Latest News
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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [14]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Features
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [51]
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Latest Jobs
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November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
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Blogs

Adam Saltsman's Expert Blogs

Bytes: Exhaustion Disguised as Stress
Posted by Adam Saltsman on Mon, 06 Jul 2009 10:45:00 EDT in
Some thoughts about what I see as the core difficulty of running your own business. Hopefully not dwelling on the obvious!
Read More... | 10 Comments

Adobe & The HTC Hero; or, How To Write A Bullsh*t Press Release
Posted by Adam Saltsman on Thu, 25 Jun 2009 01:11:00 EDT in Production
With this helpful guide, you too can carefully construct a press release that will trick the tech blogging world into lying about your product so you don't have to!
Read More... | 1 Comments

Bytes: Tim Langdell & the IGDA
Posted by Adam Saltsman on Sun, 31 May 2009 01:40:00 EDT in
Comparing and contrasting a prominent IGDA board member's actions with the organizations mission statement and core values.
Read More... | 7 Comments

Procedural Level Generation for Artists  Featured Blogs
Posted by Adam Saltsman on Fri, 29 May 2009 02:14:00 EDT in Game Design
I'm an artist so I'm allowed to use the term interchangeably for idiot right? :D Another layman's breakdown of a potentially intimidating process that isn't (conceptually) all that terrifying in reality.
Read More... | 4 Comments

Bytes: Gravity Porn  Featured Blogs
Posted by Adam Saltsman on Sat, 23 May 2009 01:10:00 EDT in Game Design
Short thoughts about gravity and accessibility.
Read More... | 6 Comments

Accessible Provocation  Featured Blogs
Posted by Adam Saltsman on Fri, 22 May 2009 02:27:00 EDT in Game Design
Subjective reflections on works that combine both pure entertainment and something a little deeper, while still including the less passionate participants in the fun.
Read More... | 2 Comments

Fishing for Compliments
Posted by Adam Saltsman on Tue, 19 May 2009 09:49:00 EDT in Game Design
A postmortem of my latest flash game, with a focus on comments and responses to the game during its first 24 hours roaming the aether.
Read More... | 6 Comments

Swine Flu + Risk = Best Board Game Ever  Featured Blogs
Posted by Adam Saltsman on Mon, 18 May 2009 04:39:00 EDT in Game Design
Do you have what it takes to save humanity? A few of my favorite things about Pandemic, the best cooperative disease management board game I've ever played.
Read More... | 3 Comments

"F*ck It, That'll Do."
Posted by Adam Saltsman on Fri, 15 May 2009 02:57:00 EDT in Production
Some thoughts about managing effort and focus in an environment where time and money both put hard constraints on the sorts of things we get to work on.
Read More... | 7 Comments

Doomed to Invent Our Mistakes  Featured Blogs
Posted by Adam Saltsman on Wed, 13 May 2009 12:03:00 EDT in Game Design
A brief retrospective on the FPS that started it all, and how their successors ignored the stuff that made Doom such an accessible and fun experience.
Read More... | 54 Comments

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