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August 3, 2010
 
Ladyluck Digital Media.
 
dSonic, Inc.
 
Digital Shock
 
SomaTone Interactive Audio
 
Cinematics
 
GameRonins
 
Technicolor
 
Zvky Design Studio
 
Art Bully Productions, LLC
 
Tenben Inc.
 
Event Calendar
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arrow GDC Europe
Cologne, Germany
08.16.2010
 
arrow 2010 IEEE Conference on Computational Intelligence and Games
Copenhagen, Denmark
08.18.2010
 
arrow 2010 2K BotPrize Contest
, Denmark
08.20.2010
 
arrow PAX Prime
Seattle, United States
09.03.2010
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Design Features

  Designing Combat Encounters In Uncharted 2 by Benson Russell [08.03.10]
Naughty Dog combat designer Benson Russell walks us through the combat design process at the acclaimed studio, breaking down iteration, team members involved, and how the tools pipeline hooks into workflow. [1]
Game Design
 
 
Taking Back Fallout by Chris Remo [08.02.10]
Obsidian Entertainment CEO Feargus Urquhart discusses design opportunities that have arisen developing Fallout: New Vegas, and how being one of the series original creators' affected his reaction to both Bethesda's game and this new endeavor. [11]
Game Design, Interview
 
Demiurge's Road To Creativity by Christian Nutt [07.30.10]
Demiurge Studios has gained a reputation as a reliable developer doing work-for-hire for larger studios like BioWare and Harmonix, but now the company has plans to break out -- studio director Albert Reed explains how it reached that juncture. [1]
Game Design, Interview
 
Addressing Conflict: Tension and Release in Games by John Rose [07.29.10]
John Rose of Nihilistic looks at the often utilized but under-discussed phenomenon of tension and release, and how games can build emotional involvement in players through intelligently crafted applications of this technique, which, in his argument, spans all art art forms. [8]
Game Design
 
Successful Playtesting In Swords & Soldiers by Jeroen van der Heijden [07.28.10]
Dutch usability research house Valsplat's Jeroen van der Heijden shares details and insights from playtesting Ronimo's popular WiiWare strategy title throughout its conversion to PlayStation Network. [3]
Game Design
  GDC 2010 Announces Meier Keynote, Major New Lectures
by Staff [01.27.10]
Game Developers Conference 2010 organizers have revealed a rare "psychology of game design" keynote from Civilization creator Sid Meier, also announcing major Assassin's Creed II and Mass Effect 2 talks for the March event.
PC, Console, Programming, Art, Audio, Design, Production
 
 
Emergent Incorporates Sundog Sky Effects Into Gamebryo LightSpeed
by Chris Remo [12.04.09]
Emergent's Gamebryo LightSpeed rapid prototyping tool, a development environment built on top of Emergent's multiplatform Gamebryo engine, now features sky and lighting tools provided by Sundog.
PC, Console, Art, Design
 
Xaitment Supports Parkinson's Research-Funding Zombie Game Experiment
by Danny Cowan [12.03.09]
Artificial intelligence service provider xaitment announced that its AI game tools will be used in the creation of The Zombie Game Experiment, a charity-driven game development project benefiting Parkinson's research.
PC, Serious Games, Programming, Design
  The right kind of carrot.
by Josh Bycer [08.03.10]
There is a right way and a wrong way to reward players with achievements and today I'm going to try to explain that.
Game Design
 
 
Sin & Punishment: Star Successor
by Ben Hopper [08.03.10]
Treasure's newest game isn't perfect, but it's still one of the best action games you'll play all year and their best effort since Ikaruga.
Game Design
 
Interactive Storytelling in Games: Introduction
by Roman Zimine [08.03.10]
An introduction to an upcoming series on storytelling in games.
Game Design
 
Bringing the Online Offline
by Aaron & Alex Leach [08.03.10]
A look at how ModNation Racers offers both online and offline players a robust experience, regardless of connectivity status, by maintaining the game's core identity in both components.
Game Design
 
A 'Saving Private Ryan' test for games?
by David Hughes [08.02.10]
This is a response to an interesting post over at Bitmob yesterday about comparing games to the film 'Saving Private Ryan'. In other words, does a game live up to the emotional impact--the lessons about violence--that such a great film accomplishes?
Game Design
  Sucker Punch Productions — Bellevue, WA, USA
[08.03.10]
Senior Game Designer
Senior Game Designer (inFAMOUS 2) Sucker Punch Productions is looking for a Senior Designer who has that rare ability to string together a handful of game mechanics into a cohesive mission that makes people’s palms sweat! We are looking for a tried and tested Designer who has carried significant design responsibility on successful, shipping titles. We need someone who sees the whole game, not just a piece or two of it.
Art / Animation, Executive / Management, Game / Level Designer / Creative Director, OTHER
 
