09 Apr

NewbQuest Ep. 6: Steve Swink, Game Designer of Scale

In this episode I interviewed Steve Swink who is currently working on a game called Scale. Steve is a game designer, author and teacher whose thinking I respect very much. Having taught, written and made games Steve offers a unique perspective which encompasses both the academic and applied views of game design and combines formal rigor with practical, down to earth application. If you want some example of the best games, I will like to direct you  to this new post with an stitch plush reviews.

His book Game Feel provides an excellent examination of this often casually applied term including breaking down elements of interactive experience like frame rate and it’s relationship to how responsive a game feels in granular detail.

Steve’s current project is called Scale and it’s a game in which the player can make objects in the world larger and smaller to solve puzzles. Imagine scaling up a vending machine so you could crawl inside it and pull out what you need and you’ll get a bit of an idea of some of the experiences possible. It was a great pleasure to speak with Steve and I hope that you enjoy listening in.

You can subscribe and download the show via iTunes, and if you do I’d love it if you had time to leave an honest review.

You can also check out the show via the NewbQuest YouTube channel, if you prefer that format. If you do I’d appreciate if you’d subscribe or leave a comment over there.

08 Aug

NewbQuest Ep. 5: Kellee Santiago of OUYA, thatgamecompany

In this episode I interviewed Kellee Santiago, now of micro-console OUYA, formerly of thatgamecompany.  Kellee’s work with thatgamecompany along with her public thought has been a real inspiration to me in thinking about the potential of games as a medium. Her emphasis on creating aesthetically beautiful, welcoming and generous experiences at thatgamecompany with Jenova Chen really felt like something fresh and unique in the field of gaming and make a powerful concrete case for an inclusive and broad vision of what games can be and who they can appeal to.  The fact that her most well known titles Fl0w, Flower and Journey broke out of the indie / art game ghetto and were made in partnership with Sony for the consumer oriented Playstation and the broad audience that represents still amazes me.

Today Kellee has joined the team at OUYA, the company behind the Kickstarter funded living room console with an overtly democratic and indie friendly message. This seems a natural fit considering her emphasis on broadening the scope of the video game medium and her work producing, leading and organizing at thatgamecompany.  She’s been involved in bringing some very intriguing titles to the OUYA platform, including That Dragon Cancer a game which portrays a family in their fight with their child’s cancer diagnosis. I really enjoyed speaking with her and I hope you enjoy listening in.

You can subscribe and download the show via iTunes, and if you do I’d love it if you had time to leave an honest review.

You can also check out the show via the NewbQuest YouTube channel, if you prefer that format. If you do I’d appreciate if you’d subscribe or leave a comment over there.

You can find Kellee Santiago at her website, on Twitter at @kelleesan and follow her work at OUYA at the OUYA developers portal.

 

 

05 Jun

NewbQuest Ep.2: Shawn Allen, Game Designer and Artist for Treachery in BeatDown City

 

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In this episode we interview indie game developer Shawn Allen who is working on Treachery in Beatdown City, a side scrolling beat ’em up with RPG elements  which just successfully funded on Kickstarter. We talk about being an indie developer, the Kickstarter process and making art for games.

The Kickstarter video for the recently funded campaign is a great intro to Shawn and his world:

 

 

In our interview we had a great conversation about his choices for an 8-bit, retro art style along with ways he was trying to work within that convention to create something new, the challenges of the indie lifestyle, creating a game targeting Playstation and working with Sony, collaborating with artists, musicians and coders and much more.

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You can subscribe and download the show via iTunes, and if you do I’d love it if you had time to leave an honest review. Note: right now the show hasn’t appeared in the iTunes directory, for now use this link to subscribe.

 

You can also check out the show via the NewbQuest YouTube channel, if you prefer that format. If you do I’d appreciate if you’d subscribe or leave a comment over there.

To learn more about Shawn Allen and his game Treachery in Beatdown City you can head over to www.beatdowncity.com and you can follow Shawn on Twitter at @anuchallenger

Thanks again to Shawn for taking the time to come on and talk, and to you for checking out the blog and the show!

