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Blogs

Keith Fuller's Comments

Comment In: Rants around game development and production issues [Blog - 04/07/2011 - 01:42]

You got unnecessarily verbose with ...

You got unnecessarily verbose with bullet 6. Let me tighten it up for you: o Most programmers are overly optimistic about the time required. ...says the producer. And ex-programmer. : Seriously, though. Thanks for the list, Trent.

Comment In: Silicon Sisters' Relationship-Focused School 26 Coming To iOS In April [News - 03/30/2011 - 05:53]

Congratulations, Brenda Silicon Sisters should ...

Congratulations, Brenda Silicon Sisters should be proud to have their first title almost out the door

Comment In: What's An Out-Of-A-Job Developer To Do? [Feature - 03/08/2011 - 04:05]

I'm a production consultant who ...

I'm a production consultant who is always looking for more clients. If you're looking for work in the industry I would recommend IGDA involvement. The leadership currently in place and the community manager are working to support and advocate for the members in game development. It's been abundantly helpful to ...

Comment In: Scope creep. Or, what kind of fries did you want with that? [Blog - 02/14/2011 - 12:50]

Admittedly, I don't know all ...

Admittedly, I don't know all of the specifics and my PM experience is strictly in games , but I've still got to say it sounds like you did exactly the right things. Find out exactly where the team is, find out what all of the constraints are and which ones ...

Comment In: Nintendo's Fils-Aime: Low-Priced Mobile Games Among 'Biggest Risks' To Industry [News - 02/04/2011 - 06:55]

I'm no economist so I'm ...

I'm no economist so I'm really asking questions here, not taking a stance. If the market floods with 2 games that are crummy as per your description, Carl then wouldn't one of the following happen 1 The consumer detects that the quality isn't there and eventually stops purchasing 2 games. ...

Comment In: Valuable Failure [Blog - 01/25/2011 - 12:53]

What I like about these ...

What I like about these observations is that they bridge the gap I've always held in my mind between game design and game production. I've traditionally thought to myself, Go do your creative thing, come up with a great idea, think through as many of the design details as possible, ...

Comment In: Around The Block With Brian Fargo [Feature - 01/14/2011 - 04:15]

I'd pay money to meet ...

I'd pay money to meet Brian Fargo. I mean, Bard's Tale Wasteland That was my entire life between junior high and sophomore in college. I still have the graph paper maps I made of Skara Brae.

Comment In: 2010 Holiday Greetings From Gamasutra [News - 12/23/2010 - 10:11]

I truly appreciate the effort ...

I truly appreciate the effort put forth by the Gamasutra staff. Thanks for everything Merry Christmas

Comment In: Hydrophobia Dev Admits It Got 'Too Close' To Project, Outlines Fixes [News - 12/21/2010 - 07:44]

Getting too close is very, ...

Getting too close is very, very easy to do. If you haven't fallen into this trap as a developer, count your blessings. I applaud DED for being able to admit their faults and do their best to learn from them.

Comment In: 5 Agile Lessons Worth Learning [Blog - 12/17/2010 - 10:14]

I'm with you on the ...

I'm with you on the value of 4. The trick is or at least it was for me having buy-in from the right parties to make Sticking To Your Guns possible. How high up the chain your Scrum Champion is may well make all the difference.

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