<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-30417736</id><updated>2011-12-12T10:44:57.242+08:00</updated><category term='How to be a Game Designer Right Now'/><category term='Zune Doh'/><category term='Game Industry'/><category term='How to Be a Game Designer'/><category term='Circus Games Funfair Party Commercial TV'/><category term='Passing of a Friend'/><category term='Asia Pacific'/><title type='text'>Observations and Ramblings from a Global Game Industry Executive...</title><subtitle type='html'>This blog is written by Eric Marlow.  He's a game industry and software development executive living and working in Asia.  This area contains miscellaneous ramblings, observations, and information about games, the game industry, technology, and life abroad.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>46</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-30417736.post-6383368919884987601</id><published>2011-12-12T09:39:00.000+08:00</published><updated>2011-12-12T10:44:57.250+08:00</updated><title type='text'>A Little Homage to the Wilhelm Scream and to Skyrim</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-bQN3_RMdGzY/TuVaJumHd3I/AAAAAAAAAEc/7pAnyXu8Uxk/s1600/Scream%2B2a.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="136" src="http://1.bp.blogspot.com/-bQN3_RMdGzY/TuVaJumHd3I/AAAAAAAAAEc/7pAnyXu8Uxk/s200/Scream%2B2a.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;a href="http://3.bp.blogspot.com/-jAIM-Idcrqo/TuVqlApQIXI/AAAAAAAAAE0/VZGN6BgE1zs/s1600/featherriverwila.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="145" src="http://3.bp.blogspot.com/-jAIM-Idcrqo/TuVqlApQIXI/AAAAAAAAAE0/VZGN6BgE1zs/s200/featherriverwila.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;I got a few chuckles from the latest meme surrounding Skyrim dialog.&amp;nbsp; I thought I would add something to the interwebs.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-6383368919884987601?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/6383368919884987601/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=6383368919884987601' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6383368919884987601'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6383368919884987601'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2011/12/little-hmage-to-wilhelm-scream-and-to.html' title='A Little Homage to the Wilhelm Scream and to Skyrim'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-bQN3_RMdGzY/TuVaJumHd3I/AAAAAAAAAEc/7pAnyXu8Uxk/s72-c/Scream%2B2a.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-1531548341610463456</id><published>2011-07-09T19:31:00.002+08:00</published><updated>2011-07-10T21:43:53.795+08:00</updated><title type='text'>Culture Clash - Alaskan State Patrol vs. Taiwanese Tourists</title><content type='html'>So I am watching National Geographic Channel the other day in Taiwan, and I had a major LOL moment.  I was watching the show about Alaska's State Troopers, and they had a story about chasing down a car that wouldn't pull over.  The troopers had their lights on and were trying to get the car to stop.  The car wasn't trying to run away, it just wouldn't stop.&lt;br /&gt;&lt;br /&gt;When the car finally did stop, the cops all had their guns drawn and yelled at the occupants to get out of the car.  Upon exit they were instructed to put their hands on their heads, etc. - standard stuff.  But their first clue should have been they didn't speak much English.  It was a family of Taiwanese in Alaska on vacation.&lt;br /&gt;&lt;br /&gt;For anyone who lives in Taiwan, you can understand exactly what happened.  In Taiwan, for some inexplicable reason, the cops drive around town with their lights on.  They just drive around at normal speed, but they rarely turn their lights off.  While I have yet to get a logical answer as to why they do this, it is assumed they do this to deter the criminal element.  Um, like if the lights aren't a warning and the bad guys would just stop what they are doing until the cops pass by :-p&lt;br /&gt;&lt;br /&gt;Anyway, these poor Taiwanese tourists didn't understand that in the US, when you see the lights you'd better pull over.  They are used to the Taiwan way, which is just to pay no attention (unless the siren comes on).  So it's easily understood why they didn't bother pulling over.&lt;br /&gt;&lt;br /&gt;Suffice to say that was the chuckle for the day...&lt;br /&gt;&lt;br /&gt;&lt;iframe width="525" height="349" src="http://www.youtube.com/embed/59ubyUygQXQ" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-1531548341610463456?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/1531548341610463456/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=1531548341610463456' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1531548341610463456'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1531548341610463456'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2011/07/culture-clash-alaskan-state-patrol-vs.html' title='Culture Clash - Alaskan State Patrol vs. Taiwanese Tourists'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/59ubyUygQXQ/default.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3175895308694612831</id><published>2011-01-05T07:57:00.002+08:00</published><updated>2011-12-12T10:03:13.888+08:00</updated><title type='text'>Silent Hill 8 E3 2010 Trailer</title><content type='html'>While a little late getting to my blog, I wanted to share with you some footage from our upcoming game Silent Hill 8 published by Konami.&amp;nbsp; While a work in progress it's easy to see how well things are coming along.&amp;nbsp; Great job guys!&lt;br /&gt;&lt;br /&gt;&lt;object height="385" width="500"&gt;&lt;param name="movie" value="http://www.youtube.com/v/BS7xj78t4dk?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/BS7xj78t4dk?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3175895308694612831?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3175895308694612831/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3175895308694612831' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3175895308694612831'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3175895308694612831'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2011/01/silent-hill-8-e3-2010-trailer.html' title='Silent Hill 8 E3 2010 Trailer'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-8938387763409082268</id><published>2010-12-30T09:19:00.003+08:00</published><updated>2011-01-04T21:39:09.518+08:00</updated><title type='text'>What Eric's Playing</title><content type='html'>Anyone who has checked out my blog has probably noticed a list of game on the right side of the site.&amp;nbsp; This is my "What Eric's Playing" list.&amp;nbsp; I started to compile the list sometime after I started this blog, so obviously it's not my entire history of games played, but it at least gives you a snapshot of what I have been playing for the last couple of years.&lt;br /&gt;&lt;br /&gt;I believe anyone in the industry should be playing games.&amp;nbsp; I've heard a number of times how people "don't have time to play", or "nothing interests me", or worse yet "I play games all day at work, when I come home I don't want to play anymore".&amp;nbsp; While it's easy to understand that life happens and things can get in the way of a good gaming session, I will never understand someone who is a responsible party in the industry can't find time to enjoy games for game's sake.&lt;br /&gt;&lt;br /&gt;This is tantamount to someone in the fashion industry not wearing fashionable clothes, or someone who makes movies for a living and doesn't watch movies.&amp;nbsp; I am not suggesting that plumbers plumb on their days off, or a truck driver who&amp;nbsp;wants to drive just for fun.&amp;nbsp; We are in a creative industry, one that is market driven, and what we do has to be relevant to people you may not fully understand or relate to.&amp;nbsp; We must play games to understand them.&amp;nbsp; We have to play games to know what may be fun.&amp;nbsp; Of course it's better if you can actually enjoy yourself while you are playing, but at the very least I believe it's important to examine games&amp;nbsp;systematically so you can understand what may make&amp;nbsp;them work or fail in the marketplace.&lt;br /&gt;&lt;br /&gt;Playing games, especially English language games, isn't as easy as one may think while living in Asia.&amp;nbsp; Some locations aren't too bad - I found it easy to&amp;nbsp;find the latest games in the Philippines and Singapore.&amp;nbsp; It's great that the new releases come out roughly the same time as they do in the US, and the prices are competitive, if not a little cheaper in some instances.&amp;nbsp; Living in Taiwan, Korea, Hong Kong, or China is problematic though.&amp;nbsp; The games are localized for the market, and that doesn't include English.&amp;nbsp; Thank goodness for Amazon.&lt;br /&gt;&lt;br /&gt;I offer my games list here as a way of not only seeing what I am playing, but also what interests me personally.&amp;nbsp; You can see my family game inclinations from some of the games on my list, but you can see the more hard core games for after-hours play.&amp;nbsp; Yes, there are a few work games in there, and a few that I selected because I thought they were important enough to examine from a market perspective.&amp;nbsp; But I will continue to love my personal game time as I love the industry and it's extremely exciting to be developing entertainment like this.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-8938387763409082268?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/8938387763409082268/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=8938387763409082268' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/8938387763409082268'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/8938387763409082268'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/12/keeping-it-updated-what-erics-playing.html' title='What Eric&apos;s Playing'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-5514163988325958610</id><published>2010-10-15T09:43:00.001+08:00</published><updated>2011-01-04T21:43:39.837+08:00</updated><title type='text'>Here's a New Aragorn's Quest Video - More Gameplay :-)</title><content type='html'>Congrats to the entire team at Headstrong and Kuju Manila for their efforts in putting together this increadible game!&lt;br /&gt;&lt;object height="385" width="500"&gt;&lt;param name="movie" value="http://www.youtube.com/v/SG238sdxnyk?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/SG238sdxnyk?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-5514163988325958610?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/5514163988325958610/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=5514163988325958610' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5514163988325958610'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5514163988325958610'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/10/heres-new-aragorns-quest-video-more.html' title='Here&apos;s a New Aragorn&apos;s Quest Video - More Gameplay :-)'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-1739479740532040333</id><published>2010-09-21T08:29:00.000+08:00</published><updated>2010-09-21T08:29:49.772+08:00</updated><title type='text'>Happy Moon/Mid-Autumn Festival!</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;To everyone in Taiwan, China, or of Chinese ancestry, Happy Moon/Mid-Autumn Festival!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;If you are unfamiliar with this holiday, a little primer is &lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Mid-Autumn_Festival"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;HERE&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Enjoy :-)&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-1739479740532040333?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/1739479740532040333/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=1739479740532040333' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1739479740532040333'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1739479740532040333'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/09/happy-moonmid-autumn-festival.html' title='Happy Moon/Mid-Autumn Festival!'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-4322441391395915655</id><published>2010-09-13T15:49:00.001+08:00</published><updated>2011-01-04T21:47:11.889+08:00</updated><title type='text'>Some More Aragorn's Quest Video Goodness</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Here are some behind-the-scenes videos on the voice over work for Lord of the Rings: Aragorn's Quest.&amp;nbsp; John-Rhys Davies and Sean Astin lend there voices to the game as viewed in this interview.&amp;nbsp; Enjoy :-)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;&lt;object height="340" width="500"&gt;&lt;param name="movie" value="http://www.youtube.com/v/5QjmcHxB7Mg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/5QjmcHxB7Mg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-4322441391395915655?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/4322441391395915655/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=4322441391395915655' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/4322441391395915655'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/4322441391395915655'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/09/some-more-aragorns-quest-video-goodness.html' title='Some More Aragorn&apos;s Quest Video Goodness'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3655206976318722929</id><published>2010-08-30T11:38:00.003+08:00</published><updated>2010-08-30T11:43:25.285+08:00</updated><title type='text'>Lord of the Rings: Aragorn's Quest (NDS/PS2/PS/Wii) - Launch Trailer</title><content type='html'>Here is yet another game we helped to develop.&amp;nbsp; It'll be out Sept 19th!&amp;nbsp; Enjoy :-)&lt;br /&gt;&lt;br /&gt;&lt;object height="340" width="500"&gt;&lt;param name="movie" value="http://www.youtube.com/v/c7XE6cCgG0w?fs=1&amp;amp;hl=en_US&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/c7XE6cCgG0w?fs=1&amp;amp;hl=en_US&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3655206976318722929?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3655206976318722929/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3655206976318722929' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3655206976318722929'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3655206976318722929'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/08/lord-of-rings-aragorns-quest-launch.html' title='Lord of the Rings: Aragorn&apos;s Quest (NDS/PS2/PS/Wii) - Launch Trailer'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-7784458121054309373</id><published>2010-08-30T11:03:00.005+08:00</published><updated>2010-08-30T11:41:48.602+08:00</updated><title type='text'>Burn Zombie Burn (PC/Steam) - Launch Trailer</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Here's another game&amp;nbsp;our studio helped to&amp;nbsp;develop.&amp;nbsp; Enjoy :-)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="340" width="500"&gt;&lt;param name="movie" value="http://www.youtube.com/v/oiZGNEIV1vg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/oiZGNEIV1vg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-7784458121054309373?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/7784458121054309373/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=7784458121054309373' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7784458121054309373'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7784458121054309373'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/08/burn-zombie-burn-pcsteam-launch-trailer.html' title='Burn Zombie Burn (PC/Steam) - Launch Trailer'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-7400462150202284782</id><published>2010-08-30T10:59:00.003+08:00</published><updated>2010-08-30T11:50:40.382+08:00</updated><title type='text'>Top Gun (PSN) - Launch Trailer</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Here's the launch trailer for a game our studio helped to develop.&amp;nbsp; Enjoy :-)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;&lt;object height="385" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/dwtEMI6o4OA?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/dwtEMI6o4OA?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-7400462150202284782?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/7400462150202284782/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=7400462150202284782' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7400462150202284782'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7400462150202284782'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/08/top-gun-psn-footage.html' title='Top Gun (PSN) - Launch Trailer'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-7172791569235272106</id><published>2010-08-30T10:40:00.005+08:00</published><updated>2010-09-02T16:10:30.978+08:00</updated><title type='text'>Formula for Naming Games in Taiwan</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;I've noticed a great number of things about games and gamers here in Asia, but one thing is clear - if you want a successful game in Taiwan, naming it is easy.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Step 1 - take any combination of characters that discribe emporers, princes, princesses, dynastic period, etc, and add the word "ONLINE".&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Step 2 - there is no step 2.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial;"&gt;&lt;em&gt;(Note: hot girls certainly add to the effect, but they are more the exception rather than the&amp;nbsp;rule in commercials - unless you are promoting a dancing/friendship game where being cute helps.&amp;nbsp; Typically the commericals will consisist of pretty nice rendered cut scenes with a few seconds of pretty low-res in-game MMO footage).&lt;/em&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;&lt;object height="385" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xJsnkG3qL6g?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/xJsnkG3qL6g?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-7172791569235272106?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/7172791569235272106/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=7172791569235272106' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7172791569235272106'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7172791569235272106'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/08/formula-for-naming-games-in-taiwan.html' title='Formula for Naming Games in Taiwan'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-5478901506239229561</id><published>2010-08-30T09:17:00.003+08:00</published><updated>2010-08-30T09:34:31.582+08:00</updated><title type='text'>Designing Characters - the Square Enix Way...</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Although posted a few years back, I was recalling some of the nuances of developing art in Asia.&amp;nbsp; While Japanese companies like Square Enix have this method down pat, other regional countries tend to emulated the styles (if not preferences) in their art as well.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;The original article is posted &lt;/span&gt;&lt;a href="http://checkyourhud.com/how-to-design-a-character-the-square-enix-way/"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;HERE&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt; (warning: wear a flame retardant suit if you wish to post there.&amp;nbsp; Obviously the humor was lost on many of those who replied).&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_kH_EbOgzqUg/THsEu6QHNII/AAAAAAAAACQ/WupyrMUX54A/s1600/squenix-character-design_big.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;&lt;img border="0" ox="true" src="http://4.bp.blogspot.com/_kH_EbOgzqUg/THsEu6QHNII/AAAAAAAAACQ/WupyrMUX54A/s320/squenix-character-design_big.jpg" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Beyond the chuckle (truth) factor for those of use tasked with design art in Asia, the reality is that one must understand the&amp;nbsp;target audience to make games that are readily accepted beyond the country from which you are making it.&amp;nbsp; This applies not only to art, but game design as well.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-5478901506239229561?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/5478901506239229561/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=5478901506239229561' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5478901506239229561'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5478901506239229561'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/08/designing-characters-square-enix-way.html' title='Designing Characters - the Square Enix Way...'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_kH_EbOgzqUg/THsEu6QHNII/AAAAAAAAACQ/WupyrMUX54A/s72-c/squenix-character-design_big.