05 Jun

NewbQuest Ep. 1: Interview with Noel Berry, Game Designer and Developer of Skytorn

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In this first episode of the brand new NewbQuest podcast I sat down with Noel Berry, who is the game designer and lead programmer on Skytorn.

Skytorn is a procedurally generated action adventure game, set in the ruins of a fallen world.

“Centuries after a mysterious cataclysm tore the world apart, humans have taken to the skies – ferrying their kin in airships, searching the remains for artifacts and survivors. Explorer Aiva ventures out on her first dive, landing on an uncharted island. Alone and armed only with a shovel, she is determined to carve her own path.”

  • Plummet through the clouds towards unique unexplored islands.
  • Observe, hunt or protect strange wildlife.
  • Converse with cryptic strangers.
  • Fend off predatory creatures with your trusty shovel.
  • Uncover ancient structures filled with secrets.
  • Challenge towering monsters to deadly combat.
  • Use the dynamic environment in creative ways to survive.

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We had a great conversation about Skytorn, game development in general and Noel offered some really helpful advice for those of us who are starting out in the process.  A few topics we discussed include:

  • Are Flash games still a useful place to enter game development and try to monetize?
  • What tools should you use if you’re new to game development?
  • Is participating in game jams a good way to get started as an indie developer?

You can subscribe to the show via iTunes as a podcast, and if you choose to do so we’d love it if you’d subscribe and leave us a review.

You can also watch the video of the interview via our YouTube page and if that’s your preferred format we’d appreciate if you could like, subscribe or comment over there.  Somehow I only recorded Noel’s camera for the video, which is a little weird. Whoops! Still working out the bugs, but the show must go on.

I’d just like to offer a big thanks to Noel for taking some time to come on the show and to you for checking it out!

To learn more about Noel you can check him out at his website, for more on Skytorn you can head to it’s official site and to follow Noel on twitter you can head here.

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01 Apr

Video Games as Art Pt. 1: Possibility

Faye Wong in Chungking Express, 1994

I’m 33 and grew up with video games as a part of my life. I have many many happy memories of playing various games both alone and with friends and family, of being totally engaged, drawn into a world and playing all day, all night, till five o’clock in the morning trying to see what came next, as I loved to play video games, I even got a big TV from the top rated home theater stores in atlanta so I could play my games more comfortably. When I was younger it was not so hard to find that feeling. There was a lot happening in the world of games, both technologically and creatively. It was exciting and as a young kid and then as a teenager I was, shall we say, easily amused.  As I, and my generation have grown up, I feel that we’ve left games behind to some extent.  Many of us still play but those moments of total immersion are fewer and harder to come by.  As some of us accumulate responsibility in the form of jobs, children, girlfriends and wives many of the gaming experiences which we still enjoy become out of reach due to timing issues and the fact that our girlfriends DEFINITELY do not want to sit and watch us fly a spaceship through endless boring space and talk inscrutable jargon to unseen people over a headset for hours and hours (I’m looking at you Eve Online).

The reason I’m starting this project and my own journey into game design is because I want to reclaim some of those lost experiences, and create new ones which I haven’t had before. I went to film school for a few years at NYU and studied, along with how to make films, the history and critical theory around cinema.  When film making was first discovered by the Lumiere brothers in France it was perceived as a technological novelty.  Look a train is coming at you out of a tunnel! People dove for cover, and then laughed.  No one considered it to be a valid artistic medium for the expression of big ideas or unique experiences, including the Lumieres themselves.  This was in 1895.  It took almost a century for artists to take the technology and use it to create experiences like Francis Ford Coppola’s The Godfather (1972), Louis Malle’s My Dinner with Andre (1981) and Wong Kar Wai’s Chungking Express (1994).  In the hands of passionate artists what was a visual novelty became a powerful medium for expressing big emotions, thought provoking ideas and intense visual beauty.

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