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Blogs

Brion Foulke's Comments

Comment In: Approaches to Games as Art [Blog - 04/15/2013 - 07:23]

But I think having such ...

But I think having such a broad definition is practically useless for any aspiring artist. r n r nI don 't agree. Having such a broad definition is the entire point of art, there aren 't necessarily rules and no one can predict what will be considered good art. That ...

Comment In: How Bioshock Infinite Revolutionized Video Games [Blog - 04/12/2013 - 12:14]

I respect your right to ...

I respect your right to be wrong, David. But a game being 'interactive ' is not particularly special in this day and age. For many people a youtube video probably would be just as good as playing the game, because it 's not like you actually feel like you 're ...

Comment In: Design Debate: Risky Rewards or Rewarding Risk? [Blog - 04/10/2013 - 02:05]

What you 're asking is ...

What you 're asking is a little unreasonable in my view. If there was an option in Zelda to automatically acquire all items, and to warp instantly to any point in the game, because we can 't let those later areas be 'unlockable ' through gameplay I feel certain that ...

Comment In: Huge Square Enix losses were a sign I should move on - Yoichi Wada [News - 04/09/2013 - 05:01]

I would love for them ...

I would love for them to bring out FF Type-0 here. Bravely Default too for that matter.

Comment In: The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved [Feature - 04/08/2013 - 04:00]

If you measure the success ...

If you measure the success of a story by popularity, then Harlequin Romances are good stories. They are NOT hard to write there is a formula. r n r nIsn 't popularity the most shallow way to measure success If you automatically consider anything popular to be good, and unpopular ...

Comment In: We Are One: JRPGs, the Group Journey, and the Mechanics of Cooperation [Blog - 04/04/2013 - 01:25]

Just focus on making the ...

Just focus on making the mechanics fun and interesting. Immersion is an industry buzzword... don 't design your game around a buzzword.

Comment In: Escaping Death: Why We Play Games [Blog - 04/04/2013 - 09:18]

You 're not the only ...

You 're not the only one. It 's like game companies think we need to be pampered like babies.

Comment In: Exploring video game animation with a film industry veteran [News - 04/04/2013 - 04:04]

Chistiaan: Well, we really disagree, ...

Chistiaan: Well, we really disagree, then. I 've never thought that mocapped characters look strange, even when the characters use stylized art. It looks like realistic movement. Exaggerated movement might be fine if the game is based on a cartoon, or meant to have sort of a silly feeling like ...

Comment In: Story-telling as Problem Solving: Defender's Quest (GDC 2013 Narrative Summit) [Blog - 04/02/2013 - 12:17]

Actually, it makes a world ...

Actually, it makes a world of difference when you are trying to mesh the story and the gameplay up as much as possible. r n r nBut why would you want to do that 1. it 's unnecessary, and 2. it 's not worth harming your game in other ways.

Comment In: Video: Remembering LucasArts' groundbreaking Maniac Mansion [News - 04/03/2013 - 06:58]

My favorite thing about Maniac ...

My favorite thing about Maniac Mansion is still the terrific NES soundtrack. It 's still great to this day It still holds up as fun game.

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