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Nintendo Contractor Fired For Blogging

In case anyone needed a reminder that nothing's ever anonymous on the internet, and yes, your ass can get fired for stuff you put in your personal blog ... or MySpace page ... or Facebook page ... comes the sad tale of Jessica Zenner, a 23 year old employee of Nintendo, was fired for her personal blog (allegedly). Of course, there's a she said, company said element here, and while Zenner says higher ups never informed her of any Nintendo policy on blogging, a spokeswoman for the company said "[Zenner] was expressly discouraged from doing what she did. I've seen everything that she's written and it's really not work appropriate."

therealwillie6813d ago

with a nasty streak, what more could you want

FordGTGuy6813d ago (Edited 6813d ago )

She is hot.

but she shouldn't be complaining about her work on the internet.

razer6813d ago

She looks like trailor trash..

and not a very smart person either..

Show all comments (13)
50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney32d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage33d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman32d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb32d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.