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June 18, 2013
 
Red Storm Entertainment, a Ubisoft Studio
Online / Networking Engineer (Back End)
 
Airtight Games
Senior Graphics Programmer
 
Red Storm Entertainment, a Ubisoft Studio
Online / Networking Engineer (Front End)
 
Gameloft - New Orleans
Senior Online Developer
 
Trendy Entertainment
QA Lead
 
Wharton County Junior College
Instructor of Computer Science-Gaming
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Blogs

Expert Blogs                                                                                 Expert RSS

Making Ear Monsters: Developing a 3D Audio Game
Posted by Brian Schmidt on 06/17/13 04:50:00 pm in Audio, Design, Programming, Indie, Smartphone/Tablet
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?
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Why is King Removing In-Game Ads?
Posted by Benjamin Sipe on 06/17/13 03:12:00 pm in Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet
King recently decided to abandon in-game advertising. Why? Let's look at the situation and the different types of developers before asking specific questions around King.
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Group Monetization  Featured Blogs
Posted by Ramin Shokrizade on 06/17/13 01:30:00 pm in Business/Marketing, Social/Online
Applied Virtual Economist Ramin Shokrizade introduces the concepts of "group monetization" and "persistent gaming collectives" in order to promote a new class of monetization models designed to maximize revenue capture in social multiplayer games.
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The Mixed Signals of the Xbox One
Posted by Josh Bycer on 06/17/13 12:32:00 pm in Business/Marketing
In the last two weeks of announcements, the Xbox One has been hit hard in the eyes of the general consumer and today's post examines one of the major trouble areas Microsoft is having with it.
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Whyproof to 5,000 feet  Featured Blogs
Posted by Droqen is who I am on 06/17/13 10:48:00 am in Design, Indie
Answering the insidious question "WHY?" creates stronger settings, both mechanically and narratively -- as if you could even separate the two somehow.
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Alternate Reality Game puzzle design  Featured Blogs
Posted by Adam Foster on 06/17/13 12:00:00 am in Design
Or, how to make impossibly complicated puzzles that people can solve.
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Starbucks at Machu Picchu: What can we learn from the design of Bioshock Infinite?
Posted by Andrew Stewart on 06/17/13 04:19:00 pm in Design, Console/PC
Building a Game Design Toolbox: What can we learn from the design of Bioshock Infinite? This blog is the second in a series looking at what we can learn from the experiences presented by various games, to provide us with tools to use in our own designs.
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FLAG Game Engine - Tutorial 1b
Posted by Zac Zidik on 06/17/13 02:44:00 pm in Programming, Social/Online
Clearly define the objects in the world using SVGWorld and assign specific collision methods to them.
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FLAG Game Engine - Tutorial 1a
Posted by Zac Zidik on 06/17/13 02:05:00 pm in Programming, Social/Online
In this introduction to the HTML5 FLAG Game Enigne you will learn the basics of using FLAG to create a platforming game.
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Lose Your Marbles About Making Games
Posted by Jacob Van Rooyen on 06/17/13 11:29:00 am in Production, Design
How do we create meaningful experiences? What makes experiences meaningful? How do we capture for players the joy and wonder that comes with a truly FUN game?
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Real World Digital Forensic Adventure: A New Game Genre
Posted by Rui Curado on 06/17/13 10:25:00 am in Design, Serious
Are you a fan of the CSI or NCIS TV series? Imagine yourself working as a real digital forensic investigator, performing real-world investigation at home. Yes, for real. But how can you get that realistic experience with a computer game?
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Phoenix Wright: Ace Attorney
Posted by Nikki Wardhana on 06/17/13 09:05:00 am in Design, Console/PC
In which I take a look at the first game of the Ace Attorney series.
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