Read more of this story at Slashdot.
A panel of online luminaries - including Valve's Jason Holtman, Zynga's Brian Reynolds, BioWare's Ray Muzyka, Nexon's Min Kim, and Blizzard's Rob Pardo - discussed the new frontier of connected gaming. "If you're going to design a game that has multiplayer of some element of connected gameplay," said Pardo, "really understand what you want to get out of it. What you want out of that connectivity. Once you get into asynchronous connectivity, like you have ...
Oregon standout quarterback Jeremiah Masoli was suspended Friday for the upcoming season by coach Chip Kelly after pleading guilty to second-degree burglary in the theft of a pair of laptops and a guitar from a campus fraternity. Kelly also meted out punishment for running back LaMichael James and placekicker Rob Beard.
WB Games Inc. seeks a skilled game writer to work on a shared writing team. The writer should have game writing experience working directly with a development team, excellent dialogue writing skills, and the ability to collaborate and integrate feedback from the lead game designer as well as other development team members, other shared team writers, editors, and high level external writers.
This is an excellent opportunity for an experienced Game Producer to get in on the ground floor of a new, bold and innovative undisclosed project for the Pokémon brand! This role is responsible for managing the planning and production of an undisclosed game project for The Pokémon Company International. must possess good organizational skills, strong leadership skills, and have demonstrated exceptional production skills while in a similar role on at least two shipped PC or web games.
Maxis, a division of Electronic Arts, has managed development of the SimCity franchise, Sims and Sims2, and currently the Spore franchise. We're focused on delivering an innovative game experience that combines epic scope with player creativity. We tightly marry procedural content generation, solid game play, intuitive in-game editors and strong online community. Our studio is located in Emeryville, CA, just across the bridge from San Francisco.
Located in the Presidio of San Francisco, a national park, LucasArts offers sweeping views of the Golden Gate Bridge, and Alcatraz Island. We also have our own MoCap studio, onsite daycare, state-of-the-art movie theater, and a private gym. We're looking for the best and the brightest, both US and international candidates are welcome to apply. We want people who come to work every day with fresh ideas and the passion to make the killer games in our future.
As a Senior Engine Networking you will work closely with the Lead Engineer and the rest of your peers to develop state-of-the-art networking technology for the PS3, XBOX 360 and PC. Your domain will cover the networking components of the engine and your responsibilities will include both optimizations of current-gen systems and design and implementation of pivotal new technology. <br><br>
WB Games Chicago is looking for a video game software engineer to work on core technology for the Mortal Kombat franchise. As a software engineer in the KoreTech group, you will help us further extend and innovate key technology for our heavily modified Unreal 3.0 engine. You will utilize and extend your experience with a wide variety of engine tech, including memory management, animation, rendering, build tools, and more.
The Senior UI Artist works with a variety of team members to help design, create, implement and optimize UI assets for Console game titles. They are responsible for maintaining high visual fidelity, competitive aesthetics, logical menu flow, and presenting game information in a clear and understandable manner. The Senior UI artist must work with industry standard and our own proprietary tool set to ensure a high level of fit and finish to all UI elements
During the Nuovo session at GDC Friday, indie game developers who are known for pushing the boundaries of innovation shared ideas and development philosophies. And despite the fact that they share the label "indie," their views vary. Alexander Bruce, the developer behind the Unreal Engine 3-based "art game" Hazard: A Journey of Life, said that he hated art games, but somehow ended up making one himself. He offered his personal development philosophy, which is more ...
Read more of this story at Slashdot.