Archive for the ‘my games’ Category

Donkey + Carrot = Unicorn

Monday, February 1st, 2010

This past weekend, I helped make a game in under 48 hours.  Of those, I slept for 3.  The game chronicles the typical adventure of a donkey pretending to be a unicorn:

Uniscorn

Uniscorn

Amazingly, it turned out fairly polished, complete with cutscenes and everything, despite most of us being dead on our feet by the end of it.  But I guess that’s what happens when your team mainly consists of artists and writers.  I used to think that a 50/50 split between creative and technical was fair, but it’s really not the case.  You can never have too many artists.

Also, check out the game on the main Global Game Jam 2010 site.

Ask me no more questions, I’ll tell you no more lies

Wednesday, December 9th, 2009

My latest prototype, Secret: Uncovered, is a short piece dealing with discovery.
Secret01
It was part of an installation at the California College of the Arts.
Secret04
It’s also an entry into the EGP’s Art Game contest.
Secret02
And it’s a personal statement about my life.
Secret03
Ultimately, though, it’s a secret.

See me, watch me, read me

Tuesday, October 27th, 2009

So I spent a week wrestling with Flash’s 3D components, in a quest to recreate a first-person shooter engine for my third film/game project this semester.  I also refused to use any kind of third-party library (because I’m masochistic like that), so I was limited to the 3D rotation and positioning that’s built in.  It became clear rather quickly that I shouldn’t be doing my project in Flash, but by then it was too late I was too lazy to start anew.

I was able to jank a solution together, after hours of messy coding and headaches.  You wouldn’t know it from the final product, though; I think it turned out nicely, albeit a little on the choppy side (because of poor optimizations):

rvt_falltraining

Fall Training 3D

This is  a take on my memories of watching anime as a kid.  I didn’t understand Japanese then, so the audio was basically just a wall of background noise, and I had to either focus on watching the action on screen, or focus on reading the subtitles.  Also, sometimes I’d miss an episode, or come into a series in the middle, so I’d have to watch scenes out of order.

The footage is actually from a linear project I filmed back in January.  The editing process has been slow and painful, because I’m animating bits of it in a similar style to my stop-motion vids.   Hopefully, it’ll get done in the near future.

Play me a story

Tuesday, August 11th, 2009

It’s not a stretch to say that one of the most common aspects of games is the notion of objectives.  The player is taught how to do something, and then expected to do it at harder and harder levels of difficulty.  Some people might even try to cite this as one of the definitions of a game.  (The other definition, of course, is based on the requirement of fun, which is equally flawed.)

This results in an extreme example of “the ends justify the means,” especially since virtual media has no readily observable consequences.  The player assumes (often, quite correctly) that nothing they do matters, as long as they manage to complete the objective, and make it to the end of the game (or level).  I could go in-depth about constructing games that don’t allow this careless attitude, but that’s not where I’m going now.

I want to think about using a different idiom: “it’s not whether you win or lose, it’s how you play the game.”  Let’s imagine a game where you always “win”; that is, you always make it to the end, no matter what.  With that prime objective removed, what can we focus on?  Well, naturally, once we know where we’re going, we want to know how we’re getting there, and why we’re going at all:

SoundTrek

SoundTrek

Obviously, this is only one of the many ways we could direct player attention, but that’s the point.  Once we release our insistence on “win”-based games, new opportunities emerge.  I could probably take this game further and develop it, adding more interactions and branching storylines, but it’s only meant to be an idea prototype.  That is, what can be developed from this?

I want to see games where the emphasis is placed on how the player interacts with the game, how they feel when they do it, do they rush or hesitate?  Because once we do that, we can drop objectives and endings entirely, and create experiences that never end; the game will tell a story to the player, who in turn tells a story to the game.