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Sponsored: Learn how to plan for performance and scale for multiplayer games in a free webinar  
by Staff [10.17.19]
Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost in this one-hour webinar!
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Call of Duty drops loot boxes in favor of battle passes in Modern Warfare  
by Alissa McAloon [10.17.19]
Past Call of Duty games have included loot boxes, a now-controversial monetization practice, but Modern Warfare publisher Activision says the latest game is taking a different approach.
Business/Marketing, Console/PC, Social/Online

Don't Miss: A 2012 look at the creation and launch of Alan Wake's American Nightmare 13
by Staff [10.17.19]
Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business/Marketing, Design, Console/PC

How Crows Crows Crows launches games multiple times for max marketing impact  
by Bryant Francis [10.17.19]
Crows Crows Crows marketing director has some advice for indies looking to boost their sales by creating multiple "launches" for their games.
Business/Marketing, Console/PC

A guide for devs to battle (and convert) their online haters 1
by Bryant Francis [10.16.19]
Hanna Fogelberg, CCO of Landfall Games, offers a guidebook for how developers can handle online haters based on the development of Totally Accurate Battle Simulator.
Business/Marketing, Console/PC

Riot will use League of Legends as springboard for deluge of new games  
by Chris Kerr [10.16.19]
League of Legends maker Riot Games will be upping the ante in the next couple of years, as it looks to compete in key genres and platforms with a deluge of new titles.
Business/Marketing, Production, Console/PC, Smartphone/Tablet, Video

Breaking the Crunch Cycle in the Video Game Industry  
by Antonio Torres [10.18.19]
The video game industry has a well-documented problem – known as ‘’crunch”. Crunch is status quo for the video game industry and just about every video game ever produced has required the sacrifice of countless hours of free time to meet deadlines

PixelCast 7, Pixels, Bears, and Sacrilegious Santa...  
by Jeremy Alessi [10.18.19]
n PixelCast 7, Jeremy hangs out at Pixels = Pints + Bytes for the latest PixelFest Devs meetup and chats with two local indies about their studios.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game events marketing walkthrough for service providers  
by Junxue Li [10.17.19]
We have attended many events this year, GDC, Game Connection,etc. Here in this article I sum up how to exploit all the features of the events, as a marketing person. I think it would be most useful for service providers (Data support, solution, art)
Business/Marketing, Art, Smartphone/Tablet

Kliuless #54: A Decade of LoL  
by Kenneth Liu [10.17.19]
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

Should your game be released on early access? 1
by Dan Smiley [10.17.19]
Let's say you're a small indie studio thinking about releasing your next game on early access. What production and business factors should you consider? This post looks into what you might want to think about when checking if early access is right for you
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

My 3 Year Journey to Create DON'T GIVE UP, a bare all Postmortem 4
by Tristan Barona [10.16.19]
I spent 3 years making my first commercial game, a 7 hour RPG that told a very charming and personal story. I reflect on my efforts, the emotional toll, what I could have done differently, share my release stats, and discuss why it was all worth it.
Business/Marketing, Production, Console/PC, Serious, Indie

Madison Wells Media — Los Angeles, California, United States
Social Media / Community Manager

Disbelief — Cambridge, Massachusetts, United States
Senior Programmer, Cambridge, MA
Senior Programmer

Insomniac Games — Burbank, California, United States
Sr. Project Manager
Insomniac Games - Sr. Project Manager

Wevr — Venice, California, United States
Senior Game Designer/Scripter (Blueprint, UE4)
Senior Game Designer/Scripter (Blueprint, UE4)

University of Exeter — Exeter, England, United Kingdom
Serious Games Developer

Square Enix Co., Ltd. — Tokyo, Japan
Experienced Game Developer

Big Red Button Entertainment — El Segundo, California, United States
Rigger, Technical Animator

Wargaming Sydney — Sydney, New South Wales, Australia
Senior C++ Engineer (Gameplay Programmer)

Wargaming Sydney — Sydney, New South Wales, Australia
Gameplay Programmer, C++ - Vehicle Physics

Wargaming Sydney — Sydney, New South Wales, Australia
Software Engineer (Automation)