My Message close
GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 25, 2013
 
Treyarch / Activision
Technical Animator
 
Treyarch / Activision
Game Systems Designer
 
Infinity Ward / Activision
Senior Tools Engineer
 
Airtight Games
Environment Artist
 
App Minis LLC
Senior Unity Game Programmer
 
Gameloft
Game Designer
spacer
Blogs

Ron Newcomb's Member Blogs

Prose Generation Techniques for Small Platforms  Featured Blogs
Posted by Ron Newcomb on Thu, 06 Jan 2011 09:02:00 EST in Design, Programming, Social/Online, Smartphone/Tablet
Adaptable story frequently finds limited prose generation useful. While substituting one MacGuffin or character for another is pretty straightforward, verb conjugation, pronoun choice, and subject-verb agreement can get hairy. Especially on a cell phone.
Read More... | 2 Comments

Just Added! Interactive Fiction Freeplay Room at PAX
Posted by Ron Newcomb on Sat, 28 Aug 2010 07:10:00 EDT in
PAX badge not cover all three days? Want to try something a little different after-hours? OK, how about free snacks? Visit the Seattle Interactive Fiction Group's freeplay room, in the Sheraton hotel.
Read More... | 1 Comments

Irony Trumps Satire: Ian Bogost's Cow Clicker  Featured Blogs
Posted by Ron Newcomb on Sat, 14 Aug 2010 01:36:00 EDT in Design
A videogame satire goes awry, revealing...
Read More... | 6 Comments

Induced Human Behaviors as a Litmus Test for Simulations  Featured Blogs
Posted by Ron Newcomb on Sun, 01 Aug 2010 08:23:00 EDT in Design, Programming
Ensuring a correct simulation requires more than checking your math. Try checking your players' behavior.
Read More... | 1 Comments

Four More Tasks for the Paragraph  Featured Blogs
Posted by Ron Newcomb on Sun, 24 Jan 2010 11:19:00 EST in Design
Writers know that paragraphs have jobs to do -- develop characters, reinforce theme, etc. But for interactive environments, are there more?
Read More... | 0 Comments

A Role for Could, Would, and Should in Game Input  Featured Blogs
Posted by Ron Newcomb on Fri, 06 Nov 2009 05:06:00 EST in Design
Games controlled by a language interface -- interactive fiction, "Maniac Mansion", "Shadowgate" and many other adventure games -- traditionally choose imperatives as the only form of input. But this is button-centric thinking.
Read More... | 6 Comments

Gameplay Rules Must Feed Plot Devices  Featured Blogs
Posted by Ron Newcomb on Sun, 25 Oct 2009 08:34:00 EDT in Design, Programming
Ruleset design doesn't end with gameplay. Without certain needs met, some techniques of interactive plot become very difficult. Case in point: integrating psionics with the second edition of Dungeons and Dragons.
Read More... | 6 Comments

Sequels Are Better. For Now.   Featured Blogs
Posted by Ron Newcomb on Sat, 26 Sep 2009 06:25:00 EDT in Design, Programming, Production
Technological constraints temporarily defined a "gamer" to mean a solitary individual, in defiance of the traditional norm. In the same fashion, another unique characteristic of the videogame medium, "sequels are better", is destined to fall.
Read More... | 3 Comments

Usage of the Rules of Fiction Versus That of Games  Featured Blogs
Posted by Ron Newcomb on Mon, 21 Sep 2009 12:13:00 EDT in Design
An understanding of how the rules of gameplay differ from the rules of narrative -- and acknowledging that the latter exists -- may help us close the disconnect between the two.
Read More... | 3 Comments

PAX09 Special Report: A Console Love-in  Featured Blogs
Posted by Ron Newcomb on Fri, 11 Sep 2009 08:44:00 EDT in Audio, Design, Programming, Production, Art
The Penny Arcade Expo was held last weekend in Seattle. What's a washed-up gamer with no reflexes do? Watch the gamers, and consider the past and future.
Read More... | 0 Comments

[Previous] | [Next]   

UBM Tech