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-6167588182343560417</id><published>2010-07-29T16:56:00.016+08:00</published><updated>2010-08-30T09:33:25.262+08:00</updated><title type='text'>Overused and Trendy Words</title><content type='html'>&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Those of you who know me realize that I am prone to the occasional rant. I've avoided doing so here as I thought I would keep this blog relatively uncluttered. But every once in a while I get a little perturbed when I see things that seem to occur out of fashion or trendiness. I am speaking here of the overuse in the selection of certain words, to the point in which they become annoying.&lt;/span&gt; &lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Possibly you have noticed this too. A media outlet will start to use a word over and over. Culturally the word seems to pick up steam in terms of its use, to the point of being used to exhaustion. The writer seems to inject the word inappropriately, or even writes their headlines with the sole purpose of using the word. If you are a voracious reader like I am, you tend to notice patterns in language. And and if you do it long enough, you can see some words fall in and out of favor.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;I am not talking about certain fashionable words, such as "eco-friendly", or "green". Those topics tend to populate the news these days, and as such we need language to describe them. And I am not talking about cliches such as "think outside the box". They can be annoying to, but I guess as a former management consultant I have used my share. I am talking here about the use of written words for the sake of the word only.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;So this is my list. It is by no means exhaustive, but I may come back from time to time and update with more words I see being overused in the media:&lt;/span&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;"&lt;/span&gt;&lt;a href="http://www.thefreedictionary.com/row"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Row&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;" - I am talking about the definition of "noisy dispute or quarrel; commotion" (see defintion #3). News editors love to use this in a headline, such as "Mike Jagger in a Row with Keith Richards". I am guessing that editors love this word because of its economical size, but it's just odd they want to use a word that falls outside the common spoken vernacular. CNN online would regularly use this one, and sometimes I could spot it in different headlines over the same week.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;"&lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Cover_version"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Cover&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;" - this is a word where I started to notice this trend. Although apparently the word was originally coined in the 60s, it didn't fall into prominence until the 90s. It continues to be overused to this day. This band does a cover of that band's songs. Bleh.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;"Re-imagine" or "Reboot" - most commonly associated with movie properties that have lost their way, these words have become synonymous with big budget Hollywood studios giving way too much control to producres and directors who have no appreciation with their source material. Sometimes having the ability to change something doesn't necessarily mean you should (&lt;/span&gt;&lt;a href="http://www.imdb.com/name/nm0110483/"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;Barbara Broccoli&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt; and &lt;/span&gt;&lt;a href="http://www.imdb.com/name/nm0009190/"&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt;JJ Abrams&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family: Arial, Helvetica, sans-serif;"&gt; I hope you are listening!).&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-6167588182343560417?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/6167588182343560417/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=6167588182343560417' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6167588182343560417'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6167588182343560417'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/07/overused-and-trendy-words.html' title='Overused and Trendy Words'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-1297089735864122060</id><published>2010-04-29T06:04:00.004+08:00</published><updated>2010-04-29T06:05:08.539+08:00</updated><title type='text'>Perils of Localization</title><content type='html'>Thought I would pass on a humorous (but stranglely true) comic that was posted over at &lt;a href="http://nerfnow.com/"&gt;Nerfnow.com&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_kH_EbOgzqUg/S9iwuBWjuUI/AAAAAAAAACI/ncD971rG-gs/s1600/289.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://2.bp.blogspot.com/_kH_EbOgzqUg/S9iwuBWjuUI/AAAAAAAAACI/ncD971rG-gs/s400/289.jpg" tt="true" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-1297089735864122060?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/1297089735864122060/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=1297089735864122060' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1297089735864122060'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1297089735864122060'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/04/perils-of-localization.html' title='Perils of Localization'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_kH_EbOgzqUg/S9iwuBWjuUI/AAAAAAAAACI/ncD971rG-gs/s72-c/289.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-2008758996014111658</id><published>2010-04-21T16:19:00.004+08:00</published><updated>2010-04-24T07:50:22.545+08:00</updated><title type='text'>1GB Fiber for $26??  Sheesh...</title><content type='html'>In Hong Kong right now.... Surfing the net.   An article catches my eye...&lt;br /&gt;&lt;br /&gt;Over at Tom's Hardware they have a new article "&lt;a href="http://www.tomshardware.com/news/fiber-broadband-internet-connection-google,10225.html"&gt;Who has the Fastest, Cheapest Internet in the World&lt;/a&gt;"&lt;br /&gt;&lt;br /&gt;Included in that article are reference that further caught my eye because I am here in Hong Kong - City Telecom is apparently offering 1GB broadband for &lt;a href="http://arstechnica.com/tech-policy/news/2010/04/1gbps-symmetric-fiber-us26-in-hong-kong.ars?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=rss"&gt;$26/month&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Although I am enjoying my 10MB (99.98% uptime!!) broadband in Taiwan, I certainly would enjoy taking a look at 1GB, even just for a while ;-)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-2008758996014111658?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/2008758996014111658/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=2008758996014111658' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2008758996014111658'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2008758996014111658'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/04/1gb-fiber-for-26-sheesh.html' title='1GB Fiber for $26??  Sheesh...'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-7180709627971795700</id><published>2010-03-11T11:28:00.014+08:00</published><updated>2010-03-11T11:47:46.601+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Circus Games Funfair Party Commercial TV'/><title type='text'>Circus Games / Funfair Party Commericals</title><content type='html'>&lt;span style="font-family: Verdana, sans-serif;"&gt;I was recently&amp;nbsp;searching&amp;nbsp;the 'net and found some&amp;nbsp;ads of Circus Games&amp;nbsp;/ Funfair Party - made by Kuju Manila.&amp;nbsp; Some were produced for the web, while others actualy made it to the TV as full blown commericals.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;object height="340" width="560"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ymV_5hw55Ao&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ymV_5hw55Ao&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="410" height="248"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"&gt;&lt;em&gt;&lt;span style="font-family: Verdana, sans-serif; font-size: x-small;"&gt;In the one above the video of Circus Games is about half-way through.&lt;/span&gt;&lt;/em&gt;&lt;/div&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;object height="386" width="480"&gt;&lt;param name="movie" value="http://www.dailymotion.com/swf/x7ov9h"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.dailymotion.com/swf/x7ov9h" width="410" height="248" allowfullscreen="true" allowscriptaccess="always"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;em&gt;&lt;span style="font-family: Verdana, sans-serif; font-size: x-small;"&gt;This is a TV commercial that originally aired in the UK.&lt;/span&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-7180709627971795700?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/7180709627971795700/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=7180709627971795700' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7180709627971795700'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7180709627971795700'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/03/circus-games-funfair-party-commericals.html' title='Circus Games / Funfair Party Commericals'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-8373035015279646790</id><published>2010-03-11T10:14:00.002+08:00</published><updated>2010-04-24T07:46:34.322+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Zune Doh'/><title type='text'>Major DOH! Moment... :-(</title><content type='html'>&lt;div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_kH_EbOgzqUg/S5hR8EZt9FI/AAAAAAAAACA/do7mLnewjEg/s1600-h/IMG_2638.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://4.bp.blogspot.com/_kH_EbOgzqUg/S5hR8EZt9FI/AAAAAAAAACA/do7mLnewjEg/s200/IMG_2638.jpg" vt="true" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;I had a major DOH! moment yesterday. I found out my Zune 16GB had the glass cracked pretty significantly. I know exactly what happened - I had put the player in my briefcase along with my netbook, and then took the briefcase out for a few hours. Even though I had not really jostled the briefcase around, I guess the corner of the netbook was able to connect with the plastic screen of the Zune. Ouch.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;Unfortunately it appears the Microsoft does not repair this item any more. With the release of the Zune HD this smaller form factor isn't being made anymore, and all the previous Generation 2 players are drying up at retail. I really think that's a bad move, as this smaller size is really appealing to those wanting something they can easily carry and tuck away. I used it a lot when I am running - the larger HDs are just too big for that...&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;Anyway, I'm lucky that the player still works :-p I'll just have to live with my stupidity until the glass falls off or Microsoft gets wise and produces a form factor you can carry in the palm of your hand.&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;Update (04-24-10) Props to Microsoft.  While cosmetically the player is thrashed, my Doh! moment hasn't affected the player one bit.  Still waiting for MS to come out with a smaller form factor in their digital music player line of products...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-8373035015279646790?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/8373035015279646790/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=8373035015279646790' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/8373035015279646790'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/8373035015279646790'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/03/major-doh-moment.html' title='Major DOH! Moment... :-('/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_kH_EbOgzqUg/S5hR8EZt9FI/AAAAAAAAACA/do7mLnewjEg/s72-c/IMG_2638.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-627983858754146094</id><published>2010-03-09T18:39:00.012+08:00</published><updated>2011-03-04T08:14:17.087+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Game Industry'/><category scheme='http://www.blogger.com/atom/ns#' term='Asia Pacific'/><title type='text'>Creating A Game Development Industry from the Ground Up</title><content type='html'>&lt;span style="font-family: Verdana, sans-serif;"&gt;I was going through some of my files and I ran across this presentation. I originally gave this at the &lt;a href="http://www.gc-asia.sg/"&gt;Games Convention Asia&lt;/a&gt; in September 2007, but the material is still quite current and relevant. The presentation illustrates some of our discoveries as well as relays to other burgeoning game industries and culture what may be required to start one down the right path.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe src="https://docs.google.com/present/embed?id=dxw6rt5_27fr9j4qzh" frameborder="0" width="410" height="342"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Verdana, sans-serif;"&gt;I'd enjoy hearing comments from those of you with similar experiences or those of you who have questions regarding the state of game development in the Philippines or Asia Pacific. Enjoy!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: Trebuchet MS;"&gt;&lt;em&gt;Note: the presentation was written during the Matahari Studio days - prior to the Kuju acqusition.&lt;/em&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-627983858754146094?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/627983858754146094/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=627983858754146094' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/627983858754146094'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/627983858754146094'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2010/03/creating-game-development-industry-from.html' title='Creating A Game Development Industry from the Ground Up'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-1017941560197577063</id><published>2009-12-17T15:34:00.002+08:00</published><updated>2009-12-17T15:36:21.094+08:00</updated><title type='text'>Industry Insider - Version 2.5</title><content type='html'>&lt;span style="font-size:130%;"&gt;What Does It Really Take…?&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;I have always been interested in responding to questions from those of you who read my column. I received an email recently from a reader wanting to know more about getting into game development, and what he needed to do to demonstrate his capabilities. I was encouraged by this email in that one of the first things you can do to start your game career is to take it upon yourself to ask the question “what does it really take to get me in the door of a game development company”.&lt;br /&gt;&lt;br /&gt;By asking this question, you set yourself down the road of discovery. But obviously asking the question is just the first step. Any further steps along this road will require an extreme amount of passion and perseverance. While it’s true for any career, it’s exceedingly true for game development - you must demonstrate your value by doing more than just attending courses and expecting a job to be handed to you. It just doesn’t work that way in the real world.&lt;br /&gt;&lt;br /&gt;The real world is full of hustle, research, passion, knowledge, and maturity. Without these qualities you won’t get very far.&lt;br /&gt;&lt;br /&gt;So in practical terms, what does this mean if you are considering a career in game development? Partly it depends on where you are in your career right now. If you are in high school or just starting college, the biggest thing you can do is to seek out courses that will provide you with the raw knowledge of the tools and techniques of game development. Artists can take multimedia, animation and/or CG courses. Programmers can take programming languages such as C++, C#, and possibly Java. As you move forward in your college curriculum, look for courses that allow you to put all the pieces together, such as game development or game design. Finishing off your college years can be topped off by offering a thesis on a game development-related subject.&lt;br /&gt;&lt;br /&gt;If you are a career shifter and want to consider game development now, the process is not so straight-forward. While much credit can be given to those who have already started to establish a solid career in a similar but related field (business programming, architecture, or possibly television/films) you will have to do some work on your own – either look for university courses in game development or do a lot of self-study by joining internet game development groups, or even possibly the local chapter of the International Game Developers Association (IDGA) at www.idga.org.&lt;br /&gt;&lt;br /&gt;But the biggest thing that anyone can do is to develop a portfolio. There is no greater demonstration of capabilities and your willingness to overcome what you may not have had the opportunity to learn in school or on another job. This is your one big chance to show off your stuff. If you are an artist, try to come up with a reel that shows off your best talent. Be it animation, 3D models, or even 2D texturing, all are appropriate for a demo reel. Concentrate on your strengths – not everyone can be an animator. Show what went into the creation process as part of your reel – any concept drawings, and pay particular attention to how many polygons are included in the model. Show any unwrapped textures as well, as well as the UV maps too.&lt;br /&gt;&lt;br /&gt;If you are a programmer, then build your demo game. I would suggest using a free game engine and start from there, but if you are feeling particularly sporty you can build your renderer from the ground up. Don’t worry too much about “programmer art”. If you have a helpful artist friend, then bonus! But most savvy companies can look past the lack of artistic content to the gist of gameplay and code.&lt;br /&gt;&lt;br /&gt;And if you fancy yourself to be a game designer, then go out and BUILD SOME LEVELS! There are a number of ways to show off your design talent, but there is no better way than to have something interactive to show off during your job interviews. Last month’s insider talked a lot about game design, so pick up a copy of the previous issue and get to it!&lt;br /&gt;&lt;br /&gt;I can’t stress strongly enough that it will be unlikely that you would be considered for a position in a game company without some level of investment on your part. Investing in yourself is certainly the best investment you can make, so go forth and demonstrate!&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Eric Marlow is President and Studio Head for Kuju Manila, Inc. Please feel free to drop an email with any questions you may have. Space permitting we’ll answer your questions in upcoming editions. You can reach him at theinsider@octobereighty.com. Game On!&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-1017941560197577063?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/1017941560197577063/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=1017941560197577063' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1017941560197577063'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1017941560197577063'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2009/12/industry-insider-version-25.html' title='Industry Insider - Version 2.5'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-2081318223713695816</id><published>2009-12-17T15:16:00.014+08:00</published><updated>2009-12-17T15:34:06.768+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='How to Be a Game Designer'/><title type='text'>Industry Insider - Edition 2.4</title><content type='html'>&lt;span style="font-size:130%;"&gt;How to Be a Game Designer&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;Becoming a game designer in a proper game company is one of the most elusive positions ever created. Very few universities offer game design curricula, and most are located overseas. Few game designers are hired strait out of college. And determining what makes a good game designer is quite subjective. While a number of rules can be laid out (see &lt;a href="http://www.theinspiracy.com/400_project.htm"&gt;The Inspiracy&lt;/a&gt;) , much of what is considered game design is artistic in nature, and after all - beauty is in the eye of the beholder.