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Blogs

Alexander Jhin's Comments

Comment In: Beyond 'Wither' & Supercompensation in Games [Blog - 03/04/2013 - 06:21]

Not game related, but thanks ...

Not game related, but thanks for the link on how to workout better It 's a very good read. I hate it when people mention something else that becomes the basis of their thinking without linking to the original article

Comment In: Reflections on XNA [Feature - 02/05/2013 - 04:00]

Moving from DX to MDX ...

Moving from DX to MDX to XNA felt like discovering fire and the lever. And now, back to the stone age of DX...

Comment In: Some advice on Global Game Jam 2013 [Blog - 01/24/2013 - 08:53]

The two strategies that helped ...

The two strategies that helped my team most: 1 Keep the game very simple and very content light. 2 Sleep. Without sleep, you 'll end up wasting a lot of time writing incoherent code that must be re-written.

Comment In: What You Need to Know About Breaking into the Arab Market [Feature - 12/10/2012 - 04:00]

Punish not the people whose ...

Punish not the people whose governments screw them over. Does pulling your game affect the Saudi government No. Does pulling your game affect the Saudi people those being hurt by the government Yes r n r nAdditionally, how do people even know you pulled the game in protest I know ...

Comment In: Making 12 games in 12 months [Blog - 12/10/2012 - 02:50]

I disagree with the other ...

I disagree with the other commenters. I think writing a bunch of small time-boxed games DOES teach someone how to be a finisher. It forces the creator to focus on what 's important: a playable game. r n r nI sometimes wish the commercial game development industry would work more ...

Comment In: How Firaxis balances XCOM's grit with the studio's cheerful legacy [News - 06/05/2012 - 07:52]

I agree 100 . The ...

I agree 100 . The game was supposed to feel very dark and unsettling, a fact that Firaxis appears to be missing. In the original if you didn 't do a good job, some governments would cut off your funding -- and eventually side with the aliens How cynical is ...

Comment In: The 20-Year Estrangement of the Two Guys from Andromeda [Feature - 06/01/2012 - 04:00]

Back when SQIII came out, ...

Back when SQIII came out, I begged my parents to take me to Sierra 's offices. Somehow, they arranged a tour. I begged the PR officer to let me meet the Two Guys from Andromeda. She disappeared and some minutes later, there they were While disappointed they didn 't have ...

Comment In: Molleindustria's Unmanned: Excellence Through Boredom [Blog - 05/29/2012 - 09:22]

When you say, direct personal ...

When you say, direct personal authorship are you referring to the player having authorial control or the game creator I would argue that Interactive Art runs a spectrum between strong creator control to strong player control. But neither end of the spectrum is necessarily arbitrarily better -- what is important ...

Comment In: Designer Jane McGonigal launches 'gratitude network' game for Oprah Winfrey [News - 05/01/2012 - 08:27]

After thoroughly enjoying McConigal 's ...

After thoroughly enjoying McConigal 's book, I 'm surprised her company 's first effort is so ineffective. Basically, you say thank you to someone in real life, in a very particular way, then you push a button acknowledging you said thank you. r n r nThis design is completely uninspired ...

Comment In: Anna Anthropy turns a personal struggle into a heartfelt game [News - 03/30/2012 - 01:58]

I 'm reminded of Scott ...

I 'm reminded of Scott Brodie 's GDC Talk: http://vimeo.com/38468003, where he describes capturing his personal experience of starting a family and expressing that feeling to others via a game. The interesting difference between Brodie 's game and Anthropy 's is Brodie attempts to capture the feeling under the guise ...

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