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Blogs

Christopher Gile's Member Blogs

The Prisoner's Dilemma and Loot Mechanics  Featured Blogs
Posted by Christopher Gile on Tue, 23 Oct 2012 05:52:00 EDT in Design, Console/PC
What can the Prisoner's Dilemma tell us about designing loot mechanics?
Read More... | 1 Comments

Do End of Level Stat Break Downs Make Sense?  Featured Blogs
Posted by Christopher Gile on Sun, 21 Oct 2012 02:33:00 EDT in Design, Console/PC
What are the advantages and constraints of end of level breakdowns?
Read More... | 5 Comments

The Advantage of a Linear Game: Control  Featured Blogs
Posted by Christopher Gile on Wed, 17 Oct 2012 04:08:00 EDT in Console/PC, Design
I often see people talk about linear games as though the linearity of the game is bad when it isn't inherently bad (though it can be misused) and gives the game maker a huge advantage they can capitalize on, control.
Read More... | 7 Comments

Cascading Mistakes: Diablo 3's Real Money Auction House  Featured Blogs
Posted by Christopher Gile on Wed, 26 Sep 2012 12:37:00 EDT in Design, Console/PC
The Real Money Auction House for Diablo 3 was bad in its own right, but its true sin what its effect on the rest of the game.
Read More... | 3 Comments

When is it Time for Quick Time?  Featured Blogs
Posted by Christopher Gile on Mon, 24 Sep 2012 10:48:00 EDT in Console/PC, Design
In what situations do Quick Time Events work?
Read More... | 2 Comments

Counters: Natural vs Artificial  Featured Blogs
Posted by Christopher Gile on Mon, 17 Sep 2012 02:14:00 EDT in Console/PC, Design
Are your counters strategically rich or just what you say they are.
Read More... | 7 Comments

Resident Evil 4: The inherent conflicts between Horror and RPG
Posted by Christopher Gile on Fri, 14 Sep 2012 01:04:00 EDT in Console/PC, Design
Can RPG and horror mix? Yes, but the result is not a horror game.
Read More... | 2 Comments

Fire, Fira, and Firigaoasdfklasfasdfaf
Posted by Christopher Gile on Thu, 13 Sep 2012 03:09:00 EDT in Console/PC, Design
Why do you keep unlocking the same ability just scaled to your mana pool?
Read More... | 2 Comments

Creep: Keeping your Elements Under Control
Posted by Christopher Gile on Wed, 12 Sep 2012 01:40:00 EDT in Console/PC, Design
To keep a game interesting games will grow in complexity as you get a better understanding of the game by way of unlocking or reveling new mechanics. But can your game support that growth?
Read More... | 2 Comments

Boss Battles: Culminations of an Idea
Posted by Christopher Gile on Tue, 11 Sep 2012 03:04:00 EDT in Console/PC, Design
Bosses are a stage's final exam, make sure you are testing and teaching the same things.
Read More... | 0 Comments

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