&lt;br /&gt;&lt;br /&gt;First things first: game development is not game design. Game development, or as it’s sometimes called “game production”, seem to be the all-inclusive words these days for anything to do with the creation of games. Certainly game design is a part of game development. But making games also includes art, coding, management, QA, localization, and a host of other areas suited to specific platform requirements. And game design is not just simply creating in-game characters. Game characters may be the sexy part of game design, but when you think about how much goes into a game these days, you realize that the characters make up only a small part of any game world.&lt;br /&gt;&lt;br /&gt;While there may be several definitions, game design (as described by a recent article by Michael Dawson) can be thought of simply as:&lt;br /&gt;&lt;br /&gt;• Mechanics - rules and procedures; when followed, they produce what most people call "gameplay"&lt;br /&gt;• Story - dramatic elements that usually provide a rationale for the mechanics, but are not part of the mechanics themselves&lt;br /&gt;• Aesthetics - visual, aural, and tactile manifestations of a game; what you see, hear, and touch&lt;br /&gt;&lt;br /&gt;So in learning the craft of game design, how does one go about educating one’s self if there are no established courses in school? Well, let’s get one thing strait – even if you were to take game design from a well-regarded university like Full Sail or Digipen, you will still need to do a tremendous amount of self-study. You must be MOTIVATED to dive into the creation of your own games, and this will require you to just start learning the craft by experimentation.&lt;br /&gt;&lt;br /&gt;Have you ever played a board game? I am sure at some point you’ve played Monopoly, Trivial Pursuit, or maybe even Dungeons and Dragons. Each of these games has rules, some of which you might like to modify. Simply put – take a game that you already know something about and modify it. Monopoly has been redone so many times – a quick check of Hasbro’s website show at least 42 version of Monopoly – and those are the ones still in production! Maybe you can make a Philippines or Manila-specific version of Monopoly? If you did, how would you customize the game for the local market? I call the Jeepney!&lt;br /&gt;&lt;br /&gt;Once you’ve got the hang of a paper-based or board game, then I would suggest you move to the digital world. Try to create a level in your favorite computer game. Most popular first person shooters and even some real time strategy games have either in-game world building tools, or 3rd party level builders. Some games like Roller Coaster Tycoon or Little Big Planet on the PS/3 have in-game level building tools and you can even upload your creations to share with your friends.&lt;br /&gt;&lt;br /&gt;When you jump into game design in this way you start to see how tough, but how rewarding game design is. As soon as you and your friends start to play your creations you will find out very quickly what works and what doesn’t.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Eric Marlow is President and Studio Head for Kuju Manila, Inc. Please feel free to drop an email with any questions you may have. Space permitting we’ll answer your questions in upcoming editions. You can reach him at theinsider@octobereighty.com. Game On!&lt;/em&gt;&lt;a href="http://www.theinspiracy.com/400_project.htm"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-2081318223713695816?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/2081318223713695816/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=2081318223713695816' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2081318223713695816'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2081318223713695816'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2009/12/industry-insider-edition-24.html' title='Industry Insider - Edition 2.4'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3372429802823459887</id><published>2009-08-12T15:44:00.007+08:00</published><updated>2009-08-12T15:58:56.769+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='How to be a Game Designer Right Now'/><title type='text'>How to be a Game Designer Right Now</title><content type='html'>&lt;span style="font-family:arial;"&gt;I thought I would pass on a good article from Michael Dawson. Entitled &lt;/span&gt;&lt;a href="http://gamecareerguide.com/features/755/sponsored_feature_how_to_be_a_.php"&gt;&lt;span style="font-family:arial;"&gt;How to be a Game Designer Right Now&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;, it's full of a number of insightful statements:&lt;br /&gt;&lt;br /&gt;"If you ask two game developers what a game designer does, you'll likely get three different answers. So while the issue can be of great debate, I'll define what a game designer does simply as the act of communicating how a game should work. There are a number of different game components that a designer must consider when describing how a game works. These include:&lt;br /&gt;&lt;/span&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-family:arial;"&gt;Mechanics - rules and procedures; when followed, they produce what most people call "gameplay"&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:arial;"&gt;Story - dramatic elements that usually provide a rationale for the mechanics, but are not part of the mechanics themselves&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:arial;"&gt;Aesthetics - visual, aural, and tactile manifestations of a game; what you see, hear, and touch"&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;em&gt;&lt;/em&gt;&lt;/p&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3372429802823459887?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3372429802823459887/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3372429802823459887' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3372429802823459887'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3372429802823459887'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2009/08/how-to-be-game-designer-right-now.html' title='How to be a Game Designer Right Now'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3932445426735199237</id><published>2009-07-09T14:56:00.002+08:00</published><updated>2009-07-09T15:02:58.944+08:00</updated><title type='text'>Industry Hopefuls: Prepare Intelligently!</title><content type='html'>I found a great article by Lewis Pulsipher entitled "Industry Hopefuls: Prepare Intelligently!".  I thought it might be of use to those of you who are contemplating game development as a career.&lt;br /&gt;&lt;br /&gt;You can find it here: &lt;a href="http://gamecareerguide.com/features/757/features/757/industry_hopefuls_prepare_.php?page=1"&gt;Industry Hopefuls: Prepare Intelligently!&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Some of the more interesting points he makes:&lt;br /&gt;&lt;br /&gt;"When you learn game design, learn game design, not game production"&lt;br /&gt;&lt;br /&gt;"I recall one student, 27 years old, who said after a three-day break from classes that he'd played games for forty hours during that break. That may be fun, but it won't help you get where you want to go -- in a practical sense, it's a waste of time! I encounter far too many people who think that playing games is a path into the game industry."&lt;br /&gt;&lt;br /&gt;"Make something, don't just talk about making something. If you do that, and you have some talent, everything else will fall into place, sooner or later."  Basicually what this means is that you should not just wish you were making games for living, but you should do something about it.  Show your initiative and drive by studying on your own and creating something you can demo to prospective employers.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3932445426735199237?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3932445426735199237/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3932445426735199237' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3932445426735199237'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3932445426735199237'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2009/07/industry-hopefuls-prepare-intelligently.html' title='Industry Hopefuls: Prepare Intelligently!'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3382500808637271418</id><published>2009-06-03T16:20:00.000+08:00</published><updated>2009-06-03T16:21:03.241+08:00</updated><title type='text'>Industry Insider - January 2009</title><content type='html'>Come on in, the Water’s Warm!&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;Graduation season is upon us, and some of you might be contemplating what you may do next.  If you are a graduating high school student, then you may want to consider what lies ahead for you as you continue your education.  If you a university senior, then it’s high-time to get out there and get a job!  In either realm, did you know that you can make games for a living, and get paid well for doing it?  If making games for a living interests you, then read on!&lt;br /&gt;&lt;br /&gt;Prior to 2000, there wasn’t much opportunity in the Philippines for people interested in doing game development.  Slowly over the years the number of companies has increased, and now there are at least 15 viable companies that are located here in the Philippines that are doing some kind of game development.  Each one of these companies tends to focus on a different kind of development, and knowing what is out there may help you choose a path toward gaming goodness!&lt;br /&gt;&lt;br /&gt;Are you artistic?  Colorful?  Creative?  Do you like to draw or use a computer to Photoshop pictures?  Do you like to draw comics or make your own animated films?  Then you might be interested to know that there are many opportunities for you to join the ranks of game artists.  Whether you focus on 2D style drawings or you have jumped into the world of 3D animation, computer games require highly sophisticated art to populate their worlds.  And they require a lot of it!  This is why in a typical game development studio there are at least four artists for every one programmer on a project.  &lt;br /&gt;&lt;br /&gt;Are you logical?  Do you like math, physics, or programming computers?  Then you might be happy to know that game companies require programmers too.  Every action and reaction in a game you experience must first be programmed.  Such disciplines as graphics, sound, physics, and artificial intelligence are highly sought-after skills for game programmers.&lt;br /&gt;&lt;br /&gt;Be warned though – in both instances of game art and game programming, these are unique skills and typically cannot be obtain through traditional art or computer courses.  Both disciplines use unique tools and techniques, and require an understanding of how games are constructed.  You cannot easily become a game developer by taking your school’s general art or computer science classes.  Your training has to include specialized courses that are tailored to the skills needed for making computer games.&lt;br /&gt;&lt;br /&gt;But all is not lost – there are some schools located here in the Philippines that are offering game development courses as electives, and some schools are starting to contemplate full blown tracks or majors in game development.  Every school is unique, and I would encourage you if you are interested in a career as a game developer to inquire about game development, and even challenge your school’s administration to offer game development courses if they aren’t doing so now.  Only with the specific game-related instruction and the opportunity to work on real game-related projects will you graduate with the necessary skills to jump into game development as a career.&lt;br /&gt;&lt;br /&gt;Game development here in the Philippines is a viable career path.  But learning the craft requires passion and self-motivation to seek out opportunities to learn about the process.  You must seek out ways to obtain the knowledge that you will need, and sometimes this means pushing yourself and others to dive in test the waters.  Don’t be shy – come on in, the water’s warm!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Eric Marlow is General Manager and Head of Studio for Kuju Manila, Inc.  Please feel free to drop an email with any questions you may have.  Space permitting we’ll answer your questions in upcoming editions.  You can reach him at theinsider@octobereighty.com.  Game On!&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3382500808637271418?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3382500808637271418/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3382500808637271418' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3382500808637271418'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3382500808637271418'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2009/06/industry-insider-january-2009.html' title='Industry Insider - January 2009'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-4246237973135932488</id><published>2009-06-03T16:14:00.002+08:00</published><updated>2009-06-03T16:17:21.295+08:00</updated><title type='text'>Industry Insider - December 2008</title><content type='html'>Don’t Get Consolized (tm)&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;“I get to play games for a living”.  I have chuckled many times in using this line, but in all seriousness it’s true.  Of course it doesn’t mean I play games for fun all day, but it does mean I get to play games for research purposes that I wouldn’t normally otherwise play.&lt;br /&gt;&lt;br /&gt;I am a gamer at heart.  I got into this industry because I loved games and liked to share my experiences with others.  I loved it so much that I start to write articles about it, and that eventually led me to friends who I started a business with together in the games industry.  But even though it is a business for me, I still play games for fun. &lt;br /&gt;&lt;br /&gt;Given how many games I need to get through for business purposes, I am somewhat picky as to where I spend my personal time.  Over the years there are many games that have caught my attention.  Here’s a very small starter list of what I have played, and kept playing:&lt;br /&gt;&lt;br /&gt;All games I play for fun stem from my love of the Falcon series of flight sims.  Basically starting with the seminal Falcon 3.0, and going through to Falcon 4.0, I wasted thousands of hours in these games.  Toward the end of the Falcon 4.0 development process I became involved with Microprose (the game’s developer) in the fixing the many bugs that existed in this complex piece of software, so F4 holds a special place in my heart. &lt;br /&gt;&lt;br /&gt;Because I enjoy sims so much, my list would not be complete without paying homage to the Jane’s Combat Simulation games.  Of this list there were many, but Longbow I and II, F-15, and 688i all stayed on my drives the longest.  I even created word for this – the Jane’s sims had a very long “HardDisk Lifetm” with me.&lt;br /&gt;&lt;br /&gt;The Age of Empires series of games developed by Bruce Shelley and the guys at Ensemble Studios, and those based on the AOE engine (such as Star Wars Galactic Battlegrounds) got me into the real time strategy genre.  From there I expanded into more recent hits such as Chris Taylor and Gas Powered Games’ Supreme Commander, or even the less complicated Command and Conquer series.&lt;br /&gt;&lt;br /&gt;I have always been a fan of the first-person shooter genre, but like my interest in realistic flight sims, I also enjoyed the more realistic shooters such as Red Storm’s Rainbow Six and Ghost Recon.  For action I loved games such as Star Wars: Jedi Knight and Jedi Knight II: Jedi Outcast.&lt;br /&gt;&lt;br /&gt;And it’s true – I never really owned a game console until I started to work in the industry.  I considered myself an elitist PC gamer.  Never would I stoop down to playing consoles.  I detested the fact that many of my favorite games were becoming more “arcady” and less hard core.  I even invented another word for this – when a good PC game was ported to an Xbox or Playstation (or worse was cancelled in favor of a console version), this is what I called “being Consolized tm”.  Damn you Ubisoft for screwing up Ghost Recon!  The PC platform rulez!&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Eric Marlow is General Manager and Head of Studio for Kuju Manila, Inc.  Please feel free to drop an email with any questions you may have.  Space permitting we’ll answer your questions in upcoming editions.  You can reach him at &lt;a href="mailto:theinsider@octobereighty.com"&gt;theinsider@octobereighty.com&lt;/a&gt;.  Game On!&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-4246237973135932488?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/4246237973135932488/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=4246237973135932488' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/4246237973135932488'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/4246237973135932488'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2009/06/dont-get-consolized-tm.html' title='Industry Insider - December 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-5053703958198367122</id><published>2008-11-28T14:25:00.002+08:00</published><updated>2008-11-28T14:26:44.057+08:00</updated><title type='text'>Industry Insider - November 2008</title><content type='html'>Life Gets Interesting&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;For a number of months now I have had a secret. No, not that kind of secret! One that I WANTED to tell you but I couldn’t. Since February of this year our studio here in the Philippines has been in talks with Kuju Entertainment. Kuju for those of you who don’t know is a very large well-respected developer of games. Kuju’s group includes six studios over two continents. Some of their more notable products include making the EyeToy and Sing Star products, Battalion Wars 2, Geometry Wars, and the soon-to-be-released House of the Dead and Rock Revolution. Cool stuff.&lt;br /&gt;&lt;br /&gt;What kinds of talks you ask? Acquisition talks. Life just got a lot more interesting as a result.&lt;br /&gt;&lt;br /&gt;Late last year after our studio completed its first arcade game, we brokered a deal to convert the game to the Nintendo Wii platform. This was exciting for a number of reasons - the use of the new Wiimote controllers being one of them. Kuju’s US studio was to help us publish it with Ubisoft. Porting the game to a completely different platform was not a trivial task, especially when we did it in six languages for a global release. But we were able to complete it in record time. The game is called Circus Games, and was release in October. Big relief!&lt;br /&gt;&lt;br /&gt;But in the process Kuju discovered they liked working with us, and they found value in keeping the relationship alive for subsequent products. As a result Kuju spoke with our former parent Leisure and Allied Industries (same parent of Timezone) and worked out a deal to transition the studio to Kuju. As of October 20, 2008 we are now officially part of the Kuju family of studios.&lt;br /&gt;&lt;br /&gt;Our new studio name is Kuju Manila. Our goal will be to leverage our talents here in the Philippines and work with our brothers and sisters in the other Kuju studios around the world. The model in the games industry today is one of “distributed development”, and our studio here is at the forefront of this style of management here in the Philippines. In practical terms this means we work together on large projects, but we still do much of our own game development. We do not outsource. We program and manage much of the work ourselves.&lt;br /&gt;&lt;br /&gt;I am very proud of the new Kuju Manila team and their accomplishments. The acquisition deal took a long time – far longer than anyone would have expected. Their patience has paid off. Not only have their shipped their first consumer title, they have already started work on several more games. It’s expected that our studio will be growing over the coming months, and it’s all attributable to the team’s hard work and dedication. Thanks guys!&lt;br /&gt;&lt;br /&gt;Eric Marlow is General Manager and Head of Studio for Kuju Manila, Inc. Please feel free to drop an email with any questions you may have. Space permitting we’ll answer your questions in upcoming editions. You can reach him at &lt;a href="mailto:theinsider@octobereighty.com"&gt;theinsider@octobereighty.com&lt;/a&gt;. Game On!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-5053703958198367122?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/5053703958198367122/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=5053703958198367122' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5053703958198367122'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5053703958198367122'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/11/life-gets-interesting.html' title='Industry Insider - November 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-7966216129389546089</id><published>2008-10-22T15:52:00.003+08:00</published><updated>2008-10-22T16:00:44.120+08:00</updated><title type='text'>Philippines aims to become Southeast Asia's game development hub</title><content type='html'>It's a little dated, but I thought I would repost a TV segment that Channel News Asia did on the Philippines game industry.  