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Carbine Studios

Company

2 documents in the library are about Carbine Studios, from writers such as DiGRA and G|A|M|E – The Italian Journal of Game Studies. Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Jun 2025

Connections

Each row is a game or company named alongside Carbine Studios, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Carbine Studios

Cover of WildStar's Rogue Archives: Exploring an Anarchaeological Approach to Defunct Games
Article

WildStar's Rogue Archives: Exploring an Anarchaeological Approach to Defunct Games

This paper proposes a "paratextual anarchaeology," a method for reconstructing defunct videogames from the player-produced remnants that surround them, rather than relying solely on technical preservation through emulation.

  • The paper proposes "paratextual anarchaeology," a method that reconstructs defunct videogames from player-produced remnants (forum threads, discussion posts, gameplay videos) rather than relying solely on technical preservation through emulation.
  • The authors argue that conventional preservation overlooks the context of play and the embodied, affective experiences of players, which are often absent from institutional archives.
  • The approach adapts platform anarchaeology and Siegfried Zielinski's media anarchaeology to videogames, treating player-created communities as "rogue archives" that capture emergent player experience.
DiGRAJun 2025
Cover of Union Yes? Computer Game Design, Management, and Labor Relations
Article

Union Yes? Computer Game Design, Management, and Labor Relations

This interview with game developer and project manager Joshua Peery, conducted by Judd Ethan Ruggill and Ken S. McAllister in 2011 and 2012, forms part of a broader multi-institutional project examining the political and interpersonal economies of computer game labor.

  • The game industry's secrecy, driven by intellectual property protections and profit concerns, has left its working realities poorly understood, making this insider interview a rare perspective at a time of widespread assaults on organized labor in Europe and the United States.
  • Joshua Peery's career moved through several studios, including Icarus Studios, Electrotank, and Carbine Studios, marked by layoffs, contract work, and sudden funding collapses.
  • Peery argues that game labor increasingly resembles film industry patterns, and that practices such as unannounced crunch periods, salaried employees denied overtime, and no advance warning before layoffs make unionization sensible, with film and writers' guild models offered as possible templates.
G|A|M|E – The Italian Journal of Game StudiesMar 2013