Game Studio: Nonlinear Narratives: Industry Knowledge Post-Mortem

Carter’s “Industry Knowledge” essentially details the specifications of a pair of white stockings. Because the stockings are described precisely and meticulously, I asked myself the question, “What would happen if these specifications were not met?” And that was how I approached…

Game Studio: Nonlinear Narratives: Possessions Postmortem

I created another paper prototype for the flash fiction story “Possessions” by John Smolens.  I based this off the last paper prototype I made but made it more playable and more advanced with new ideas.  The goal of this paper…

Game Studio: Nonlinear Narratives: Possessions Post-Mortem

I created a paper prototype for the flash fiction story “Possessions” by John Smolens.  In the game, the player controls where the Husband goes and collects all the items from each room without running into his ghostly wife.  The more…

Game Studio: Nonlinear Narratives: Poster Children

Poster Children was a flash fiction that resonated with me. But it was actually a design element I could use as an avenue into designing the game, or at least a general outline of what the game could be: I…

Nonlinear Narrative: Clown War Post-Mortem

  I created a paper prototype for a game adaptation of Cuomo’s flash fiction piece “War of the Clowns.” In the game, the player controls the actions of two clowns with the goal of attracting the attention of a crowd…

Game Studio: Nonlinear Narratives: Industry Knowledge Paper Prototype

I set out on the paper prototype for ‘Industry Knowledge’ with the express purpose of creating something a little off beat that captured the same form of absence of explanation that the flash fiction “Industry Knowledge” did. The player would spend…

Game Studio: Solar post-mortem

   Solar Main Menu Screen Solar is a project that has gone through many changes over the past few months. Initially I wanted the game to be a Metroidvania game with a timed mechanic that encouraged progression rather than backtracking….

hack & gli.tc/h

hackers … for hack & gli.tc/h please go here.  <http://hackandglitch.tumblr.com/> thanks!

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…

Radical Games: Once Upon a Time Project Proposal

The art featured above is my main character (Emit) and the three types of platforms that I am using currently. More to come. The concept behind my videogame Once Upon a Time began when we did our exercise for homework about…

Interactive City: Your Choice

We installed the project in various spots across the 2nd floor of Heimbold. Printed the photos and price tags, we stuck them onto the wall with double-sided tape. We installed five different groups of juxtapositions: We took photos of different…

Radical Games: Fade

My project plays with the ideas of memory and loss through a simple 2D side scroller. The player progresses through various stages of memories, each which comes equipped with deadly obstacles that must be navigated past representing each memory. For…