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November 7, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [4]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
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November 7, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [3]
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November 7, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Texture Artist
 
Activision - Bay Area
Sound Designer
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Activision - Bay Area
Environment Artist
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Blogs

Expert Blogs                                                                                 Expert RSS

Defining "Hard Core" and "Casual"?
Posted by Lewis Pulsipher on 11/06/09 11:39:00 am in Game Design
In class we spent some time trying to differentiate between “Hard Core” and “Casual” video game players. This usually results in a fairly good list, but it’s likely more can be added to it. I’ve decided to post it to see what experienced people think.
Read More... | 10 Comments
Comparative Ludology: A Case Study Using The Sims and Total War  Featured Blogs
Posted by Taekwan Kim on 11/05/09 11:01:00 pm in Game Design
A look at the shared game mechanics between The Sims and the Total War series of games
Read More... | 0 Comments
Opinion: Create a Real PSA Against Online Hate Speech  Featured Blogs
Posted by Reid Kimball on 11/04/09 04:00:00 pm in Game Design
Reid Bryant Kimball urges developers to create real, sincere and genuine PSA's reminding people that hate speech is not cool and is not tolerated in online gaming experiences.
Read More... | 53 Comments
The Conundrum of the Multiplayer Mindshare  Featured Blogs
Posted by Nick Halme on 11/04/09 03:33:00 pm in Game Design
The pulsing, constantly dividing organism that is the multiplayer gaming community can only split its attention so much. Why do multiplayer games get made when they will predictably fail to grab part of that organism?
Read More... | 6 Comments
An Interview With PixelJunk's Dylan Cuthbert
Posted by Chris Bateman on 11/03/09 02:05:00 pm in Game Design
Game designer Chris Bateman interviews Dylan Cuthbert of Q-Games, the company behind the PixelJunk games.
Read More... | 1 Comment
"Enough Already!" - The Paradox of Choice  Featured Blogs
Posted by David Wesley on 11/03/09 12:58:00 pm in Game Design
A paradox of choice happens when customers become overwhelmed by options and then decide to avoid the entire product category.
Read More... | 4 Comments

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