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About the Archives

This page contains an archive of all entries posted to GAMBIT in the Guests category. They are listed from oldest to newest.

Events is the previous category.

Indies is the next category.

Many more can be found on the main index page or by looking through the archives.

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Live tonight at GAMBIT US: Denis Dyack

This afternoon the US GAMBIT lab is playing host to Denis Dyack, the founder and president of Silicon Knights (Eternal Darkness: Sanity's Requiem, Metal Gear Solid: The Twin Snakes, Too Human). In addition to guest-lecturing in a game design course or two, Dyack will also be giving a presentation on Games as the Eighth Art and Engagement Theory for the MIT CMS Colloquium series. The Colloquium lecture is free and open to the public, and runs from 5-7 PM this evening in building 2-105.

Continue reading "Live tonight at GAMBIT US: Denis Dyack" »

10 Things You Will Not Like About Professional Game Development

Matt Weise gave a great presentation to a packed room at MIT last week, peppered with war stories and so-horrible-it's-funny anecdotes from his experiences in the game industry. For those of you who missed it, here's his list of awful things about professional game development, and each point was greeted with doleful grins and nods of agreement from the other industry members in the audience. Forewarned is forearmed, so here's my recommendation: everybody preparing to enter a game industry career should stop believing that anyone can avoid these pitfalls, but start anticipating and preparing for them instead.

10. Working with people who don't play games
9. Dealing with people who think "fun" is objective
8. Working on games and/or genres you don't like
7. Dealing with people who do not understand the design process
6. Being told you must kiss a publisher's ass
5. Having a design dictated to you over the phone
4. People who cannot communicate to save their life
3. Overtime (Matt actually skipped this one in the presentation because it's pretty obvious)
2. Dealing with people who can't work on a team
1. Realizing that no one has ever unknowingly made a bad game (That'll be you one day)

Thanks Matt!

Doug Church visits GAMBIT

The GAMBIT undergraduate team had a visitor today! Doug Church, Executive Producer from Electronic Arts Los Angeles (to us Bostonians, he'll always be "of Looking Glass fame") dropped by the team's second sprint review session to lend his analytical skills to their current project.

The UROP team is currently two months into the development of their puzzle game, which we hope to put up on the GAMBIT web site soon. Doug reminded the team to always keep in mind what they wanted the player to feel, examining each game mechanic to see how it contributed or detracted from the desired user experience. He highlighted some fundamentals of good casual games: the rhythm of learning new tricks and strategies, the peaks and troughs of the difficulty curve, and the "potential extra achievements" that will keep players coming back.

Doug was extremely generous with his time, spending an extra half-hour after the sprint review to chat with the students about the realities of working in game development. A great day for the team with a great gamesmith! Thanks Doug!

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