Our studio got the lion's share of face-time, and most of that cool art at the begining is ours :-)&lt;br /&gt;&lt;br /&gt;I'll try to upload the video soon.&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;By Channel NewsAsia's Philippine Correspondent Christine Ong  Posted: 04 October 2008 0027 hrs&lt;br /&gt;&lt;br /&gt;MANILA : Game developers in the Philippines are eyeing a slice of the global game development industry, which is expected to grow rapidly in the next couple of years.&lt;br /&gt;&lt;br /&gt;Although the Philippines is still a relatively new player in the game development outsourcing industry, Filipino game developers are confident that the country can become the ultimate game development hub in Southeast Asia.&lt;br /&gt;&lt;br /&gt;Recognising the country's potential, Australian game development company Matahari Studios set up shop in Manila two years ago.&lt;br /&gt;&lt;br /&gt;Eric Marlow, general manager, Matahari Studios Philippines, said: "When you make games, you have to try things that have not been done before. You need to find a culture that is not afraid of taking risks.&lt;br /&gt;&lt;br /&gt;"With regards to the culture, this also represents a little bit of crossroads between the West and the East. So one of the big advantage of working here is that the local game developers have (an) appreciation and understanding of both types of games."&lt;br /&gt;&lt;br /&gt;Over 20 game development companies employ about 400 game developers in the Philippines. To attract more clients from the United States and Europe, local firms are now doing shared bids for major development projects.&lt;br /&gt;&lt;br /&gt;Gabby Dizon, president and CEO, Flipside Game Studios, said: "We are still small... and the industry is big enough that it does not make sense to compete with each other or try to bring each other down, because there is so much more work out there than we could compete for, so what we should do is cooperate with each other in bringing in more work to the Philippines."&lt;br /&gt;&lt;br /&gt;Filipino game developers are also producing original games for the global market.&lt;br /&gt;&lt;br /&gt;Anino Games produced the first Filipino-made computer game in 2003, which won an award in the Independent Games Festival in 2004.&lt;br /&gt;&lt;br /&gt;Niel Dagondon, CEO, Anino Games, said: "The games that we are trying to do fits into the market that we are going to release the game in. We are slowly introducing parts of our culture into our game."&lt;br /&gt;&lt;br /&gt;Last year, the global game development industry recorded US$7.4 billion in revenues, and this is expected to go up to US$12.5 billion in 2010. - CNA/ms&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-7966216129389546089?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/7966216129389546089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=7966216129389546089' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7966216129389546089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7966216129389546089'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/10/philippines-aims-to-become-southeast.html' title='Philippines aims to become Southeast Asia&apos;s game development hub'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-51169861305604065</id><published>2008-10-22T13:54:00.003+08:00</published><updated>2008-10-22T14:05:11.903+08:00</updated><title type='text'>Kuju Expands Into the Asian Pacific Region</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_kH_EbOgzqUg/SP7CjL-bazI/AAAAAAAAABM/ykci8A0-3EY/s1600-h/Kuju+Manila+Logo+FINAL+DRAFT+(081017)_c+SMALL.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5259855324581161778" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://4.bp.blogspot.com/_kH_EbOgzqUg/SP7CjL-bazI/AAAAAAAAABM/ykci8A0-3EY/s200/Kuju+Manila+Logo+FINAL+DRAFT+(081017)_c+SMALL.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;Whew - I can finally talk about it! Since February we have been in a process of acqusition by Kuju, a UK-based 3rd Party game developer. While I always had confidence the deal would finalize, it was a long road and I am just happy the process is now complete.&lt;br /&gt;&lt;br /&gt;Suffice to say we are all very happy to be a part of the Kuju team. They have a number of excellent studios and top-notch people. While the day-to-day operations will change little (we&lt;br /&gt;been acting as a full Kuju studio for quite some time now), it's good to be able to talk about it beyond our studio walls.&lt;br /&gt;&lt;br /&gt;You can check out the official press release below. I'll post the new website link when it's ready.&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;October 22, 2008&lt;br /&gt;&lt;br /&gt;Kuju Group S.E. today announces that it has expanded into the Asia-Pacific region by acquiring Matahari Studios Philippines located in Manila, Republic of the Philippines. The studio will provide a corporate presence for Kuju’s fast growing studio network in the region as well as a proven co-operative development relationship with Kuju’s US studio based in Burlingame, California.&lt;br /&gt;&lt;br /&gt;Jonathan Newth, President of Kuju Group, commented: “The partnership between Kuju’s US studio and Matahari has already shown us that there is a great opportunity to grow our talent pool through co-operative development. This approach offers significant advantages over out-sourcing and involves the team in Manila working on specific areas of development as an integral part of an overall project’s creation. The Manila team has already successfully delivered code and design components as well as art &amp;amp; animation assets for Kuju’s US developed projects. We will be working with the team in Manila to further expand the range of development skills they can offer to Kuju’s studios.”&lt;br /&gt;&lt;br /&gt;Eric Marlow, General Manager of the newly formed Kuju Manila, added: “We recognised early-on the value in coming to the Philippines. The strength of the local talent pool and emphasis on creativity were the primary reasons why we set up here. We are all extremely excited to be part of such a well-respected group of developers as exists within the Kuju network of studios.”&lt;br /&gt;About Kuju Group S.E.&lt;br /&gt;&lt;br /&gt;Kuju Group S.E. is a leading independent game developer on console, PC and handheld platforms. Kuju already operates six studios globally; Kuju America, NiK NaK, doublesix, Chemistry, Headstrong and Zoë Mode.&lt;br /&gt;&lt;br /&gt;Kuju Group S.E. is part of the Catalis S.E. media services group. &lt;a href="http://www.kuju.com/"&gt;http://www.kuju.com/&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-51169861305604065?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/51169861305604065/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=51169861305604065' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/51169861305604065'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/51169861305604065'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/10/kuju-expands-into-asian-pacific-region.html' title='Kuju Expands Into the Asian Pacific Region'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_kH_EbOgzqUg/SP7CjL-bazI/AAAAAAAAABM/ykci8A0-3EY/s72-c/Kuju+Manila+Logo+FINAL+DRAFT+(081017)_c+SMALL.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-5963154055930215600</id><published>2008-10-22T13:51:00.002+08:00</published><updated>2008-10-22T13:54:00.721+08:00</updated><title type='text'>Industry Insider - October 2008</title><content type='html'>Playing Games in Tough Times&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;In any industry there are always ups and down.  The dot-com bust earlier in the decade is proof that what goes up will come down – eventually.  And with a looming financial sector “crisis” in the in the US right now, what may be in store for our gaming passion?&lt;br /&gt;&lt;br /&gt;Well, if past experience is any indication, very little,   Games have proven to be a very resilient sector when it comes to the economy.  As it turns out, consumers believe there is much value in purchasing a game.  And as a result they may be more likely to spend their hard earned money on a game rather than something else, such as a movie, DVD, or other forms of entertainment such a theme parks.&lt;br /&gt;&lt;br /&gt;And it’s true!  Games are a great value.  For the price of p2700 or less you can buy a top-quality game that will bring you many hours of enjoyment.  I recently completed Metal Gear Solid 4 in 23 hours - I know this because the game logs my playtime and reports it back to me at the end of each act.  That’s only p117 per hour!  And by many comparisons this is a short game.  Arcades such as Timezone continue to be a good value too.  And of course there is nothing preventing me from exploring the multiplayer aspects of the games or playing them repeatedly on harder levels.  Bonus content comes out from time to time as well.  So you can see that video games offer customers a high value over more fleeting entertainment options.&lt;br /&gt;&lt;br /&gt;Where there may be an effect on games by this crisis is further up the chain.  Understanding this requires a bit more insight into how the game industry works.  Simply put – what is going on now in the financial industry is a crisis in credit.  Credit is something that companies can use to obtain loans and other infusions of capital intended for growth.  With tighter credit may come reduced growth opportunities for companies that use credit to fund their projects.  Hence, those AAA games that require $10-20 million dollar budgets may be harder to finance.&lt;br /&gt;&lt;br /&gt;This may affect certain game developer’s direction, as some studios may rely on credit to support their game development process.  But more impactful may be the effect on publishers – they are the money engine that drives this industry.  With credit harder to come by, publishers may take a harder look at their upcoming titles and cut back where they can.  Most probably this will affect the big budget titles, but it’s possible we may see the effect on smaller games like Nintendo DS or Wii games too.&lt;br /&gt;&lt;br /&gt;The good news is that the popular titles that are assured of big revenues will probably be unaffected.  The initial effect may be most felt by marginal games where potential revenues are unknown, or where budget overruns and quality control issues are hurting a game’s completion.  As a result of these industry factors, some titles may be cancelled altogether because the money used to fund their development may be better allocated to other more profitable games.  Since the development time on many of today’s’ games exceeds two years, we may not see an impact for a while. &lt;br /&gt;&lt;br /&gt;Since spending money on games instead of other forms of entertainment is a good value, I know I will sleep better knowing that my gaming passion is a smart way to save money.  See!  You may have been a smart shopper and you didn’t even know it!&lt;br /&gt;&lt;br /&gt;Please feel free to drop me an email with any questions you may have.  Space permitting I’ll do what I can to answer your questions in upcoming editions.  You can reach me at &lt;a href="mailto:theinsider@octobereighty.com"&gt;theinsider@octobereighty.com&lt;/a&gt;.  Game On!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-5963154055930215600?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/5963154055930215600/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=5963154055930215600' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5963154055930215600'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5963154055930215600'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/10/industry-insider-october-2008.html' title='Industry Insider - October 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-6175166257786165658</id><published>2008-10-22T13:48:00.000+08:00</published><updated>2008-10-22T13:51:09.511+08:00</updated><title type='text'>Industry Insider - September 2008</title><content type='html'>A Primer – Who’s Who in the Games Industry&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;When I first started to work with games professionally, there were a number of terms that befuddled me.  After all, when I went through school there were no game development classes, so what I know was self-taught.  I would have appreciated some kind of primer on who the various parties are, and what do they do.  This becomes important as you seek to place yourself in the industry and work with others.&lt;br /&gt;&lt;br /&gt;Developers - as a “developer” you are generally tasked with the software coding, 2D and 3D modeling, and animation of the game.  You must design how the game will look, play, and feel.  But there are different kinds of developers, and knowing what kind of developer you are will give you a better idea as to your responsibilities and who is ultimately responsible for the game’s success.&lt;br /&gt;&lt;br /&gt;1st Party Developer – this type of developer is actually part of a company who makes game consoles, hand-helds, or other hardware platforms.  Although they may be formed as teams inside the larger corporation, they may be just known by their parent company’s name: Microsoft, Sony, and Nintendo.   Occasionally they may brand themselves inside the bigger company to distinguish what they work on: EA Black Box Studios (Need for Speed), and EA Tiburon (Madden) are good examples.  They are typically fully-owned by the parent company, and as such their employees reap the benefits of working directly with the company who pays for and publishes their work.&lt;br /&gt;&lt;br /&gt;2nd Party Developer - 2nd party developers sit somewhere in-between the corporate-owned entities of 1st party developers, and the independent 3rd party developers.  They are usually completely separate from the hardware makers, but they have a unique relationship with them and usually tied to them through formal relationships or long term contracts.  They become known for their affiliations with the hardware maker, and may actually be acquired by the hardware company at some point.  Examples would be: Level 5 and Insomniac Games.&lt;br /&gt;&lt;br /&gt;3rd Party Developer – this kind of developer is the most common type of developer.  Not aligned to any particular platform, most 3rd party developers do concentrate on types of hardware (i.e. consoles, PCs, or handhelds).  But given the nature of the available work, many 3rd party developers tend to make themselves available on most major platforms such as those made by Sony, Microsoft, Nintendo, and the PC.  They typically have good relations with all hardware makers, but over time they may start to focus on a particular platform.  Examples include: Id Software (Doom, Quake), Epic Games (Unreal), Kuju (Battalion Wars, SingStar), and Valve (Half-Life).   Many popular 3rd party developers go on to be acquired by the big publishers – such developers include: Bioware (EA), Pandemic (EA), Red Storm (Ubisoft), and Blizzard (Vivendi, now Activision Blizzard).&lt;br /&gt;&lt;br /&gt;Publishers - Historically a publisher was the big fish in the pond that took games and brought them to market.  From the outset they are responsible for funding the development of the 1st, 2nd, and 3rd party games, marketing them, manufacturing them, and then passing them to distributors and retailers to stock on their shelves.  Companies such as Electronic Arts, Ubisoft, Sega, Activision Blizzard and THQ are the biggest players in the market.  Now this link in the value chain is a bit more nebulous - a number of large 3rd party developers are distributing their products directly as digital downloads, thus bypassing the traditional publisher/retailer arrangement.  In-effect they are becoming publishers and retailers themselves.  Valve is a good example of this type of company with their Steam system.  Companies that operate mostly online MMOs, such as eGames and Level Up are also considered publishers, as they take the online games and provide the backend, localized support.&lt;br /&gt;&lt;br /&gt;Distributors – these are companies that sit in-between the publishers and the retailers, and they are responsible for taking the software boxed products and moving them to the retail outlets.  Big publishers like EA, Activision Blizzard, and Ubisoft have their own in-house distribution groups, and may move products directly to the large retailers such as Wal-Mart, Target, and GameStop.  Distributors typically handle smaller stores and overseas outlets beyond the reach of most publishers.  Distributors are usually less-known companies, and include the likes of Ingram Micro, Tech Data, and Navarre.&lt;br /&gt;&lt;br /&gt;Retailers – retailers are the brick and mortar stores people are familiar with.  Here in the Philippines, Datablitz is one of the biggest.  Department stores and mail order houses can also be game retailers too.  In the US, companies like Wal-Mart, K-Mart, GameStop, Costco, Amazon, and Best Buy are well-known.  Beyond the physical stores, a retailer can also be vendors who sell their products digitally, such as the Steam system by Valve.  For the arcade platform, Timezone can be considered a retailer.&lt;br /&gt;&lt;br /&gt;End-Customer – the entire process would mean nothing without YOU, the end-customer.  As an end-customer you are responsible for turning over your hard earned money to the retailers so you can play your games.  You may buy your games directly from a physical store location (like Datablitz), through net cafes that connect to online publishers, through mail order, or through digital downloads.  As an end-customer, your desires play a key role in not only what games are available, but how you receive them.&lt;br /&gt;&lt;br /&gt;Please feel free to drop me an email with any questions you may have.  Space permitting I’ll do what I can to answer your questions in upcoming editions.  You can reach me at &lt;a href="mailto:theinsider@octobereighty.com"&gt;theinsider@octobereighty.com&lt;/a&gt;.  Game On!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-6175166257786165658?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/6175166257786165658/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=6175166257786165658' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6175166257786165658'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6175166257786165658'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/10/industry-insider-september-2008.html' title='Industry Insider - September 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3626174233863275796</id><published>2008-09-08T13:14:00.003+08:00</published><updated>2008-09-08T13:27:16.212+08:00</updated><title type='text'>Industry Insider - August 2008</title><content type='html'>Piracy - the Underground (and Totally Illegal) Economy&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;(Rant mode On) &lt;on&gt;&lt;br /&gt;&lt;br /&gt;Two months ago I wrote a Playground Insider article about the problems with piracy from the point of how it impacts the typical game developer. Recently I was reading an article by a local Pinoy gamer in the online magazine The Escapist. The article was entitled “Piracy and the Underground Economy”. The article was so misguided I felt compelled to respond.&lt;br /&gt;&lt;br /&gt;In his article, the author states there is a local underground economy that supports the duplication and distribution of pirated games and without putting too much spin on it, he seems to imply this is ok and should be allowed.&lt;br /&gt;&lt;br /&gt;Hopefully this isn’t perceived as coming from “just another foreigner who doesn’t understand how things work here”, but I’ve lived in Asia for over five years and I’ve been living in the Philippines for over 2 ½ years. I run a game studio, and I deal each day with the security of intellectual property. I think I’ve accumulated enough information and appreciation for how things work here. Without a doubt it is unfortunate that the economies of developing countries make it difficult to indulge in games as a hobby. And the author does correctly portray the relative high costs of games when compared to similar discretionary spending in the US or Europe.&lt;br /&gt;&lt;br /&gt;What I believe though that is misguided is that it is ok to support such activities just because the cost of owning legitimate game products is out of reach for most citizens. On many occasions I have used this simple analogy: I know I am fortunate and I do make a good living. But I cannot easy afford a BMW or Mercedes Benz. Does this mean it is ok for me to go and take one off the lot? Is it ok to have groups of people out there who actively support the sale of illegal autos, just because most people can’t buy one? Just because a product exists, is it ok for me to take one even though I can’t afford it? Of course it isn’t. But yet there seems to be the sentiment that it’s ok to pirate games, software, and music just because they are too expensive.