Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 23, 2014
arrowPress Releases
April 23, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Gamasutra Member Blogs: From the evil FPS god to survival horror combat guidelines
Gamasutra Member Blogs: From the evil FPS god to survival horror combat guidelines
May 2, 2012 | By Eric Caoili

May 2, 2012 | By Eric Caoili
Comments
    Post A Comment
More: Console/PC, Design



[In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as survival horror combat guidelines, the illusion of fluidity and the evil FPS god, and more.]

Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals.

We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines.

This Week's Standout Member Blogs

The illusion of fluidity and the evil FPS god
(Mihai Cosma)

Video game performance is an issue that has always been highly debated and picked-apart by both developers and gaming enthusiasts. Mihai Cosma believes the leading issue seems not to stem from processing power or video quality per se, but more about customer mentality.

Can press and industry work together (seriously)?
(Neil Schneider)

The words "3D Ready" have little to no meaning, argues Neil Schneider. As standardized as displays are becoming, the concept of 3D content is as wild west as ever. What would happen if press, game developers, and technology enablers worked together? Time to find out!

Four key traits for designers
(Thomas Grove)

Thomas Grove shares the traits that he looks for when hiring designers. These are also the first things that he teaches when training new designers.

Gamification: Thoughts on definition and design
(Zachary Fitz-Walter)

Difficulty arises when attempting to understand what gamification exactly means, separating it from the notion of serious games and then trying to work out the best way to design it, says Zachary Fitz-Walter.

Crafting a monster: guidelines for survival horror combat
(Nick Masercola)

Nick Masercola offers a dissection on what makes a good horror combat system using Fatal Frame, Condemned, and Alone in the Dark: Inferno ( yeah, not kidding) as examples.


Related Jobs

Linden Lab
Linden Lab — San Francisco, California, United States
[04.23.14]

Lead Engineer
2K
2K — Novato, California, United States
[04.23.14]

Lead Mission Designer
Gameloft
Gameloft — New Orleans, Louisiana, United States
[04.23.14]

R&D Game Designer
SOAR Inc.
SOAR Inc. — Mountain View, California, United States
[04.23.14]

Game Designer/Narrative Writer










Comments



none
 
Comment: