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Blogs

Ben Serviss's Comments

Comment In: In Search of Meditative Games [Blog - 02/21/2013 - 09:05]

Good point Michael, I think ...

Good point Michael, I think you 're mostly right, but there 's some gray areas like Joshua mentioned. r n r nI think there 's a relationship between the type of flow state that happens when engaging in a fast-paced game, or when partaking in a physical activity like martial ...

Comment In: Unity's co-founder leaves -- to make games [News - 02/21/2013 - 03:50]

The ultimate in eating your ...

The ultimate in eating your own dog food

Comment In: Staying Creative in a Franchise World: The Darryl Principle [Blog - 02/14/2013 - 09:50]

Thanks Robert, and good point. ...

Thanks Robert, and good point. I was thinking more of how Infinity Blade tailored its gameplay specifically to take advantage of the iPad 's horsepower, display and input methods at a time when nobody had really done that yet and the iPad was still a curiosity to developers.

Comment In: Jesse Schell holds the keys to video game utopia [News - 02/06/2013 - 07:42]

There sure is r n ...

There sure is r n r nhttp://www.youtube.com/playlist list PLLx Nt-I7VioDSuOC24uI52knYk44egII r n r n The site is putting a random space in the link for some reason. Delete the space near the end and it 'll work.

Comment In: The Discomfort Zone: The Hidden Potential of Valve’s AI Director [Blog - 02/07/2013 - 10:35]

Great point Bart. The act ...

Great point Bart. The act of playing L4D itself is pretty stressful being able to dial the intensity up or down depending on the player/genre/game makes a lot of sense. Like anything else, the idea of the director is just another tool in our arsenal to make the end user ...

Comment In: Why they're playing: Hundreds [News - 01/24/2013 - 05:45]

If you really want to ...

If you really want to appreciate the design, play the original flash version here: http://www.onlineflashgames.org/games/skill/hundreds.htm r n r nThere 's a great design lesson in seeing how the core gameplay, still pretty much the same here, benefited enormously from slight tweaks, a new platform/interface and tons of iterated level designs ...

Comment In: Using Narrative and Gameplay Congruency to Enhance Meaningful Play [Blog - 01/10/2013 - 10:26]

It 's next on my ...

It 's next on my backlog of Steam games to play for exactly this reason :

Comment In: The Walking Dead Is Not For Me [Blog - 01/09/2013 - 07:36]

I feel pretty much the ...

I feel pretty much the opposite about everything you 've said, but I respect your opinion. r n r nI think Telltale was intentionally trying to do something different, and ground everything in the ambiguity of reality. The whole vague Clementine will remember that feedback was annoying to me at ...

Comment In: How Gamifying Blood Donations Can End the Shortage [Blog - 01/03/2013 - 10:17]

Fair enough Ian, I totally ...

Fair enough Ian, I totally know what you mean. One of the reasons I wanted to write about this was because over the course of donating blood and accruing reward points, I didn 't know you could redeem them for real-world goods until I found myself a few hundred away ...

Comment In: The Importance of Inspiring Tomorrow’s Game Makers [Blog - 12/27/2012 - 10:51]

Great point Dennis, and one ...

Great point Dennis, and one that people don t usually bring up in these discussions. I wouldn t call the shareware model free-to-play though it s more of a free-to-try model that boils down to a generous demo release. I d say the main difference between the two is how ...

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