&lt;br /&gt;&lt;br /&gt;Why is there this difference? Maybe because pirating is easier than stealing a shiny new BMW off the lot? Maybe there is less risk of the law catching up to them for pirating games? And maybe it is because “everyone is doing it” gives people the sense that the social stigma associated with piracy doesn’t apply to them?&lt;br /&gt;&lt;br /&gt;The author of the article also lays claim that eradicating piracy in the Philippines will hurt local economies, those businesses supporting it, and the people who are employed. He also notes the loss of tax revenue that would occur if the laws were enforced. Now, I haven’t examined the accounts of these local vendors, but it’s a safe bet they aren’t fully reporting the revenue to the BIR. That would be more easily understood if they gave you an official receipt with each purchase, but most do not supply an O.R., hence that tax revenue becomes as underground as the products they sell.&lt;br /&gt;&lt;br /&gt;Where the businesses and employees of the piracy trade are concerned, I am sorry that I cannot feel more sympathy for them, as they are doing something that is just not right and damaging to my chosen profession. Times are tough for sure, but I’d rather see them finding ways of supporting the legitimate sale of games rather than supporting an economy that derives its very essence from the income generated from sales to such customers. A sale to a customer willing to buy illegal products does nothing for the industry, and maybe the author of the article wouldn’t be the starving artist that he says he is if more people paid for his products.&lt;br /&gt;&lt;br /&gt;Do I have any answers? Unfortunately no. The obvious approaches such as regional encoding, copy protection and the like do not work very well. Possibly games, software, and music that must be verified online is the only way to go, as it works fairly well for games like World of Warcraft and other MMOs. But there are always new countermeasures in place to circumvent the protections. The only true weapon we have to fight with right now is education and giving people a better understanding of how their actions affect the very industry they are taking from. Maybe then the stigma will be placed back on those who improperly take from the industry. Lacking solutions to the problem does not justify such a position.&lt;br /&gt;&lt;br /&gt;(Rant Mode Off) &lt;off&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3626174233863275796?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3626174233863275796/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3626174233863275796' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3626174233863275796'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3626174233863275796'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-august-2008.html' title='Industry Insider - August 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-5356327224505437772</id><published>2008-09-08T13:14:00.001+08:00</published><updated>2008-09-08T13:14:42.856+08:00</updated><title type='text'>Industry Insider - July 2008</title><content type='html'>A Day in the Life…&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;This column is all about being an Insider.  The whats, wheres, whys, and hows of being a game developer.  So I thought it might be interesting to give you a sense of what it might like working in a game development company.  What’s it like on the INSIDE today?&lt;br /&gt;&lt;br /&gt;First of all, please allow me this one caveat – I can only tell you so much.  The nature of game development is such that we must at times not disclose certain aspects of what we are doing.   This may mean we cannot talk about what products we are working on, nor can we discuss certain technical underpinnings of how we make the games.  This is simply for self-protection.  If we opened our big mouths too wide, our competitors may get wind of what we are doing and come up with their own products to compete with us.  But eventually the veils of secrecy lift themselves, and we can talk more freely about what we are doing.  Unfortunately for the next few weeks until our publisher announces the title we are working on, we can’t say much about our current project.&lt;br /&gt;&lt;br /&gt;As I write this article there is a lot of activity going on in our office.  We are nearing completion of our first home consumer game.  All I can say is that it is a next gen platform game, and it will be the first time such a product has been developed in the Philippines.  It’s a very exciting time for local game development!&lt;br /&gt;&lt;br /&gt;It’s possible that most of you who read this article have a basic understanding of what it takes to make a game.  A game is nothing but programming and art, wrapped with creativity and inspiration.  But as they say the “devil is in the details”, and right now as we near completion of our product we must make sure that everything is working as it was intended.   Testing the game is taking priority right now.  All aspects of the game must be examined – not only to see if the game works correctly, but to make sure that any recent changes have not adversely affected the game.  We must test the bounds of the game, including playing the game literary for hours at a time.  Sometimes when software runs over a long period of time, “leaks” may occur as the software accesses the system’s memory, and these leaks tend to clog up the works.  Obviously we can’t let this happen.&lt;br /&gt;&lt;br /&gt;One aspect of game development you may not realize is modifying the software so it can be run in different countries.  This processes we call “localization” – meaning we change the software to meet the local cultural, language, and regulation body requirements.  Mostly this involves the translation of the on-screen user interfaces and dialog into the country’s native language, but there is more to it than that.  Right now we are changing the included English into French and Spanish.  Other language will follow.  If you have ever noticed how much written language is in a typical game, you will know this is not a trivial task.  There will be NTSC as well as PAL versions of the game too.&lt;br /&gt;&lt;br /&gt;One practical aspect of running a game company is that you have to plan around the project transitions.  This means that as one project comes to a close, there may be another one that must be started.  Because the entire staff may not start the next project at the same time (some pre-production and design work must begin before programming and 3D models can be developed) this is a good time to allow some of your staff to hone their skills.  Right now we have a number of team members spending their day doing research and test projects.  Game development as an industry is constantly changing, and without knowledge of the newest techniques we may fall behind.  This is also a good opportunity for us to create some “demos” – example art and programming we can show others during the marketing phase of our studio.&lt;br /&gt;&lt;br /&gt;Oh, and as I finish this article it’s lunchtime, and many of the employees are playing DOTA.  Well, we are a game company after all…&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-5356327224505437772?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/5356327224505437772/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=5356327224505437772' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5356327224505437772'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/5356327224505437772'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-july-2008.html' title='Industry Insider - July 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-8382210499413570797</id><published>2008-09-08T13:13:00.002+08:00</published><updated>2008-09-08T13:14:08.037+08:00</updated><title type='text'>Industry Insider - June 2008</title><content type='html'>How Piracy Hurts YOU, the Customer&lt;br /&gt;&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;Ouch!&lt;br /&gt;&lt;br /&gt;When I think about the direct implications of piracy on the end customer, all I can say is “ouch”.  There are so many issues with regard to the issue of piracy, it’s tough to find a place to begin the discussion.  Certainly there have been hundreds of articles that decry piracy and the effect on the game industry.   And those who know me know this is something I speak against repeatedly.&lt;br /&gt;&lt;br /&gt;In a recent interview with consumer website PC Play, Crytek president Cevat Yerli (the company behind the Far Cry and Crysis games) recently said the company will no long be making exclusive games on the PC platform.&lt;br /&gt;&lt;br /&gt;“We are suffering currently from the huge piracy that is encompassing Crysis,” said Yerli.  “We seem to lead the charts in piracy by a large margin, a chart leading that is not desirable. I believe that’s the core problem of PC gaming, piracy. To the degree PC gamers that pirate games inherently destroy the platform. Similar games on consoles sell factors of 4-5 more,” he added. “It was a big lesson for us and I believe we won’t have PC exclusives as we did with Crysis in the future. We are going to support PC, but not exclusively anymore.”&lt;br /&gt;&lt;br /&gt;Ouch!&lt;br /&gt;&lt;br /&gt;It can be argued that the game Crysis suffered from other faults and that piracy wasn’t the only reason for lower-than-expected sales.  But clearly piracy is an issue in gaming, and it is something that must be dealt with.&lt;br /&gt;&lt;br /&gt;Some companies are trying to deal with piracy actively.  EA will be introducing the SecuROM system for its upcoming PC titles Spore and Mass Effect.  But in a show of consumer disdain for this method, the gaming “community” rose up and made their feelings known.  EA has since backed off their plan to require SecuROM activation every 10 days, and will now require it only at installation.  SecuROM as you might recall is the copyright protection scheme that caused so much consternation during the Bioshock release.&lt;br /&gt;&lt;br /&gt;Recently Titan Quest developer Iron Lore announced it was shutting its doors and ceasing development operations due to a lack of funding.  THQ’s Creative Director Michael Fitch placed the blame squarely on piracy.  Said Fitch, "If 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success... if even a tiny fraction of the people who pirated the game had actually spent some $^^&amp;amp;#(#@! money for their 40+ hours of entertainment, things could have been very different today."&lt;br /&gt;&lt;br /&gt;According to THQ’s numbers, the USA market has roughly a 70-85% piracy rate, and those percentages go even higher in Europe and Japan.   The actual piracy figure varies widely according to which study you wish to recognize, but the common thread is that the MAJORITY of people playing the game didn’t legitimately purchase the game. &lt;br /&gt;&lt;br /&gt;Ouch!&lt;br /&gt;&lt;br /&gt;Let’s look at things in real terms as it affects you the customer, and I will do so as it relates to the primary maker of the products – the game developer.  A typical game developer deal may yield around $2 USD per sold copy in revenues for that developer.  Depending on the game, it may conservatively sell between 200,000 and 500,000 for a decent “hit”.  So in real terms that could be between $400,000-$1,000,000 depending on the deal the developer is able to obtain and the success of the product in the market.&lt;br /&gt;&lt;br /&gt;So let’s crunch a few numbers.  And for the purposes of our analysis let’s assume a very conservative piracy rate of only 50%.  If a product only sells 100,000 units and they were due $2 per copy, that would mean $200,000 that is due to the developer that they will never see.  Depending on the size of the studio, this could be between four and six months of operations cost here in the Philippines.  That 4-6 months of costs would then be used to support the development of the next game, or more practically be used to maintain the studio until the next product’s revenues start to come in.  Where my own studio is concerned, that is the livelihood of 20 people who have dedicated themselves to making great interactive entertainment products.  Take that away from them, and you are not only keeping them from producing great products for you the customer, but you are putting them out of work too!&lt;br /&gt;There are real effects to real people when people pirate games.  You are not just sticking it to the “big bad publishers”, but you are also penalizing your friends and next door neighbors too.  So don’t think for a second that this won’t impact you – it already has.&lt;br /&gt;&lt;br /&gt;Ouch!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-8382210499413570797?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/8382210499413570797/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=8382210499413570797' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/8382210499413570797'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/8382210499413570797'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-june-2008.html' title='Industry Insider - June 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-6176488037292884477</id><published>2008-09-08T13:12:00.000+08:00</published><updated>2008-09-08T13:13:03.864+08:00</updated><title type='text'>Industry Insider - May 2008</title><content type='html'>So You Want to Make Games for a Living (Part II)?  Prepare!&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;In last month’s Insider article I talked about how to land a game industry job interview through a properly planned application process.  This month I want to touch on what you need to bring to the table to be seriously considered during the interview– your SKILLZ J  Simply put, you must prepare yourself for the unique demands of this industry.&lt;br /&gt;&lt;br /&gt;How can you prepare yourself?  If you are still in school, check out your university's curriculum regarding game development.  Several local schools have a few game development courses, and many more are contemplating adding them.  If you are a student looking to join classes, make it known to your faculty that you want game development programs available to you.&lt;br /&gt;&lt;br /&gt;Take as many of these courses as possible.  Learn all that you can about game development, and try to concentrate in a particular area.&lt;br /&gt;&lt;br /&gt;If you are a programmer, then become good with an area that games typically use: graphics, sound, networking, AI, physics, etc.  Where tools are concerned, programmers should learn and become at least intermediate level with C++.  APIs such as DirectX or OpenGL are helpful.   Knowing how game engines work - typical construction, threads, modules, and sub-systems - is of great benefit.  Also understanding network programming, TCP/IP and UDP, and client/server relationships are a bonus.&lt;br /&gt;&lt;br /&gt;If you are an artist, then learn all you can about making characters, organic and non-organic models, environments, and of course animation.  There are three tools of the trade: Photoshop, Autodesk 3DMax and Maya.  Some companies may tend to focus on Photoshop, plus either Max or Maya. But don't be left out - learn them both!   For artists, other package knowledge helps: Mudbox, Zbrush, NewTek’s Lighwave, and XSI SoftImage are good.&lt;br /&gt;&lt;br /&gt;While in school, look for opportunities to join clubs with people who have a similar interest. Look for available internship programs. Make your senior project about your game interests.&lt;br /&gt;&lt;br /&gt;In last month’s Insider, I talked about PASSON.  To demonstrate PASSION, one must be motivated enough to overcome the lack of traditional educational programs. This means getting smart about game development on your own.  Look for Internet resources - blogs, forums, and other groups of similar interest.  Learn all you can, and participate in 'net community projects.  Examine freeware engines and seek to build games on your own time. Nothing speaks more highly about your passion that doing something that other people might not attempt. Make some games of your design.  Develop a portfolio of games, images, and animations that would be what game companies are seeking.&lt;br /&gt;&lt;br /&gt;If you aren't a programmer or artist, but would rather design games, there is no greater experience that making levels of games you've played.  Find the SDKs, level editors, or modding tools, and create a portfolio of new worlds, gameplay, and interesting concepts.   You must be creative and have the ability to "think outside the box". You must know games inside and out: what genres exist, industry issues, current trends. You must also understand the differences in designing games for each type of platform: handheld, PC, console, and arcade.&lt;br /&gt;&lt;br /&gt;Game designers must also be good writers. Much of your day will be in creating game design documents. This also includes scripts, stories, and concept "pitches". You must be able to communicate abstract ideas, formulas, and you must have an artistic eye.&lt;br /&gt;&lt;br /&gt;Positions such as Producer are typically experienced positions, and rarely will companies hire someone into such a position without some kind of previous and relevant job-related experience.&lt;br /&gt;&lt;br /&gt;Have you thought about getting smart about the industry before attempting your career search? Check out &lt;a href="http://www.gamasutra.com/"&gt;gamasutra.com&lt;/a&gt;, &lt;a href="http://www.gamesindustry.biz/index.php"&gt;gameindustry.biz&lt;/a&gt;, and the dozens of other sites that talk about the industry issues.&lt;br /&gt;&lt;br /&gt;Just because you are not a graduating game development student doesn't mean that you don't have a shot.  I would love to see more experienced programmers and artists apply for our jobs, but just because you have been doing generic IT or architectural/media art doesn't mean you are immediately a good fit.  Make yourself smart and build a game-specific portfolio.  Only after you have demonstrated your passion will a company consider you for a career change.&lt;br /&gt;&lt;br /&gt;This information and much more can also be found at my industry blog &lt;a href="http://snacko.blogspot.com/"&gt;http://snacko.blogspot.com/&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-6176488037292884477?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/6176488037292884477/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=6176488037292884477' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6176488037292884477'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6176488037292884477'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-may-2008.html' title='Industry Insider - May 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-94193059520476379</id><published>2008-09-08T13:11:00.000+08:00</published><updated>2008-09-08T13:12:21.327+08:00</updated><title type='text'>Industry Insider - GDC 2008</title><content type='html'>The 2008 Game Developers Conference&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;Those of you who follow The Insider know that my take on games comes from an industry perspective.  And no greater perspective these days can be gained than by taking part in the once-a-year Game Developers Conference, this year held February 18-22 at the Moscone Center in San Francisco.  All attendance records were broken with well over 18,000 industry professionals attending the week-long conference.&lt;br /&gt;&lt;br /&gt;For those of you excited about the process of game development, this is the conference for you.  With over 400 sessions covering everything from graphics how-tos, vendor overviews, mobile gaming, and dozens of post-mortems, the opportunity to learn about the craft of game development is second- to-none.&lt;br /&gt;&lt;br /&gt;Of course such learning doesn’t come cheap.  A typical week-long conference pass is in excess of $1500, and that doesn’t include airfare, hotel, and meals while there.  It’s easy to spend close to $3000, which is quite expensive by most comparisons for a conference.  Unfortunately this means unless you just won the lottery, you’ll probably only get to go on your company’s dime – assuming you already work for a game company.&lt;br /&gt;&lt;br /&gt;So for those lucky enough to go, what exactly was GDC like?  The conference is broken up into two main sections: 1) the “expo” halls, which contain all the vendor booths, a career pavilion, and independent game competitions, and 2) the “sessions”, which in effect are the lectures and round-table discussion about the issues game developers face.&lt;br /&gt;&lt;br /&gt;One of the first things I noticed about this year’s conference was its energy.  