted by Kimberly Unger on Tue, 10 Nov 2009 02:34:00 EST in
Visual Art
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| What makes one game feel polished and professional while another, just like it, comes across as a checp knockoff (even if it was released first)? |
| Read More... | 6 Comments |
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Halo ODST as a storytelling experiment |
| Posted by Kimberly Unger on Sun, 25 Oct 2009 04:09:00 EDT in
Game Design
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| Creating a compelling world, in any entertainment media, is a bit of a tricky thing. You need *something* something that people find compelling, and oftentimes it turns out to be the oddest things. |
| Read More... | 3 Comments |
Flaws of Character...  |
| Posted by Kimberly Unger on Sat, 01 Aug 2009 07:41:00 EDT in
Visual Art
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| Character design is a tricky beast. I mean, you want your characters to be memorable; you want them to be distinctive. You want them to be icons, something or someone that an audience or a player can get behind, wholeheartedly. |
| Read More... | 10 Comments |
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Well THAT's gone and done it... |
| Posted by Kimberly Unger on Fri, 24 Jul 2009 12:52:00 EDT in
Game Design
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| Well, they say be careful what you wish for. In my case, it's showed up in spades! |
| Read More... | 5 Comments |
The More the Merrier  |
| Posted by Kimberly Unger on Mon, 15 Jun 2009 03:13:00 EDT in
Game Design
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| Snapping snarling primates fighing over an Epic Sword of +21 badgerslaying... Or How Crowded Servers Can be Fun! |
| Read More... | 0 Comments |
Legs, Legs, Legs...  |
| Posted by Kimberly Unger on Mon, 08 Jun 2009 09:53:00 EDT in
Game Design
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| Looking at Deadly Creatures on Wii: 'I will be the first to admit, I was pretty psyched about getting something other than the love and innocence that has been peddled on the Wii since its emergence.' |
| Read More... | 3 Comments |
[More Kimberly Unger Blogs]
Kimberly Unger's Comments
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Comment In: The Devil is in the Details [Blog - 11/10/2009 - 02:34]
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True enough I was actually ... True enough I was actually thinking in terms of post-purchase satisfaction the kind of thing that gets one to recommend a game to their friends rather than an up-front purchasing lure : And you are absolutely right, better gameplay will or rather should always trump the pretty. I have found, ... |
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Comment In: EA's Riccitiello: Cuts Necessary To 'Transform Our Company' [News - 11/09/2009 - 01:55]
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I find it interesting to ... I find it interesting to note that EA's not playing up their handling of this. Reports from the inside from those not handed pink-slips say that EA is bringing in recruiters from other studios to try and help their former employees get positions elsewhere. |
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Comment In: Halo ODST as a storytelling experiment [Blog - 10/25/2009 - 04:09]
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I'll admit, I never took ... I'll admit, I never took a shine to the GTA series, but the cut back and forth, while not new, is not usually done between two different game timelines, rather they usually handle one timeline with cinematics and the other with gameplay. |
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Comment In: Opinion: Video Game Planning - Stay Frosty [News - 09/24/2009 - 05:54]
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James, you are the man ... James, you are the man : I love your articles on production precisely because you go into they psychology and expose this type of thing, the fact that, guess what, everybody feels moments of panic on a project : the difference is whether or not you let that panic cascade ... |
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Comment In: No One Ever Runs! [Blog - 09/16/2009 - 01:49]
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Hi Eric If I remember ... Hi Eric If I remember right, the guys coding the crowd AI's for the LOTR movies for the big battle scenes in 2 and 3 repeatedly ran into trouble because they started out trying to code more realistic responses into the crowds... Which meant they turned tail and ran far ... |
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Comment In: Report: New Mechwarrior Game Sees Trademark Dispute [News - 09/04/2009 - 09:11]
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When you're dealing with a ... When you're dealing with a long-standing IP, one that has a active, interested fanbase, it's always tricky bringing in wholly new designs. You always want some link to the past to keep the original fan base interested if not entirely happy . All that said, however, this is a trailer ... |
[More Kimberly Unger Comments]
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