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Peter Kojesta's Blog   Expert Blogs

 

Project development and management in association with:


* Northrop Grumman
* General Dynamics
* Firaxis / 2k
* Irrational/ 2k

* Day 1 Studios
* Warner Brothers
* LucasArts
* Gameloft 

Credits include:

* Civ : Beyond Earth
* World of Tanks
* Sid Meier's Starships 

* Civ 5: Brave New World
* Xcom: Enemy Unknown
* Bioshock Infinite
* Ace Patrol
* Chronicles of Spellborne
* Snapshot Adventures 
* Gangstar Rio
* Fracture
* F.E.A.R 3
* Majestic-12 

 

Expert Blogs

Posted by Peter Kojesta on Tue, 20 Jan 2015 11:38:00 EST in Art, Console/PC, Indie
This is a technique we developed to remove skewing on normal maps for mechanical models. It comlpetely eliminates poor skewed normals.


Posted by Peter Kojesta on Thu, 02 Feb 2012 11:42:00 EST in Business/Marketing
I had a friend accuse me of loan sharking; that's just awesome. His joke about loan sharking speaks to something in our industry that needs some attention. The vast majority of us still have not realized we're in the deep end of the pool. Let's review..


Posted by Peter Kojesta on Thu, 24 Feb 2011 08:36:00 EST in Production
The Pilot Paradigm is an idea on how to dramatically reduce the cost of game development, while fostering an atmosphere of innovation and competition. It proposes a new way to introduce franchises, and examples some methods for game production.


Posted by Peter Kojesta on Fri, 12 Nov 2010 11:17:00 EST in Art
Modern game environments are something to behold; no doubt about it. So, how do your environments measure up? Are you that studio that devotes its time and resources to making killer character models but pays the environments lip-service?


Posted by Peter Kojesta on Mon, 01 Nov 2010 11:51:00 EDT in Production
'Get your ego out of my art'; it should be an Art Director’s mantra, and not just because it improves overall quality, but because it increases efficiency, and makes all the other artists on the team happy.



Peter Kojesta's Comments

Comment In: [News - 08/18/2015 - 04:02]

I 'm glad you guys ...

I 'm glad you guys have the hands covered, because we have movement via the feet covered with our product SprintR. http://www.exisinteractive.com/sprintr/ r n r nI don 't mean to hijack the conversation, but we 're really excited about the possibilities our device opens up to the market. We 're ...

Comment In: [News - 04/27/2015 - 08:28]

Nice lady, met her at ...

Nice lady, met her at GDC once. Good luck in your new ventures Ms. Sweet.

Comment In: [Blog - 01/14/2015 - 02:49]

This is not a good ...

This is not a good artist/client relationship. Too much back/forth, many of the changes requested would only go noticed by someone who already had an idea in their head about what the thing should look like i.e has no effect on the final piece for the viewing public , too ...

Comment In: [Blog - 01/20/2015 - 11:38]

No, I 'm not wrong, ...

No, I 'm not wrong, as that 's what the 3d application gives you when you make a smoothed cube. You can press 2 buttons in 3dsmax and see for yourself. r n r nKudos on the long write up about smoothing, though you 've missed the point of this ...

Comment In: [News - 10/01/2014 - 05:55]

I would have loved it ...

I would have loved it if they 'd contacted Exis for the outsource work. I was a HUGE fan of privateer, and Xcom when I first started playing games. Firaxis hired us to work on Xcom, so I got one of my childhood favorites under my belt, working on this ...

Comment In: [Blog - 07/26/2014 - 08:12]

I 've run an outsource ...

I 've run an outsource company, Exis Interactive, for the last 12 years And this article provides a lot of the reasons why we 're able to work on AAA games like Civ/Xcom. However, I think there 's a few points I 'd like to address that may provide some ...