I’ve attended GDCs in the past, and I have been to a number of E3s (Electronic Entertainment Expos) as well for comparison.  This year I felt a palpable sense of excitement.  But be forewarned, unlike the old E3, the GDC isn’t the place if you are interested in checking out the latest demos of forthcoming games.  GDC is all about the process, not about what games will be out by Christmas.&lt;br /&gt;&lt;br /&gt;The expo halls are where GDC gets its energy - loud music, bright lights, and of course a plethora of booth babes greet the expo walker.  This part of the conference is where the vendors show off their wares.  Motion capture devices, animation plug-ins, quality assurance tools and services, and of course all the big boys such as Microsoft, Sony, and Nintendo showing off their latest technologies.  Lots of cool stuff to look over and it can easily take you two days to walk through and see it all if you wish to check it out in detail.&lt;br /&gt;&lt;br /&gt;It’s easy to ask “so what was new this year”, but that question is difficult to answer.  Many vendors just show updated versions of their tools and technologies.  Revolutionary products in any industry are hard to come by.  Some products are quite innovative though.  While I’ve seen other similar products it in the past, mind control of games (think the device Obi-Wan wears in his Jedi Starfighter) is a reality and becoming much more practical.  The device is made by OCZ and is called the &lt;a href="http://www.ocztechnology.com/aboutocz/press/2008/273"&gt;Neural Impulse Actuator&lt;/a&gt;.  And it doesn’t look lame when you wear it!  Add to my watch-list WiiWare (downloadable games for the Wii) which looks to be a hit on that platform, and it will be a big door opener for the small indie developer too.&lt;br /&gt;&lt;br /&gt;But the sessions though are where the rubber meets the road.  Just about every topic under the sun is addressed: game audio, business/management, game design, programming, visual arts, and mobile are the major headings.  I attended a number of sessions including a presentation of Nintendo Deputy GM Takao Sawano       on the development process and potential developer paths for the forthcoming Wii Fit, and a session offered by Simon Pressey and Mac Walters, both of which from Bioware and worked on Mass Effect on the topic of dialog production.  Mundane as sound and dialog might sound, I’ve worked on games that had over 35,000 voice fragments, and making sure you not only keep track of them all, but keep them consistent is a logistical nightmare. &lt;br /&gt;&lt;br /&gt;There are so many excellent presentations it’s difficult to mention them all here.  For those of you interested in learning about game development, one of my biggest pieces of advice is to visit &lt;a href="http://www.gdconf.com/"&gt;http://www.gdconf.com/&lt;/a&gt;.  As has been the case in the past, a few weeks after the conference they post for free all of the session’s presentation materials.  While sometimes difficult to understand without being there, many times these presentations provide valuable knowledge and long lasting insights.  I’ve made it a habit these last few years to dump all the sessions and keep them for reference – whether or not I attended the lecture.&lt;br /&gt;&lt;br /&gt;Besides myself there were a number of local game company personnel who were able to attend GDC this year.  Our own GDAP (Game Developers Association of the Philippines) headed by Gabby Dizon had a booth in one of the expo halls, and many of the member companies had representatives there as well.  And Anino’s Peter Paul Gadi gave a lecture on the use of the Agile approach in mobile game development during the Tuesday Mobile Gaming track.  It’s exciting to see that Pinoys are sitting center-stage in game development world, and I’m glad that GDC exist as a forum for the learning and sharing of knowledge.  I just wish there was something we all could attend that has the depth of a GDC, but was a bit closer to home :-)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-94193059520476379?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/94193059520476379/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=94193059520476379' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/94193059520476379'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/94193059520476379'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-gdc-2008.html' title='Industry Insider - GDC 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3911269094376933558</id><published>2008-09-08T13:09:00.002+08:00</published><updated>2008-09-08T13:11:25.380+08:00</updated><title type='text'>Industry Insider - April 2008</title><content type='html'>&lt;p&gt;So You Want to Make Games for a Living? Compete!!&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;Since coming to the Philippines two years ago, I’ve been on a mission to promote game development locally. I along with a number of my colleagues have visited local campuses, held develop competitions, and even gone to the airwaves to promote the industry. I personally have sifted through hundreds of resumes of those wishing to throw their hat into the ring and join a game company.&lt;br /&gt;&lt;br /&gt;First off, allow me a moment to chastise some of you. You know who you are. You blindly throw your resumes at companies hoping you might get a lead. You don’t read the job ads very well, and choose to apply for positions you apparently have no interest in applying for, otherwise you would have better prepared yourself to compete.&lt;br /&gt;&lt;br /&gt;Yes, I said “compete”. It is a competition, and I know finding good jobs is tough. But it doesn’t take much time to do well and land an interview. You just have to do a little prep work.&lt;br /&gt;&lt;br /&gt;My hope here is to offer you a nickel’s worth of free advice to better prepare yourself is you are interested in the game industry’s career potential:&lt;/p&gt;&lt;ol&gt;&lt;li&gt;You must read carefully the job advertisement. The job ad will hopefully list for you the REQUIRED attributes of the position, and other skills that might be nice to have. If you don't have at least most of the required skills, you only do yourself a disservice by applying.&lt;/li&gt;&lt;li&gt;Include a cover letter! This is such an important point I will say it again - include a cover letter! Very few applicants take the time to include a cover letter. The cover letter is your one chance to overcome any objections the reviewer may gloss over when reading your resume. Without a cover letter it will be difficult to understand the full value of the candidate.&lt;/li&gt;&lt;li&gt;Make sure your cover letter is tailored to the job at-hand. Including a generic cover letter that says how hard you will work and that you wish to expand your career is not good enough. Talk briefly about your skills that are appropriate to the position, and how your past experiences will give value to the company in this role. Be specific and draw links directly from the job advertisement text. And it should be obvious, but as a gamer, tell me what games you play! Duh.&lt;/li&gt;&lt;li&gt;It helps if you have some game experience in your background before applying for game development position. This doesn't necessary mean that you have had to work for a game company before, but rather that you have taken it upon yourself to demonstrate your interest and passion for this career. Spend some time working on your portfolio or on a game demo. Show you know what you are talking about by speaking intelligently about the games the company might make. Game development is all about PASSION, and if you don't have the fire in your belly (i.e. you are just looking for a paycheck) then it's best to move along and find something else that is more suitable.&lt;/li&gt;&lt;li&gt;You would think this is obvious, but apparently it's not as obvious as it should be: if you are scheduled for an interview at say 10am, it's a good idea to be there on time. Maybe even five minutes early. DO NOT BE LATE. Sorry guys to be harsh here, but the tried-and-true in Manila doesn’t cut it - traffic is not an excuse. I know traffic in Manila is bad, but I learned pretty quickly how bad it is - most of you have been here a lifetime, so you should know to plan around it so you aren't late. Being on time tells me several things, including that you know how to set priorities and how to manage your time. &lt;/li&gt;&lt;/ol&gt;&lt;p&gt;Much of this article is devoted to landing the interview. In a future article I’ll also touch on how to build the skills necessary to land that dream job. This information and much more can also be found at my blog &lt;a href="http://snacko.blogspot.com/"&gt;http://snacko.blogspot.com/&lt;/a&gt;.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3911269094376933558?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3911269094376933558/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3911269094376933558' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3911269094376933558'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3911269094376933558'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-april-2008.html' title='Industry Insider - April 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-2540884508907097391</id><published>2008-09-08T13:06:00.003+08:00</published><updated>2008-09-08T13:08:59.962+08:00</updated><title type='text'>Industry Insider - March 2008</title><content type='html'>&lt;p&gt;Tracking MMOs – What It Tells Us about the Industry&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;A number of years ago I was doing research on Asian online games, and a friend forwarded me to an incredible website: MMOGCHART.COM Developed by Bruce Woodcock, this website and the included analysis summarizes available subscription data for world-wide Massively Multiplayer Online Games (MMOGs). I find the information so insightful that I want to pay it forward to you the reader so you can better understand some of the dynamics that are involved behind the scenes with the development and marketing of such products.&lt;br /&gt;&lt;br /&gt;In a nutshell, the website tracks subscription growth and decline of individual MMOs, and lays them out in comparison to one another. By viewing the graphs, one can see how many subscribers there are, how your favorite game stacks up against its competition, and where it might be in its lifecycle.&lt;br /&gt;&lt;br /&gt;It’s quite an interesting read. Several conclusions can be drawn from this collection of data:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;All MMOs have a fairly consistent lifecycle that can be examine by parabolic curve over time; sometimes a game takes a number of years to reach its apogee; very popular games may be around for years!&lt;/li&gt;&lt;li&gt;Add-ons and upgrades rarely increase the subscription base of users, they only seem to extend the product’s lifecycle.&lt;/li&gt;&lt;li&gt;MMOs, with the exception of World of Warcraft, are a highly regional products; this is a topic for future Insider articles, but how games appeal to certain countries and cultures is the Holy Grail for MMOs.&lt;/li&gt;&lt;li&gt;Overreliance on the Fantasy-RPG genre: with over 94% of MMOs being in this category, finding a niche in a genre that is NOT Fantasy-RPG based may hold promise to anyone contemplating a new MMO.&lt;/li&gt;&lt;li&gt;Although it is highly desirable, a regional breakdown of this data isn’t easily available; companies generally do not report their subscriber information this way, though I am sure they have non-public data that shows subscriber data by country. &lt;/li&gt;&lt;/ul&gt;&lt;p&gt;So this is all well-and-good, but what should the Insider do with such information? Well, for starters if you are a game designer and aspire to be the next Lord British, you can look at the information for opportunities in the marketplace. What kinds of game genres do the MMO customers play? Now go out there and play those games and check out their features: What’s good? What’s bad? What do the game magazine reviews and players say about them? What’s special or unique about the game when compared to other games? And the $64,000 question: what makes World of Warcraft so special as to accumulate over 10 million subscribers?!? Yikes!&lt;br /&gt;&lt;br /&gt;If you consider yourself to be marketing savvy and are interested in the business side of the house, you should be asking yourself what kinds of games work, how many subscribers can be expected, and most importantly how long can I hope to hold onto my customers. Obviously the quality of the game will be the overriding factor here, and there are no formulas that can definitively state how profitable a future MMO might be. But if history is any guide there is information now at your fingertips that should give you reliable insight into subscriber peak and long-term attach rate for various MMO genres and styles. Such information will start you on your quest and get you into the right ballpark. I’m sure such data will prove helpful in building your business plan.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-2540884508907097391?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/2540884508907097391/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=2540884508907097391' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2540884508907097391'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2540884508907097391'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-march-2008.html' title='Industry Insider - March 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-7192348727117145430</id><published>2008-09-08T13:03:00.001+08:00</published><updated>2008-09-08T13:05:49.712+08:00</updated><title type='text'>Industry Insider - February 2008</title><content type='html'>&lt;p&gt;Human Factors – The Reason Why the Game PC is Here to Stay&lt;br /&gt;by Eric Marlow&lt;br /&gt;&lt;br /&gt;I’ve been fortunate in that I’ve had the opportunity to view technology from a variety of perspectives. Over my 25-ish-year career, I’ve done the Fortune 500 IT Strategy side, as a CIO, and now the nits and grits of game development. I’ve observed an excess of trends and prognostications. Amazingly, there are a number of things that have remained quite consistent about the personal computer and its place in the work and home.&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Human factors are something that obviously hasn't changed much over time, though it amazes me how little people pay heed to them in the design of their products. The fact remains that no matter where you are, your body has to interface with your chosen device. Where PCs are concerned, this usually means keyboards and mice. For consoles it’s a control pad. Mobile phones it’s the phone alpha-numeric keypad. Certain devices are obviously more appropriate for their environment than others.&lt;/li&gt;&lt;li&gt;Some of the most popular genres of games rely on the flexibility of a keyboard or the precision of a mouse. Although attempts have been made to the contrary, First Person Shooters, Real Time Strategies, and Massively Multiplayer Online games are best served by the keyboard/mouse combination. Sports and Adventure games are great when using a console’s pad, and of course you CAN play Halo with the pad as well. The point is why downgrade the experience with something that is sub-optimal?&lt;/li&gt;&lt;li&gt;Some may say that the console is converging with the PC; that the console will become the home entertainment hub where one can play DVDs, surf the ‘net, check email, and of course play games. Again, human factors come into play. While it’s quite comfortable to sit back on your family room couch with a console’s control pad, it’s much more difficult to use a keyboard and mouse without a hard flat surface to rest them on. Because popular games rely on these types of controllers and it’s uncomfortable to surf or do work for long hours on anything other than a desk, it will be tough to fully accept a home entertainment hub or game console as the only in-home computing device.&lt;/li&gt;&lt;li&gt;The distance between the couch and the monitor (TV) is often times too far to engage in detailed reading of text presented via email or word processing documents. Eyestrain and the resulting back strain from poor couch-potato posture will keep these work sessions short. Large HTDVs do make it easier, but not everyone can afford these.&lt;/li&gt;&lt;li&gt;Finite budgets being what they are, the home consumer, particularly in developing countries, will have a difficult time justifying purchase of home console AND a PC. The total cost of ownership for a console is just too high. Families when forced to choose will select a device that is more flexible in its ability to perform multiple tasks. That’s the PC.&lt;/li&gt;&lt;li&gt;Attempts have been made to “improve” the human-to-computer interface. Voice recognition, virtual reality, motion-tracking and control – these controllers do work, but not only do they present a new set of problems, they for now are expensive and out of reach for most consumers.&lt;/li&gt;&lt;li&gt;There are a number of reasons that do not have to do with human factors as to why the game PC isn’t going anywhere: the upgradable nature of the PC, Microsoft’s unwillingness to supplant the PC, game developers make their games on the PC anyway, and the fact that there are just so many more PCs in the world than game consoles.&lt;br /&gt;&lt;br /&gt;For the foreseeable future, the PC is here to stay.&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-7192348727117145430?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/7192348727117145430/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=7192348727117145430' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7192348727117145430'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/7192348727117145430'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-february-2008.html' title='Industry Insider - February 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-6441565059062227664</id><published>2008-09-08T13:02:00.000+08:00</published><updated>2008-09-08T13:03:23.981+08:00</updated><title type='text'>Industry Insider - January 2008</title><content type='html'>Welcome to “The Insider”.  This column will be dedicated to those interested in getting a behind-the-scenes look at game development: what’s involved, who’s doing what, and what’s coming next.  For those of you who don’t know me, I’m the General Manager for Matahari Studios.  Our company is dedicated to the next generation of game development targeted at the arcade platform.  You may already know our sister company Timezone, known through the Philippines (and all over Asia in fact) for its popular Family Entertainment Centers.&lt;br /&gt;&lt;br /&gt;To kick things off, I thought I would share with you some thoughts on coming trends in 2008.&lt;br /&gt;&lt;br /&gt;PC, including online/MMO and internet-based/casual games – 2007 proved to be a banner year for PC game development.   For the foreseeable future the PC will be king of the hill in terms of cutting edge technology.  Games like Crysis are pushing bounds, sometimes beyond what many people can afford.  Microsoft Vista and DirectX 10 also introduced the next step in game development, with its attention to better graphics and APIs for game developers.  Can PC games in 2008 surpass those in 2007?  There are of course a number of good games coming out: Spore, Starcraft 2, Fallout 3, Far Cry 2, World of Warcraft: Wrath of the Lich King to name of few.  But notice that all but one are NOT original in what they are bringing to market.  Reducing risk is the trap any mature industry tends to fall into.  Let’s hope there are some young, upstart developers out there willing to buck the trend.  Watch out for continued strong growth in the casual sector though!&lt;br /&gt;&lt;br /&gt;Console: Microsoft, Sony, and Nintendo – Nintendo has ruled recently with the release of the Wii.  But shortages of both available consoles and good titles are allowing the other two to keep pace.  Sony continues to have an uphill battle in dealing with the high cost of their machines, and lukewarm developer support is hurting the introduction of new products - especially exclusive products.  Microsoft will keep pace, but really needs to innovate if they are to bring their platform to the next level of success.&lt;br /&gt;&lt;br /&gt;Arcade: Sega, Nintendo, Konami, and the like, including LAI/Matahari – The arcade sector is dominated by games that promote physical interaction and “social” gaming.  Who doesn’t like to hang out with their friends and get a quick-fix of House of the Dead or Slam-and-Jam basketball?  Companies like Global VR will be bringing a number of new games to market, such as the ports of NASCAR, America’s Army, and Blazing Angles.  TV tie-ins such as the release of Ice/Play Mechanix Deal or No Deal will no doubt be winners too.  