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Blogs

Raul Aliaga's Comments

Comment In: Players Who Suit Social Games: Identifying, Analyzing, Expanding, and Progressing [Blog - 10/19/2011 - 11:07]

I enjoyed this article. I'd ...

I enjoyed this article. I'd like to add another reference: http://blog.ihobo.com/2011/10/player-typology-in-theory-and-practice.html There they argue in the paper that Bartle's typology isn't well suited for current games and then they propose another model. However, I don't necessarily agree with the paper's claim of not being suitable since in the end, it's ...

Comment In: Opinion: Rhythm In Game Design [News - 08/29/2011 - 04:25]

This paper might help http://dl.acm.org/citation.cfm ...

This paper might help http://dl.acm.org/citation.cfm id 1536548

Comment In: Redesigning Wild Ones into Playdom's Top Game: A Social Game Design Reboot [Feature - 04/28/2011 - 04:25]

I think that both criticisms, ...

I think that both criticisms, too much I and no metric could expose the problem and your answers point out an underlying common problem: time to execute and desired results trade offs. It's not that there is no metric to expose the problem, you can design one tracking the needed ...

Comment In: The Necessity Of Making Free-to-Play Moves [Feature - 04/20/2011 - 05:00]

Another big challenge of transitioning ...

Another big challenge of transitioning to a free to play business model is to build the whole infrastructure to provide in-game content updates and change of games from products to services. Console makers can design SDK's and support all the in-game content updates thing, but they can't convince publishers right ...

Comment In: Organize Your Thoughts Like a Pro Designer [Blog - 02/09/2011 - 03:19]

http://www.evernote.com/ It would possibly change ...

http://www.evernote.com/ It would possibly change your life as it did it for me. Cheers

Comment In: 60 Straight Days of Crunch? Really? Please Explain. [Blog - 01/14/2011 - 10:31]

What if the crunch isn't ...

What if the crunch isn't as big as claimed let's say, 10 hours each week day and half Saturday, or even no crunch at all, and the guy just tweeted that to brag about his people's commitment and just get ALL this buzz

Comment In: Some thoughts about casual game design [Blog - 07/25/2010 - 06:57]

Nice post, it's simple and ...

Nice post, it's simple and very useful to have in mind :

Comment In: Analysis: What the Video Game Industry Can Learn From the Death of Glam Metal [News - 05/05/2010 - 09:07]

I agree with Adam Bishop: ...

I agree with Adam Bishop: The cultural aspect of grunge it's just too big to ignore, making the analogy a little bit flawed. Specially when there's already a good concept to describe the key useful insights exposed by Alan Failde: Disruptive Innovations: http://www.claytonchristensen.com/disruptive innovation.html

Comment In: Adaptive Audio: A Tough Sell [Blog - 07/29/2009 - 09:01]

I think it's weird that ...

I think it's weird that nobody mentioned this talk at Austing GDC last year: http://www.gamasutra.com/php-bin/news index.php story 20249 A Generative, Adaptive Music System for MMO Games And I quote from there about this thing being hard to sell But Larson thinks that it's merely a matter of how you pitch. ...

Comment In: Southern Piracy [Blog - 06/21/2009 - 01:58]

In Chile it's the same ...

In Chile it's the same picture, games and consoles are quite expensive, specially considering the cost of living and the distribution of salaries in the population. The price for the Wii, for example. It's currently US 482 at a local retail store 1 , but using real money as currency, ...

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