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Blogs

Dan Felder's Comments

Comment In: Opinion: Do we as an industry reward negative attention? [News - 09/04/2012 - 03:09]

Then they finished the game ...

Then they finished the game and by gum, some vocal people sure hated that ending. r n r nSo BioWare read the vitriolic comments, listened to the petitions, and made a new ending that tried to address some of these concerns. And guess what The haters still hated it. We, ...

Comment In: BioWare: Some players want day-one DLC [News - 08/17/2012 - 09:30]

Last I checked, if players ...

Last I checked, if players steamroll through your 30 hour game in a set of sleepless nights and then they 're eager to play even more... That 's not usually indicative of bad design. Unless you 're claiming the the last time I was so into a book that I ...

Comment In: 38 Studios, Big Huge Games lay off their entire staff [News - 05/24/2012 - 01:34]

This is awful, they came ...

This is awful, they came out with a game people really liked and still crashed. Such a shame.

Comment In: A Personal Journey: Jenova Chen's Goals for Games [Feature - 05/18/2012 - 04:00]

Chen 's got a vision, ...

Chen 's got a vision, it 's proven powerful and successful, and he 's got an opinion about what he 'd like to see changed about the industry. Varying ideas and opinions are healthy, they breed innovation and a chance to do things differently - or even better. r n ...

Comment In: Open letter to "indie" devs: What's the point of all this hate, anyway? [Blog - 05/04/2012 - 01:18]

Some day, I have faith ...

Some day, I have faith that someone will actually read John Riccitiello s linked statements rather than just reading the headline and will see that he was being extremely reasonable in his remarks about the competition - even saying he 's glad they 're there - and that his words, ...

Comment In: Rational Design: The Core of Rayman Origins [Feature - 03/27/2012 - 09:10]

Social Games need rational design ...

Social Games need rational design almost more than most other titles. Social games are games in minutiae and need to produce very specific results. Rationally designing to produce those effects is crucial.

Comment In: What Makes a Game? [Feature - 03/29/2012 - 04:50]

You really don 't understand ...

You really don 't understand language at all, do you r n r nYour repeated examples are completely ridiculous and are flawed analogies in so many ways that I have difficulty believing you 're being serious. r n r nA mathematical relationship exists by mutual definition. We decided to call ...

Comment In: The Great Game Design Debate: DLC - The Future of Games or An Incoming Nightmare [Blog - 04/04/2012 - 06:46]

The future of games or ...

The future of games or the nightmare... r n r nCan 't it be both

Comment In: Make a better game: Limit the player [News - 04/06/2012 - 03:29]

Very true. I would like ...

Very true. I would like to add that I don 't think open-world games are an exception to this principle. Open world games tend not to ask you, Which of 100 things do you want to do They ask you, Which of these ten things that you currently have available ...

Comment In: Experimental Deep Sea terrifies players with sound, blindness [News - 04/02/2012 - 04:03]

Yeah... Definitely not going to ...

Yeah... Definitely not going to consider spending my leisure time inducing claustrophobia. r n r nGlad this was an experiment and that they 're working on more positive experiences now.

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