Watch out for new products developed by Matahari in 2008 as well, including the first fully-Pinoy developed arcade game!&lt;br /&gt;&lt;br /&gt;Handhelds: Sony, Nokia, Nintendo, and others – rumors persist about Microsoft coming out with its own handheld, but so far these are just rumors.  Sony and Nintendo rule this segment, though it’s unclear if any next generation platforms will be introduced in 2008.  Keep watch during the Consumer Electronics Show (CES) in Las Vegas in January.  This is where all the big announcements for the year take place.&lt;br /&gt;&lt;br /&gt;Mobile: All the mobile phone makers and dozens of 3rd party developers – it’s interesting to see guys like John Carmack from id Software view mobile games as a challenge.  As he states it, it is like “retro programming”, where the developer still has to be mindful of the economy of code.  Certainly there is a lot of opportunity for growth in this market, though growth has been tempered by the various competing platforms, and the high cost of game downloads.  Hopefully initiatives like “direct to consumer” will help to remedy this burden.&lt;br /&gt;&lt;br /&gt;And what does the game development industry look like in 2008, particularly for here in the Philippines?  The future looks bright!  Early in 2007 a number of local game companies got together and formed the Game Development Association of the Philippines, or GDAP.  The purpose of this group is to promote game development, both at home and abroad.  It really shows that game development in the Philippines has come of age, and those who choose to make games for a living can make a great career out of it – right here at home.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-6441565059062227664?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/6441565059062227664/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=6441565059062227664' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6441565059062227664'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/6441565059062227664'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/industry-insider-january-2008.html' title='Industry Insider - January 2008'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-2554667618049925278</id><published>2008-09-08T13:01:00.003+08:00</published><updated>2008-09-08T13:02:34.589+08:00</updated><title type='text'>Posting of Playground Articles</title><content type='html'>Hey guys - and many of you may be aware, I am a recurring columnist with Playground Magazine here in the Philippines.  I've got a number of articles I've written, and I though I would start to post them here incase you are overseas and don't have direct access to the PH newstand :-)&lt;br /&gt;&lt;br /&gt;Enjoy,&lt;br /&gt;&lt;br /&gt;Eric&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-2554667618049925278?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/2554667618049925278/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=2554667618049925278' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2554667618049925278'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/2554667618049925278'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/09/posting-of-playground-articles.html' title='Posting of Playground Articles'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-3169057742843441571</id><published>2008-03-31T11:29:00.018+08:00</published><updated>2008-03-31T13:07:04.014+08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Passing of a Friend'/><title type='text'>Passing of a Friend</title><content type='html'>&lt;span style="font-family:arial;font-size:85%;"&gt;&lt;a href="http://2.bp.blogspot.com/_kH_EbOgzqUg/R_BoHKo74xI/AAAAAAAAAAM/GgW3bfmzCsA/s1600-h/quentin-1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5183757643427865362" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://2.bp.blogspot.com/_kH_EbOgzqUg/R_BoHKo74xI/AAAAAAAAAAM/GgW3bfmzCsA/s320/quentin-1.jpg" border="0" /&gt;&lt;/a&gt;I hope you permit me a post that is deeply personal. I found out yesterday about the passing of a dear friend. Mina Caliguia, the owner of Manila-based Art Farm, succumed to breast cancer on Sunday. This news came as a shock to me, and I spent the balance of yesterday thinking about her, our friendship, and and the gaping hole that remains.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;I met Mina more than a year ago as she, Imee Marcos, and others came to our office and aske for our support of their orgniazation CreaM - a group dedicated to the support of Filipino based art and entertainment. Since that first meeting I not only worked with Mina as a colllegue but got to know her better as a friend. Mina was was of the most generous and kind people I have met, and she even assisted me on several occasions with more personal matters. There were in fact times when I asked myself why she was being so generous, but I just realized it was just her nature.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;We had been in contact recently, but the last few days I didn't receive any replies to my emails or SMS messages. I had subsequently learned she wasn't feeling well, but apparently Mina kept the news of her condition to herself. In fact I had txt'ed her just Sunday morning to see how she was and to offer my assistance if I could help. It was the least I could do given the help that she had given me recently. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;Since learning about her passing yesterday, I have run the gamut of feelings. Shock, sadness, and even anger at the situation. I do not know the why she chose to keep everything to herself, and I do not yet know why she succumed so quickly. I guess I am angry over someone so young being taken from us, and maybe angry too at myself for being a bit selfish in knowing she won't be a part of my life anymore.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;Coming to closure on the passing of a dear friend may still take a while...&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-3169057742843441571?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/3169057742843441571/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=3169057742843441571' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3169057742843441571'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/3169057742843441571'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2008/03/passing-of-friend.html' title='Passing of a Friend'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_kH_EbOgzqUg/R_BoHKo74xI/AAAAAAAAAAM/GgW3bfmzCsA/s72-c/quentin-1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-234817461807121948</id><published>2007-07-21T10:04:00.001+08:00</published><updated>2011-01-04T21:33:39.781+08:00</updated><title type='text'>So You Want to Make Games for a Living?</title><content type='html'>&lt;span style="font-family: verdana;"&gt;The title of this blog says it all. It's pretty clear that if given a choice, there are thousands of people out there who would LOVE to make games for a living. But the fact is that not everyone is cut out for making games each and every day. After all, making games is still a job, and one must be skilled if they are to do well in their job. I wanted to put together some thoughts as to what it would take for a game company to consider YOU to join their ranks.&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;span style="font-family: verdana;"&gt;If you are offered the opportunity to apply for a game industry job, check out the blog post below: &lt;a href="http://snacko.blogspot.com/2007/06/game-industry-interviewing-techniques.html"&gt;Game Industry Interviewing Techniques&lt;/a&gt;. Taking heed of what is stated there may secure you an interview. Ignoring it may make you lose out on a great opportunity.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: verdana;"&gt;The one item more than any a prospective employee needs to own is &lt;strong&gt;PASSION&lt;/strong&gt;. If you don't have the interest, desire, and willingness to make games each and every day, then you probably aren't the best candidate. Those just looking for a paycheck should move on.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: verdana;"&gt;Yes, you will be making games each day. The reality of making games each day is that you may be working on a game that you might not choose to play yourself. This is the nature of business. You make games for your customers, not for YOU. If you are lucky (and it does happen!) you will get the chance to work on a project that is right up your alley - the kind of game you dream about making. The challenge in making games for a living is exploring areas that you might not have considered before - to put yourself in the position of the customer. what kinds of games might girls play? Kids? Or if you are a female - a 20-something guy??&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Where game development in the Philippines is concerned, we must get the word out that game development is a serious business, and is something you can turn into a career!. It's no longer a garage industry of geeks. Serious salaries and benefits are available. You just need to be smart in looking for solid employers.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Have you thought about getting smart about the industry before attempting your career search? Check out &lt;a href="http://www.gamasutra.com/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;gamasutra&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;.com&lt;/a&gt;, &lt;a href="http://www.gamesindustry.biz/index.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;gameindustry&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;.biz&lt;/a&gt;, and the dozens of other sites that talk about the industry issues.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;If you are still in school, check out your university's &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_2"&gt;curriculum&lt;/span&gt; regarding game development. Several local schools have a few game development &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_3"&gt;courses&lt;/span&gt;, and many more are contemplating adding them. If you are a student looking to join classes, make it know to your faculty that you want game development programs available to you.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;If you are interested in know what kinds of courses SHOULD be offered, check out the &lt;a href="http://www.igda.org/academia/curriculum_framework.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;IGDA&lt;/span&gt; &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_3"&gt;Curriculum&lt;/span&gt; Framework&lt;/a&gt;. If you want to take these kinds of classes but can't because your school doesn't offer them, then offer this framework to the faculty as an example of what the coursework may look like.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Take as many of these courses as possible. Learn all that you can about game development, and try to concentrate in a particular area. If you are a programmer, then become &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_4"&gt;good&lt;/span&gt; with an area that games typically use: graphics, sound, networking, AI, &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_5"&gt;physics&lt;/span&gt;, etc. If you are an artist, then learn all you can about making characters, non-organic models, environments, and of course animation.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Where tools are concerned, programmers should learn and become at least intermediate level with C++. &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;APIs&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; such as &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;DirectX&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; or &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;OpenGL&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; are helpful as well.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;If you are an artist, there are three tools of the trade: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;Photoshop&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;AutoDesk&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; 3&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;DMax&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; and Maya. Some companies may tend to focus on &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;Photoshop&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, plus either Max or Maya. Don't be left out - learn them both!&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Many companies require a test of some kind during the interview process. Be prepared to answer various questions about the concepts of game development, programming, or even practical tests such as building code or making models/animations.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;While in school, look for opportunities to join clubs with people who have a similar interest. Look for available internship programs. Make your senior project about your game interests.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;To demonstrate PASSION, one must be motivated enough to overcome the lack of traditional educational programs. This means getting smart about game development on your own. Look for &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_13"&gt;Internet&lt;/span&gt; resources - blogs, forums, and other groups of similar interest. Learn all you can, and participate in 'net community projects.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Examine freeware engines and seek to build games on your own time. Nothing speaks more highly about your passion that doing something that other people might not attempt. Make some games of your design. Develop a portfolio of games, images, and animations that would be what game companies are seeking.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;When you are able to score an interview with a game company, do not come empty handed. &lt;strong&gt;Bring your portfolio!&lt;/strong&gt; If you are an artist, it helps to be a &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_14"&gt;hard copy&lt;/span&gt; of your work - not just hyperlinks! For programmers, bring demos that have been tested and work on different PCs. Of course these demos need not be full games, or even completely finished. We are only looking at the ability to take a concept an execute against it.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Surround yourself with people of similar &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_15"&gt;interest&lt;/span&gt;!&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;If you aren't a programmer or artist, but would rather design games, there is no greater experience that making levels of games you've played. Find the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_16"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;SDKs&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, level editors, or modding tools for games that have them, and create a portfolio of new worlds, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_17"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;gameplay&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, and interesting concepts.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;This is mentioned in the blog post below, but I'll say it again: when you do see a job opening, prepare a well-written cover letter that focuses on the job requirements stated in the job ad. Make it painfully game-specific. Show your passion and knowledge, not only of the games and industry, but with the company for which you are applying.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_18"&gt;Joining&lt;/span&gt; local clubs and organizations that promote game industry growth. Two in metro-Manila are &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_19"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_13"&gt;IGDA&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_20"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_14"&gt;GDAP&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;As a company, do we hire fresh grads? Certainly. Of course having previous job-related experience helps, but occasionally we open up positions for the newly graduated. But be careful and read the job spec carefully. Applying for an experienced position when you have none only hurts your case for future employment.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;If you are a programmer, also understanding things like how game engines work: typical construction, threads, modules, and sub-systems of games. Also understanding network programming, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_21"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_13"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_15"&gt;TCP&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_14"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_16"&gt;IP&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_23"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_15"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_17"&gt;UDP&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, and client/server relationships.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;For artists, other package knowledge helps: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_24"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_16"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_18"&gt;Mudbox&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_25"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_17"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_19"&gt;Zbrush&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_26"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_18"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_20"&gt;NewTek&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_27"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_19"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_21"&gt;Lighwave&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_28"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_20"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;XSI&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_29"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_21"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_23"&gt;SoftImage&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; are good.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;For artists you must have a basic understanding of the "art pipeline". This is used to describe the steps that artwork typically takes through the game development cycle. Everything from concept sketches to rough modeling, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_30"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_24"&gt;texturing&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;, normal mapping, animations, etc. Becoming an expert in a &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_31"&gt;particular&lt;/span&gt; area helps, but don't neglect the full pipeline as smaller/medium-sized studios may not have the luxury of allowing artist to only focus on one task.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;There are other opportunities that are &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_32"&gt;available&lt;/span&gt; to people without traditional programming or art skills. Some company may hire quality assurance (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_33"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_23"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_25"&gt;QA&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;) testers. These positions still require good communication skills and a love of games. &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Positions such as PRODUCER are typically experienced positions, and rarely will companies hire someone into such a position without some kind of previous and &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_34"&gt;relevant&lt;/span&gt; job-related experience.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;More senior positions are made available from time to time, but please read the job ads carefully. Many times these positions require detailed knowledge of the tools and techniques of the areas you will be leading. You can't assume that as a general IT manager can slip easily into a game programming position. The tools and &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_35"&gt;techniques&lt;/span&gt; are very different. Also, it will be difficult for you to gain the respect of your subordinates as you haven't "been there, done that yet" with respect to games.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Expect that for all but the largest of game companies, that if you are a lead, managing, or even a director level, that some amount of your day will be spend programming or making art. No company would have the luxury of allowing it's employees just to "manage".