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  • Invisible Walls [08.19.08]
  • img Hit points, repeat objects, and HUD interfaces can all break a player's sense of immersion in a video game. But do they necessarily? Luca Breda, in this adapted academic paper, argues that some of the things that theoretically disrupt game play are actually needed for an enjoyable player experience.
  • Working in Japan [08.14.08]
  • img Mark Cooke left the U.S. to pursue a game programming career at Guichi Suda’s (Suda51) Grasshopper Manufacture, a Japanese studio known for experimenting with stylistic boundaries in games. He explains how he set out on that course, targeting Grasshopper specifically as an employer, and what he’s had to do, linguistically, culturally, and vocationally, to pull it off.
  • In Tongues: Richard Garriott on In-Game Languages [08.12.08]
  • img To enrich a game world, developers need to ask not how much depth is in that world, but about how much depth the player can participate in. Richard Garriott, creator of Ultima and Tabula Rasa has some pointers on how to give the player more room for participation with an invented game language.
  • Ask the Experts: I'm Almost 30! Ack! [08.11.08]
  • img A late-20-something reader asks if he's too old to go back to school, learn game programming, and start making video games for a living. Fear not! The senior citizen discount doesn't start until you're at least 65 (though AARP will send you pamphlets sooner than that).

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