Category Archives: industry
An underlying explanation for why Zynga risks talent drain
By Yvette Wohn (cross-posted on yvettewohn.com) This NYT article talks about how the aggressive culture at Zynga may pressure employees to leave. In short, the article suggests that employees of Zynga are unhappy because of: Long work hours Quantitatively-driven progress
An underlying explanation for why Zynga risks talent drain
By Yvette Wohn (cross-posted on yvettewohn.com) This NYT article talks about how the aggressive culture at Zynga may pressure employees to leave. In short, the article suggests that employees of Zynga are unhappy because of: Long work hours Quantitatively-driven progress
Dunkin’ Donuts product placement in Sims Social
Dunkin’ Donuts seems to be doing a lot of product placement these days in different types of media. The movie Jack and Jill, featuring Adam Sandler, was basically a huge advertisement for Dunkin’ Donuts; the pastry company has also been
Dunkin’ Donuts product placement in Sims Social
Dunkin’ Donuts seems to be doing a lot of product placement these days in different types of media. The movie Jack and Jill, featuring Adam Sandler, was basically a huge advertisement for Dunkin’ Donuts; the pastry company has also been
“Angry Birds is a brand, not a game,” CMO of Rovio Mobile
“It’s all about the brand,” said Peter Vesterbacka, the “mighty eagle” of Rovio Mobile, the Finland-based company that has led the craze of Angry Birds. “We’re not a games company; we’re building a next-generation entertainment franchise.” Trying to piggyback on
“Angry Birds is a brand, not a game,” CMO of Rovio Mobile
“It’s all about the brand,” said Peter Vesterbacka, the “mighty eagle” of Rovio Mobile, the Finland-based company that has led the craze of Angry Birds. “We’re not a games company; we’re building a next-generation entertainment franchise.” Trying to piggyback on
Ideas for location-based games; a potential for social gamification
When Four Square came out, many people called it the beginning of location-based gaming. You may not think of Four Square as a game, but if you think about, it’s about visiting locations, rising in ranks based on your check-ins
Ideas for location-based games; a potential for social gamification
When Four Square came out, many people called it the beginning of location-based gaming. You may not think of Four Square as a game, but if you think about, it’s about visiting locations, rising in ranks based on your check-ins
Finally: A Black Female Protagonist in a Game
It is very rare to find a non-white female character as the main character in video games. Many studies of triple A titles (big budget games) have shown that women are rarely the mainly character (20% or less) and that
Finally: A Black Female Protagonist in a Game
It is very rare to find a non-white female character as the main character in video games. Many studies of triple A titles (big budget games) have shown that women are rarely the mainly character (20% or less) and that
Interview with Agustín Cordes – Designer of Scratches and Asylum
His debut Scratches, although produced under circumstances which might today be called very “indie” has been highly acclaimed by fans and critics. As he puts it, this adventure was a product of the vast amount of horror movies he used to watch as a kid. His Buenos Aires based studio Senscape is currently working on their upcoming chiller Asylum. In this interview he talks on how to put “gamey” stuff in a story, the flaws of Metal Gear solid and why it’s sometimes better to leave adventurers alone in the dark.
Interview with Agustín Cordes – Designer of Scratches and Asylum
His debut Scratches, although produced under circumstances which might today be called very “indie” has been highly acclaimed by fans and critics. As he puts it, this adventure was a product of the vast amount of horror movies he used to watch as a kid. His Buenos Aires based studio Senscape is currently working on their upcoming chiller Asylum. In this interview he talks on how to put “gamey” stuff in a story, the flaws of Metal Gear solid and why it’s sometimes better to leave adventurers alone in the dark.
Making social games truly social: Open Platform or Closed?
By Yvette Wohn Platform matters when it comes to social games, according to Dan Fiden, general manager of the San Francisco studio of Playfish. Speaking at the Casual Connect conference in Seattle, Fiden emphasized that what we generally call “social
Making social games truly social: Open Platform or Closed?
By Yvette Wohn Platform matters when it comes to social games, according to Dan Fiden, general manager of the San Francisco studio of Playfish. Speaking at the Casual Connect conference in Seattle, Fiden emphasized that what we generally call “social
Procedural generation as future of game design
This post was written by guest author Matthew Ericksen When it comes to video games, there are two fundamental coding styles each with their pros and cons. The style that is most often used in video games is to hard
Procedural generation as future of game design
This post was written by guest author Matthew Ericksen When it comes to video games, there are two fundamental coding styles each with their pros and cons. The style that is most often used in video games is to hard
Interview with Justin Karpel, composer of Time Fcuk
Play As Life caught up with Justin Karpel, composer for the indie game Time Fcuk. Q. First of all, congratulations on the new soundtrack! What was the process of composing for Time Fcuk like? A. It all happened within the
Interview with Justin Karpel, composer of Time Fcuk
Play As Life caught up with Justin Karpel, composer for the indie game Time Fcuk. Q. First of all, congratulations on the new soundtrack! What was the process of composing for Time Fcuk like? A. It all happened within the
Interview with Marc Gomez, Art Director of A Boy and His Blob
“A Boy and His Blob” (Wii, 2009), has been praised for its beautiful graphics and success in re-making the old game. Little is known, however, of Marc Gomez, Art Director of WayForward Technologies, who was responsible for the lyrical and
Interview with Marc Gomez, Art Director of A Boy and His Blob
“A Boy and His Blob” (Wii, 2009), has been praised for its beautiful graphics and success in re-making the old game. Little is known, however, of Marc Gomez, Art Director of WayForward Technologies, who was responsible for the lyrical and