&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;If you are interested in becoming a "game designer", then you must have made some attempts at designing games: either PC games or board games at least. Having experience as a level designer or in using mod tools is a &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_36"&gt;necessity&lt;/span&gt;. You must be creative and have the ability to "think outside the box". You must know games inside and out: what genres exist, industry issues, current trends. You must also understand the differences in designing games for each type of platform: handheld, PC, console, and arcade.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: verdana;"&gt;Game designers must also be good writers. Much of your day will be in creating game design documents. This also includes scripts, stories, and concept "pitches". You must be able to communicate abstract ideas, &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_37"&gt;formulas&lt;/span&gt;, and you must have an artistic eye.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Just because you are not a graduating game development student doesn't mean that you don't have a shot. I would love to see more experienced programmers and artists apply for our jobs, but just because you have been doing generic IT or architectural/media art doesn't mean you are a good fit. Please see about for ways of making yourself smart and building a game-specific portfolio. Only after you have demonstrated your passion (even if it is self-study) will a company consider you for a career change.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family: Verdana;"&gt;Of course one obvious way to get your work noticed by a game company such as &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_26"&gt;Matahari&lt;/span&gt; Studios is to enter local competitions for game development or art. One prime example is &lt;a href="http://www.uggxx.org/"&gt;U-Got-Game&lt;/a&gt;.&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-234817461807121948?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/234817461807121948/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=234817461807121948' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/234817461807121948'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/234817461807121948'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2007/07/so-you-want-to-make-games-for-living.html' title='So You Want to Make Games for a Living?'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-1096062710641282996</id><published>2007-06-22T08:21:00.000+08:00</published><updated>2007-06-25T11:18:59.059+08:00</updated><title type='text'>Game Industry Interviewing Techniques</title><content type='html'>&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;As a General Manager and someone who is responsible for hiring staff, I must say that I've waded through my fair share of resumes. Across the world I've seen different approaches to the job application process. Obviously there are a number of differences between submitting a resume in the US, and applying for a job in the Philippines. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;I thought I would offer my observations and thoughts on the subject:&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;As an applicant, &lt;strong&gt;you must read carefully the job advertisement&lt;/strong&gt;. The job ad will hopefully list for you the REQUIRED attributes of the position, and other skills that might be nice to have. If you don't have the required skills, you only do yourself a disservice by applying. You take up your time and that of the person reviewing the submissions, and you run the risk of creating some ill-will for you if you choose to apply again in the future for a position for which you are much more qualified.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;Include a cover letter!&lt;/strong&gt; This is such an important point I will say it again - &lt;strong&gt;include a cover letter!&lt;/strong&gt; Very few applicants take the time to include a cover letter. The cover letter is your one chance to overcome any objections the reviewer may gloss over when reading your resume. Without a cover letter it will be difficult to understand the full value of the candidate. Please take this advice - include a cover letter with your application. It will drastically increase your chances of an interview.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;As a corollary to #2 above, make sure your cover letter is tailored to the job at-hand. Including a generic cover letter that says how hard you will work and that your experience makes you a good fit is not enough. Talk briefly about your skills that are appropriate to the position, and how your past experiences will give value to the company for the company in this role. Be specific and draw links directly from the job advertisement text.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Include a &lt;strong&gt;TAILORED&lt;/strong&gt; resume in your application. Submitting generic resumes will not distinguish you from the crowd, and they are quite easily spotted when pouring through the vast number of applicants. Take the time to READ the job advertisements, and highlight through bullet points, bolding, and carefully crafted descriptions. Make sure that you present yourself in such a way that it would be a crime if the interviewer didn't call you in. Of course you must not inflate your experiences or misstate (i.e. lie) about your background. Do not think for a moment that the company won't check up on you - any company worth their salt will call references and your previous companies for employment verification.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Since we are a game company, it helps if you have some game experience in your background before applying for game development position. This doesn't necessary mean that you have had to work for a game company before, but rather that you have taken it upon yourself to demonstrate your interest and passion for this career. Spend some time working on your portfolio or on a game demo. Show you know what you are talking about by speaking intelligently about the games the company might make. &lt;strong&gt;Game development is all about PASSION&lt;/strong&gt;, and if you don't have the fire in your belly (i.e. you are just looking for a paycheck) then it's best to move along and find something else that is more suitable.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;If your experience has been in business programming, that doesn't necessary qualify you for a game programming position. Game programming is inherently different, and requires knowledge of things like graphics, sound, AI, physics, and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;APIs&lt;/span&gt; like &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;DirectX&lt;/span&gt; and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;OpenGL&lt;/span&gt;. If you are a business programmer and want to make the switch to games, please see #5 above.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;If you are a computer artist, there are several software packages you need to know: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;AutoDesk&lt;/span&gt; 3D Studio Max and Maya, and Adobe &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;Photoshop&lt;/span&gt;. You must have at least an intermediate level of knowledge before applying, so if you don't yet possess such skills, see #5 above.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;One particular difference between resumes here in Asia and the rest of the world is the inclusion of personal/bio data on the resume. In my view this is unnecessary, and anyone who would choose an employee based on age, gender, religious affiliation, or that they didn't like your picture isn't a company worth working for. Leave it off...&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;There are a number of online services here in the Philippines that display available jobs: &lt;a href="http://www.jobstreet.com/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;jobstreet&lt;/span&gt;.com&lt;/a&gt; and &lt;a href="http://www.jobsdb.com/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;jobsdb&lt;/span&gt;.com&lt;/a&gt; are two of note. If you use these services, my suggestion for applicants is that you do not choose the HTML way to submit your resume, rather you should choose "send via email" option if it is &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_7"&gt;available&lt;/span&gt;. This way you get to submit a nicely formatted resume PLUS COVER LETTER to the employer, and you will be allowed to format your materials in a way that best suits your need to highlight what's important.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;You would think this is obvious, but apparently it's not as obvious as it should be: if you are scheduled for an interview at say 10am, it's a good idea to be there on time. Maybe even 5 minutes early. DO NOT BE LATE. Sorry guys to be harsh here, but traffic is not an excuse. I know traffic in Manila is bad, but I learned this pretty quick how bad it is - most of you have been here a lifetime, so you should know to plan around it so you aren't late.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;If for whatever reason you are delayed or cannot make it at the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;assigned &lt;/span&gt;day/time, please be proactive and call the company to reschedule. My assumption would be that if you don't call, then you aren't interested.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Don't accept a job interview if you aren't truly interested in interviewing for the job. I've had way too many instances where interviews were scheduled but people didn't show up. I'll never understand that one. Just makes you look bad, that's all. Why make yourself look bad when a simple phone call is all it takes to clear things up?&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;em&gt;"It's just my opinion, I could be wrong" - Dennis Miller&lt;/em&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-1096062710641282996?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/1096062710641282996/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=1096062710641282996' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1096062710641282996'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/1096062710641282996'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2007/06/game-industry-interviewing-techniques.html' title='Game Industry Interviewing Techniques'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-115216167029180299</id><published>2006-07-06T12:15:00.000+08:00</published><updated>2006-07-07T12:29:26.816+08:00</updated><title type='text'>Two Steps forward, Two Steps Back</title><content type='html'>&lt;span style="font-family:verdana;font-size:85%;"&gt;Several years ago I wanted to purchase a digital music player. I wasn't one to become one of the millions of iPod lemmings, so I looked far and wide for the best digital music solution out there. At that time I purchased a Creative Labs Zen Xtra. It had the size (40 or 60GB), replaceable battery (iPod eat your heart out), and played a file format that I thought was better than MP3 - namely WMA. Read more &lt;/span&gt;&lt;a href="http://www.extremetech.com/article2/0,1558,1525987,00.asp"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;here&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt; to understand this position. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;The Zen Xtra has served me well. My 40GB model can hold just about my entire music collection (sampled at a high bitrate), has a decent battery drain time, and ultimately sounds great. It's only drawback was that it is a little large - about the size of an old Sony Walkman (remember those - the tape player, not the CD player). But this was a price I was willing to pay for these feature.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Of course time marches on, and technology improves. There are much better players out there now. While the price point has remained about the same, they have gotten smaller and now have the ability to store/view pictures and movies. As I am currently in the market for a new digital music player, I of course when looking at the latest Creative Labs offerings. I've examine two in particular: the &lt;a href="http://us.creative.com/products/product.asp?category=210&amp;subcategory=214&amp;amp;product=14331"&gt;Zen Vision:M&lt;/a&gt; and the &lt;a href="http://us.creative.com/products/products.asp?category=213&amp;subcategory=214&amp;amp;product=15283"&gt;Zen V&lt;/a&gt;.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;On the surface these look like solid products, and when held against the current iPods they indeed are. The problem as I see it is that to take on the iPod, you have to not only meet the iPod's specs, but surpass them - and by a significant margin. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;The two biggest features I hold in the highest regard are the player's music capacity and if it has a replaceable battery. I travel quite a bit, and I like to take my entire music collection with me. I just never know what I may be in the mood for, so it's good to have my collection with me. And because I travel, I also tend to run the player for a long time - listening to music for hours, or trying to get through a book-on-tape or my language CDs in one sitting. When your cruising at 40,000 feet, the options for recharging your player are limited. Just give me an extra battery and I'm good to go.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;So what then happened with both these features? Creative Labs in its wisdom has chosen to reduce the capacities on their players (30GB is the largest Vision:M you can get), and it looks like they have dumped the idea of a replaceable battery all together - none of their new players have them.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Ouch. Time to look for another company's player...&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Eric Marlow&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;aka "Snacko"&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-115216167029180299?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/115216167029180299/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=115216167029180299' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115216167029180299'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115216167029180299'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2006/07/two-steps-forward-two-steps-back.html' title='Two Steps forward, Two Steps Back'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-115155283018466839</id><published>2006-06-29T11:43:00.000+08:00</published><updated>2006-06-29T11:47:10.196+08:00</updated><title type='text'>Wow - Never This Easy Again!</title><content type='html'>&lt;span style="font-family:verdana;font-size:85%;"&gt;I found something today that totally amazed me. We've recently purchased a bunch of LCD monitors for our office. One of the monitors I used was developing some "stuck" pixels. You can tell you have stuck pixels if you see small dots of a particular color remain on your screen. Usually they are apparent when you have a black screen saver.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Anyway, I had a few red and blue stuck pixels crop up.  I did a quick search on the 'net and came up with this &lt;/span&gt;&lt;a href="http://www.wikihow.com/Fix-a-Stuck-Pixel-on-an-LCD-Monitor"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;fix&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;. I was totally amazed. It worked! Try it yourself...&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Eric Marlow&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;aka "Snacko"&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-115155283018466839?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/115155283018466839/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=115155283018466839' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115155283018466839'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115155283018466839'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2006/06/wow-never-this-easy-again.html' title='Wow - Never This Easy Again!'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-115154638603739454</id><published>2006-06-29T09:48:00.000+08:00</published><updated>2007-06-22T09:39:12.523+08:00</updated><title type='text'>Shocking - Technology in PH</title><content type='html'>&lt;span style="font-family:verdana;font-size:85%;"&gt;As I am responsible for setting up the office here in Manila, I was shocked as to the state of technology here. It's not that decent technology can't be found - eventually it can be. It's just more difficult to find. Gone are the days of just running into the local Best Buy and finding exactly what you need for a good price. Gone are the days of Internet shopping from New Egg or other online retailer - fast delivery, cheap prices. hehe - a thing of the past for me.&lt;br /&gt;&lt;br /&gt;Now I'm relegated to not only paying a HUGE incremental for both hardware and software, but there is a tremendous lead time to receive the goods you wish to get. Sure, you can buy technology same-day, but it may be a lesser brand or not the specification you want. If you are looking for a specific model of HP printer, or a high-end Nvidia graphic card - good luck. You may have to wait 30-45 days until it can arrive from overseas distribution points.&lt;br /&gt;&lt;br /&gt;The problem as I see it is that foreign tech companies are not serving the Philippines directly. I guess there isn't a big enough market here. I know that Dell doesn't go direct here, and neither does HP. It all comes from Singapore.&lt;br /&gt;&lt;br /&gt;Of course this is a big problem for running a business here. The costs, lead times, and availability of technology are a huge disincentives for productivity. And the large incremental on pricing only contributed to piracy. In the US I could get a copy of Autodesk 3D Studio Max for $2800 USD, but here it' s more like $5000. Same holds true for Microsoft software, Adobe, and other software makers. What incentive do they have here to get the legitimate stuff? Very little. I imagine this is a similar issue in other emerging markets as well.&lt;br /&gt;&lt;br /&gt;Eric Marlow&lt;br /&gt;aka "Snacko" &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-115154638603739454?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/115154638603739454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=115154638603739454' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115154638603739454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115154638603739454'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2006/06/shocking-technology-in-ph.html' title='Shocking - Technology in PH'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-30417736.post-115154539135497594</id><published>2006-06-29T09:34:00.000+08:00</published><updated>2006-06-29T10:00:24.096+08:00</updated><title type='text'>First Post</title><content type='html'>&lt;span style="font-family:verdana;font-size:85%;"&gt;Hello - my name is Eric Marlow. I'm the General Manager and Head of Studio for Matahari Studios in Manila, Philippines. This site contains some thoughts, idea, conversations, and miscellaneous ramblings of my life and work - computer games, technology, and life abroad - all are topics of interest to me.&lt;br /&gt;&lt;br /&gt;I have never written a blog before, but I have contributed to magazines and online websites, so I think I have something to say. Please visit often and contribute your own thoughts and ideas. I'd love to hear from you.&lt;br /&gt;&lt;br /&gt;Eric Marlow&lt;br /&gt;aka "Snacko"&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/30417736-115154539135497594?l=snacko.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://snacko.blogspot.com/feeds/115154539135497594/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=30417736&amp;postID=115154539135497594' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115154539135497594'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/30417736/posts/default/115154539135497594'/><link rel='alternate' type='text/html' href='http://snacko.blogspot.com/2006/06/first-post.html' title='First Post'/><author><name>Eric Marlow</name><uri>http://www.blogger.com/profile/09623654603406288439</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='http://1.bp.blogspot.com/-jui4r_icQPk/TWzN0H6yXcI/AAAAAAAAADw/XQEZ_CJKaII/s220/Eric_Portrait.jpg'/></author><thr:total>2</thr:total></entry></feed>
