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Submitted by bryan on Mon, 05/06/2013 - 3:45pm
A hundred years ago, children played with wooden toys and stuffed animals. Entertainment was an entirely different beast than the interactive, software driven entertainment of today. Play now bears little resemblance to play then, and the workplace has changed as well. Technology for children is an exciting medium for education and fun, and David Merrill’s Sifteo cubes approach the idea with passion.
Submitted by bryan on Tue, 04/30/2013 - 2:23pm
Michael Chemers was the founding Director of the Bachelor in Fine Arts Dramaturgy program at Carnegie Mellon University. He is the author of the "Ghost Light" model of dramaturgy, a muscular, creatively engaged, artistically vibrant approach to dramaturgy that requires thorough historical understanding, theoretical training broad and deep, and a passionate dedication to creating powerful, relevant performances of all types.
His Work on Freak shows has appeared in Modern Drama, The New England Theatre Journal, The Journal of Nineteenth Century Theatre and Film, Theatre Forum, and Disability Studies Quarterly, for which he has also served as an editor. His work as a theatre historian and theorist has appeared in these journals, as well as in Theatre Survey, Theatre Topics, Journal of Theatre and Performance, and Comparative Drama. He has also written chapters for books on South Park and The Rocky Horror Picture Show.
Michael joins Michael Mateas, Noah Wardrip-Fruin, Marilyn Walker, Jim Whitehead, Arnav Jhala, and Sri Kurniawan as the seventh core faculty member. Michael's background is a great representation of the interdisciplinary nature of games and playable media. Welcome!
Submitted by bryan on Tue, 04/30/2013 - 1:51pm
The Master of Science in Games and Playable Media (MSGPM) at UC Santa Cruz invites applications for its founding Program Director. The Program Director is a key leadership position, including: (1) program and curriculum planning,management, and evaluation; (2) teaching and advising students in the program; and (3) ongoing professional workand/or research in the games field.
Submitted by bryan on Fri, 04/26/2013 - 3:32pm
Aaron Cammarata has been in game design professionally for 16 years, and stumbled into freelance game design by accident rather recently. It fit well, and he created voidALPHA, a freelance game design company. In the process, he made some mistakes, and would like to share those mistakes and how to avoid them with new, prospective freelancers.
Cammarata details very specifically the sort of business practices you need to apply in order to be successful. Have you set up a relationship with a lawyer and accountant? Do you have all of the critical office equipment, such as a backup hard drive, printer, scanner, and thumb drives? Figuring out how much you need to charge is also critical, as freelancing means a lot more expenses are on you, rather than your employer. Cammarata’s rule of thumb is to take the salary you would like to have, and divide it by 1000. If you want to live like you make $75k a year working at EA, you should charge $75 an hour. Avoid “odd jobs”, contracts for very small amounts of work.
For networking, it’s critical that you have a website. All networking really is is going out and talking to people about games and telling them what you do. Going to events like GDC, hackathons, game jams, and is a critical platform to make yourself known. Having a LinkedIn profile and joining the game groups on LinkedIn can also help you get work.
Submitted by robin on Tue, 04/23/2013 - 1:00pm
Please read through for full postings of both positions:
1. Assistant/Associate/Full Project Scientist, cross listed as Programmer/Analyst 3 (T13-31)
The Center for Games and Playable Media invites applications from outstanding scientists for a Project Scientist position as a Research Game Developer. The Research Game Developer will participate in research focused on the application of Artificial Intelligence to games, with emphasis on autonomous character AI, social simulation, and dramatic interaction with synthetic characters.
We are especially interested in candidates with experience in social modeling, character AI, and strong behavior authoring skills.
BS, MS, or Ph.D. in Computer Science or related field.
One or more shipped game titles.
Significant experience developing interactive applications, including games.
Significant experience with game AI for non-player characters (NPCs).
Significant experience with multiple programming languages, especially C, C++, C#, and Java
Demonstrated familiarity with multiple scripting languages
Experience developing games using 3D games engines, including Unity.
http://apo.ucsc.edu/academic_employment/jobs/T13-31.pdf for candidates with an academic interest (PhD required)
https://jobs.ucsc.edu/applicants/Central?quickFind=66380 for candidates with a development focus