 
Blizzard Entertainment — Irvine, CA, USA
[08.03.10]
Quest Designer/ Scripter, Diablo III
The Diablo 3 team is looking for a talented and experienced quest designer/scripter to join our crusade in developing top-quality computer games. Duties will include the creative design and technical implementation of quests and events. The ideal candidate will have proven experience in game design, a strong aptitude for critical thinking and analysis, outstanding people skills, boundless creativity, a strong visual aesthetic, and a longstanding passion for playing games.
Game / Level Designer / Creative Director, Programmer / Engineer
 
Blizzard Entertainment — Irvine, CA, USA
[08.03.10]
Senior Quest Designer/Scripter, Diablo III
The Diablo 3 team is looking for a talented and experienced senior quest designer/scripter to join our crusade in developing top-quality computer games. Duties will include the creative design and technical implementation of quests and events. The ideal candidate will have proven experience in game design, a strong aptitude for critical thinking and analysis, outstanding people skills, boundless creativity, a strong visual aesthetic, and a longstanding passion for playing games.
Game / Level Designer / Creative Director, Programmer / Engineer
 
Blizzard Entertainment — Irvine, CA, USA
[08.03.10]
Lead Level Designer, Starcraft II
The StarCraft II team is looking for a talented lead level designer with experience in developing top-quality, real-time strategy (RTS) computer games. Duties include working with a team of level designers, creating interesting and dynamic levels & mechanics, general game design, and leading team design meetings. The ideal candidate will have proven experience in both level and game design, outstanding "people" and leadership skills.
Game / Level Designer / Creative Director
 
Blizzard Entertainment — Irvine, CA, USA
[08.03.10]
Senior Game Designer, Starcraft II
The StarCraft II team is looking for a talented senior game designer with experience in developing top-quality, real-time strategy (RTS) computer games. Duties will include overseeing general game design, rules systems, play balance, interface design, and story. The ideal candidate has proven experience in game design, outstanding "people" and team communication skills, and an exceptional sense of what makes a game or level fun to play.
Game / Level Designer / Creative Director
 
Terminal Reality — Lewisville - Dallas/Fort Worth Area, TX, USA
[08.03.10]
Senior GUI Artist
Terminal Reality has joined forces with Microsoft and LucasArts to create an all-new Star Wars game for the revolutionary Kinect for Xbox 360. We’re searching for superstars to join our alliance! If you are a passionate, motivated, and experienced UI Artist/Designer, we want to talk to you.
Art / Animation, Executive / Management, Game / Level Designer / Creative Director, Producer / Director / Project Manager
 
Idol Minds — Louisville, CO, USA
[08.03.10]
Senior Game Designer
Idol Minds is an independent game developer for the PS3, XBox 360 and other consoles. We are ideally located in Colorado between Denver and Boulder next to the Rocky Mountains. Our company offers a relaxed and fun work environment, competitive salary, royalties, moving expenses, an amazing health and dental plan, and a generous 401k plan. Our location offers close proximity to countless outdoor and metropolitan activities.
Game / Level Designer / Creative Director
 
THQ, Kaos Studios — New York, NY, USA
[08.03.10]
Senior/Lead MP Level Designer
Kaos Studios is located in the heart of New York City and is mere blocks from the Empire State Building and the thrill of Midtown Manhattan. Along with the opportunity to live in one of the most exciting cities in the world, we create exciting titles like Frontlines: Fuel of War (PC/XBOX360) and our newest title Homefront! We also offer competitive salaries, comprehensive health benefits, and an excellent compensation package. Check us out at www.kaosstudios.com!
Game / Level Designer / Creative Director
 
Black Rock Studio — Brighton, SE, GBR
[08.03.10]
Studio Design Dept. Director

Game / Level Designer / Creative Director
 
Relic Entertainment — Vancouver, BC, CAN
[08.02.10]
Level Designer (3rd Person Action)
Award winning developer, Relic Entertainment, is looking for Level Designers with AAA console shooter experience for SPACE MARINE, our highly anticipated third person shooter for Xbox 360 and PS3. In this role, you will work as part of the level design team to create compelling level layouts and encounters using our in-house toolset.
Game / Level Designer / Creative Director