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Blogs

Kevin Gliner's Blog   Expert Blogs

Kevin Gliner has been developing games since 1991 for publishers such as Microsoft, Activision and Electronic Arts, among others. He's built three videogame startups in addition to managing internal studios at Activision and Maxis. He's also personally designed over 15 titles for pc, console, web and mobile platforms and managed dozens more.  In addition, Kevin was one of the founding directors of the IGDA and sat on the advisory board for the Austin Game Conference.  Various writing on the subject of game design, startups and the industry in general can be found on his blog at http://pointlinesquare.com/.

Expert Blogs

Games Have An Attention Problem  Featured Blogs
Posted by Kevin Gliner on Tue, 19 Mar 2013 12:57:00 EDT in Business/Marketing, Design
Games compete for attention with other games, other media and interruptions from friends, family and work. To address this problem we have to start at the bottom: with the game's underlying mechanics.
Read More... | 12 Comments

Mid-Core Is Bullshit  Featured Blogs
Posted by Kevin Gliner on Thu, 07 Mar 2013 03:35:00 EST in Smartphone/Tablet, Social/Online, Design, Business/Marketing
Mid-core games, the industry's latest trend, fails to address the attention and engagement issues associated with casual and hardcore games.
Read More... | 13 Comments

   

Kevin Gliner's Comments

Comment In: Games Have An Attention Problem [Blog - 03/19/2013 - 12:57]

@Darren Tomlyn: You are correct ...

@Darren Tomlyn: You are correct that emergence is a property of all games as noted in the original post . My point, however, was not its presence but its prevalence. We tend to build games that are minimally emergent due to the way we design the underlying mechanics, or when ...

Comment In: Mid-Core Is Bullshit [Blog - 03/07/2013 - 03:35]

Matt Agnello: that 's a ...

Matt Agnello: that 's a great summary of the point I 'm trying to make, although I 'd say that midcore exists in this context only as an arbitrary assessment of engagement somewhere between casual and hardcore. And it becomes equally irrelevant as we develop, as you say, more flexible ...

   

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