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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
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November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
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Blogs

Kimberly Unger's Blog

After nearly 8 years working in financial services powerhouses like Morgan Stanley and Paine Webber, Kimberly Unger left to pursue her passion for videogames. As a producer she helped develop an initial proof of concept for a USAF operative training program using UT2k4 and has worked in both the entertainment and videogame industries as a texture artist and 3d modeler/animator on such projects as the IMPACT: Motion Simulator ride currently in residence at the Reuben H. Fleet Science Center, the award winning You Don’t Know Jack: Mock II, Tetris Worlds for all consoles and a host of smaller handheld and mobile titles. She is now CEO of the videogame startup Bushi-go, Inc. working on their first publisher-backed title. You can follow Bushi-go's dev team on twitter at @Agiliste

Member Blogs

The Devil is in the Details  Featured Blogs
Posted by Kimberly Unger on Tue, 10 Nov 2009 02:34:00 EST in Visual Art
What makes one game feel polished and professional while another, just like it, comes across as a checp knockoff (even if it was released first)?
Read More... | 6 Comments

Halo ODST as a storytelling experiment
Posted by Kimberly Unger on Sun, 25 Oct 2009 04:09:00 EDT in Game Design
Creating a compelling world, in any entertainment media, is a bit of a tricky thing. You need *something* something that people find compelling, and oftentimes it turns out to be the oddest things.
Read More... | 3 Comments

Flaws of Character...  Featured Blogs
Posted by Kimberly Unger on Sat, 01 Aug 2009 07:41:00 EDT in Visual Art
Character design is a tricky beast. I mean, you want your characters to be memorable; you want them to be distinctive. You want them to be icons, something or someone that an audience or a player can get behind, wholeheartedly.
Read More... | 10 Comments

Well THAT's gone and done it...
Posted by Kimberly Unger on Fri, 24 Jul 2009 12:52:00 EDT in Game Design
Well, they say be careful what you wish for. In my case, it's showed up in spades!
Read More... | 5 Comments

The More the Merrier  Featured Blogs
Posted by Kimberly Unger on Mon, 15 Jun 2009 03:13:00 EDT in Game Design
Snapping snarling primates fighing over an Epic Sword of +21 badgerslaying... Or How Crowded Servers Can be Fun!
Read More... | 0 Comments

Legs, Legs, Legs...  Featured Blogs
Posted by Kimberly Unger on Mon, 08 Jun 2009 09:53:00 EDT in Game Design
Looking at Deadly Creatures on Wii: 'I will be the first to admit, I was pretty psyched about getting something other than the love and innocence that has been peddled on the Wii since its emergence.'
Read More... | 3 Comments

[More Kimberly Unger Blogs]   

Kimberly Unger's Comments

Comment In: The Devil is in the Details [Blog - 11/10/2009 - 02:34]

True enough I was actually ...

True enough I was actually thinking in terms of post-purchase satisfaction the kind of thing that gets one to recommend a game to their friends rather than an up-front purchasing lure : And you are absolutely right, better gameplay will or rather should always trump the pretty. I have found, ...

Comment In: EA's Riccitiello: Cuts Necessary To 'Transform Our Company' [News - 11/09/2009 - 01:55]

I find it interesting to ...

I find it interesting to note that EA's not playing up their handling of this. Reports from the inside from those not handed pink-slips say that EA is bringing in recruiters from other studios to try and help their former employees get positions elsewhere.

Comment In: Halo ODST as a storytelling experiment [Blog - 10/25/2009 - 04:09]

I'll admit, I never took ...

I'll admit, I never took a shine to the GTA series, but the cut back and forth, while not new, is not usually done between two different game timelines, rather they usually handle one timeline with cinematics and the other with gameplay.

Comment In: Opinion: Video Game Planning - Stay Frosty [News - 09/24/2009 - 05:54]

James, you are the man ...

James, you are the man : I love your articles on production precisely because you go into they psychology and expose this type of thing, the fact that, guess what, everybody feels moments of panic on a project : the difference is whether or not you let that panic cascade ...

Comment In: No One Ever Runs! [Blog - 09/16/2009 - 01:49]

Hi Eric If I remember ...

Hi Eric If I remember right, the guys coding the crowd AI's for the LOTR movies for the big battle scenes in 2 and 3 repeatedly ran into trouble because they started out trying to code more realistic responses into the crowds... Which meant they turned tail and ran far ...

Comment In: Report: New Mechwarrior Game Sees Trademark Dispute [News - 09/04/2009 - 09:11]

When you're dealing with a ...

When you're dealing with a long-standing IP, one that has a active, interested fanbase, it's always tricky bringing in wholly new designs. You always want some link to the past to keep the original fan base interested if not entirely happy . All that said, however, this is a trailer ...

[More Kimberly Unger Comments]