Month: May 2016

Radical Games: A Silt Choreography Post-Mortem

Coming upon Open Studios this week, my game is at a point of playability. It is an environment. The final challenge  in building this game to be at a point for playability involved getting collision on the diamond portal to…

Radical Games: A Silt Choreography — Project Proposal

Early concept art for the game. This is an early sketch of how the text of the poem “A Silt Choreography” might read visually at the representational level.  MARCH 2016 CHECK-IN: post one for class Radical Game Design.  Building in Process I…

Radical Games: A Silt Choreography Update

  (early april) Game update: Skinning, actualities   What i’m working on now  I am working in Adobe Illustrate now on final art for the game, and the assets, as well as the flow of the game itself, is unfolding…

Radical Games: The Clay Post-Mortem

Finishing up the semester and coming up on Open Studio, I think the thing I’ve learned most from this project is how hard it is to round out any sort of project that is editable. With a song, a play,…

Radical Games: The Clay Proposal

The Clay is a project inspired by simple storytelling, an attempt to combine pixels, notes, and a background story into an experience that would make the audience feel something for the characters and get sucked into the game world. The…

Radical Games: Fade Post-Mortem

I ended up spending a lot more time on coding than I initially realized it would take. Oddly enough it was in things I assumed would be seemingly simple that ended up taking the most time whereas many of the…

Radical Games: Once Upon a Time Post-Mortem

Once Upon a Time was (and still is) a project that has taught me a lot about making a video game, but more generally making anything. The first, and most important rule, that I learned was to MEASURE EVERYTHING. It doesn’t matter if…

Radical Games: Gumiho Post-mortem

Getting Gumiho to its current state has taken a lot of work! Maybe a bit more than I expected! But it’s been very rewarding to see the game slowly take form. I still haven’t finished the game, but I have implemented all…

Radical Games: Gumiho Project Proposal

The primary inspiration for Gumiho was the potential that exists in interactive media to create dissonance between the player and the player character. I wanted to create a game in which the PC’s interpretation of events in the game world…