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June 18, 2013
 
Red Storm Entertainment, a Ubisoft Studio
Online / Networking Engineer (Back End)
 
Airtight Games
Senior Graphics Programmer
 
Red Storm Entertainment, a Ubisoft Studio
Online / Networking Engineer (Front End)
 
Gameloft - New Orleans
Senior Online Developer
 
Trendy Entertainment
QA Lead
 
Wharton County Junior College
Instructor of Computer Science-Gaming
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Blogs

James Coote's Comments

Comment In: Characters and Worldbuilding: Analyzing the Strength of Japanese Games [Feature - 05/31/2013 - 04:00]

I know certainly for some ...

I know certainly for some novel writers, they will create vast internally consistent worlds, of which only a fraction of that creation ends up in the story. It definitely helps that sense of a deeper world, that goes beyond just what we see, to come naturally to both author and ...

Comment In: Words and Feelings: Thoughts on PR for Indie Developers [Blog - 05/28/2013 - 06:45]

Thanks Some food for thought ...

Thanks Some food for thought since I 'm finding myself increasingly coming into contact with the media

Comment In: E3 and the start of an unprecedented generation [News - 05/28/2013 - 04:13]

@Benjamin r n r nThe ...

@Benjamin r n r nThe problem is the underlying sentiment is not how you describe. r n r nI 've not been to E3, so I 'm only commenting from afar, but the practice demonstrates a number of obvious weaknesses within the industry. It 's not easy to change these ...

Comment In: Party's almost over for GameStop's used games business [News - 05/28/2013 - 01:18]

Excuse my ignorance, but what ...

Excuse my ignorance, but what is to stop AAA games being released purely on digital download How many sales would that game lose by not being available in shops

Comment In: Indie vs Retail [Blog - 05/21/2013 - 07:22]

Heh, Solicitation has a very ...

Heh, Solicitation has a very different meaning here in the UK both legally and general parlance . The plan was approved by the higher ups in GAME before I was given permission to do this. r n r nThing is, what I was doing directly helped GAME get more OUYA ...

Comment In: Unity's mobile licenses are now free [News - 05/21/2013 - 05:07]

I hope this includes OUYA ...

I hope this includes OUYA as well since it 's based on Android

Comment In: Crazy idea: how about we give multiplayer back to humans [Blog - 04/22/2013 - 12:45]

I 'm making a local ...

I 'm making a local multiplayer game for console at the moment, but approaching it from a rather different angle. I 'm taking inspiration from board games, the mechanics of which are usually designed around player to player interaction and putting inter-player relationships at the core of the game. I ...

Comment In: When platform exclusivity is good for indies [News - 04/22/2013 - 12:38]

With the rise of cross-platform ...

With the rise of cross-platform tools, it becomes a lot less expensive from a technical point of view to port stuff. In that context, an exclusive game is great at the start to get exposure and marketing boost, but if it gets too successful, it crosses over to the point ...

Comment In: Doing Thumbstick Dead Zones Right [Blog - 04/16/2013 - 12:40]

Heh, well I 'm probably ...

Heh, well I 'm probably one of the people spreading round the bad advice since I 've been using the radial deadzone method. Fortunately my game doesn 't require high precision, but might just give the scaled method a go for rotating the scene. r n r nHowever, I don ...

Comment In: Developing for Ouya? Here's how it stacks up to today's mobile devices [News - 04/15/2013 - 10:21]

I recorded this on the ...

I recorded this on the devkit that was shipped in January, so it doesn 't have any of the hardware modifications made in the meantime / for the kickstarter/retail version.

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