About Dan

I'm Dan, aka phale, and I'll get to this some day I swear... http://www.linkedin.com/pub/daniel-clayton/43/303/357

GGJ12 Post Mortem from an Artist

Fair warning: this, like all my blog entries, is long winded and expressive, cause that’s just how I roll. I hate the wall-of-text approach, so as always (well, from now on), there will be a tl;dr version you can find down the bottom for the lazy / time-constrained among you. But hopefully, there’s enough of an interesting story here that readers spend the 15-20 minutes it will take to get through…

If you haven’t heard of GGJ12, you’ve either been living under a rock.. or have better thnigs to do with your weekends. Either way, you’re missing out ;P . For those who don’t know, GGJ12 is the Global Game Jam 12; a globally participated event in over 40 countries (simultaneously), 7000+ participants making 1000+ games, averaging teams of 5-7 all making a game. In a weekend. That’s 48 hours.

It’s hard to conceive, let alone believe, those kind of statistics happened; especially when you consider most big-budget games cost millions to make, take several years, and require hundreds of people. GGJ makes a laughing stock of conventional process. Plus, you only feel your soul being drained for the last 12 hours of a project, not the last 12 weeks…

The rules are pretty simple. You have 48 hours. You have to make the game from scratch. You can use any editor / framework / platform, so long as you are able to release the source at the end. Ooh, and it must fit a theme. In the past, the theme is usually a word, or phrase. So you can imagine the deafining silence that hit our Melbourne crew when they put this on the screen…

The theme was the Ouroboros… a giant serpant wrapping around like a ring and eating itself. Historically, it is symbolic of cycles and balance; life and death, light and dark, yin and yang, going full circle and beginning again. But that’s not what I saw…

So I participated, joining forces of awesome with Andy Sum (website) and Guy Noble (website), as well as being part of the ‘infamous’ pre-organised conglomerate of 15 developers, now colloquially known as Mouthbirth (NB: original internal name was Jam Crew, but during the midst of 48 hours of game making, people get crazy).

So if you haven’t seen it yet, our (mine, Andy’s and Guy’s) GGJ12 game is available here. Give it a play, and try see what I saw, before you continue reading. It wont take long to download, I promise… Ooh, and there’s a timelapse you can watch from my perspective (I’ll link to Andy’s once he’s done it :) , and I will add audio eventually).

Now, I hope you played it first. Because now is your last chance. I’m flagging official “spoiler alert”. Baaah, I’m kidding, read on if you want.

So the biggest part of a post mortem is finding cause of death. But Ave Imperator went pretty smoothly. So rather than pick everything that went wrong, I’m just going to highlight the stuff that stuck with me, and the reasons that I will definitely be returning next year.

Now, I’m not one to reflect on myself and performance without rationalisation. So with each item identified, I thought I’d share something learned or some advice I’ve concocted…

So the good stuff:
1. Firstly, we had fun making it, and I think that really showed through. It keeps you interested. The moment the job is tedious, or you question whether it’s worth it, game over man, game over. You will not keep motivated, on something so intense and short. My advice: Find ways to have fun while your developing; it will make those “uuuh… shit, not this again” moments pass by. Making and playing a game that you enjoy… it’s impossible to explain, you have to have done it to understand. There are only a few things in the world I’d rather experience.
2. My first words as we started production were “let’s KISS it, you know, Keep it simple… stupid, well not you Andy, you’re easily the smartest out of us”. This is really important when you have short time, limited effort and potential scope blowout. Polish, polish and polish some more, really make those few key points of your game shine. For me, it was the characters and their animations, so I spent most of my time making them as polished as I could. My advice: just KISS your game, and it will do things for you. Crazy, revolting things that would make your mother ashamed…
3. We had a great engine, which allowed us to have a playable prototype of the core concept withing 3 hours of imagining the idea. This was so important, to confirm or deny the core mechanic. My advice: Validate early, scrap what is shit. There’s a great little saying among game devs; a polished turd is still a turd.
4. We had a great work dynamic, mutual respect among all 3, and this unspoken shared vision for the game.We were all familiar, friends, had jammed informally before… It kept us motivated, helped us express our personalities among one another, kept each other sane and laughing. My advice: do the jam with people you respect, not necessarily your friends. That’s not to say the two don’t cross over, they certainly did with us. But I would have had a hard time working in such an environment with a casual mate I didn’t respect as a fellow developer I could trust and rely on to pull their weight and get shit done.. awesomely.
5. We had single experts for every field, but everyone had knowledge enough in each others to provide feedback or alternate opinions. My advice: don’t double up, unless you’re both going to be focusing on different areas of the field. You don’t have time for logistics, merge conflicts, or technical discussions.
6. No conversation lasted more than 10 minutes. This may be in part to our ability to just “sync”, like some ungodly hivemind.. but we could sense when a conversation was going no where, and we would just say “hey look, this is a waste of time right now, let’s just go with X and review after”. My advice: Time cap your debates. If it’s taking too long to sort, it’s not likely to be worth it.
We worked great as individuals, and shared a sense of accountability that motivated us to pull our weight as field experts. Again, my advice: work with people you know and trust. I know the jam is meant to mash strangers together, but in all honesty you end up relying a lot on luck. Find a crew eager to jam, and just jam. Use weekends, practice prototyping, get familiar with your tools, learn how to work with your teammates and practice failing. It’s like a rockband; practice together in private before the big pressure gig.
7. We hacked what we could, and kept proper architecture for what we should. As an artist, I stuck to the mantra “why make it when you can fake it”. I saw a lot of people fabricating art, or writing engine code. You seriously do not have the time. Focus on the game elements. My advice (to artists): join CGTextures, learn some quick and dirty photoshop techniques, and plan your time early. If you go over an estimate, maybe it’s time to review your scope, or change your approach to something that has a fast rate of delivery. 48 hours disappears very fast, and games are complex systems at their simplest form.
8. We used virgin playtesters where possible, to make sure the game could stand on it’s own. Usability is becoming a huge part of consumer society, and conventions evolve and plateau. One thing I distinctly remember doing wrong last year was making a game that required developers to explain the game rules, strategies, control scheme etc. My advice: Just don’t do this. Spend more time designing ways that the player will just know the game and the intricate mechanics than the mechanics themselves. Trust me, when players feel clever, they like your game more (see Braid, Portal, Prof. Leyton, Cut the Rope etc.) Make the level design or aesthetics so blatantly obvious that players can’t miss it, and make sure they feel like they discovered it themselves. Also, DO NOT BREAK CONVENTION. Don’t make a fps that uses up/down/left/right. Don’t place static objects out in the open by themselves. And for god sake, don’t put yellow text on white background!!
9. We walked around often, and slept when we were tired. Sure, by the end we were completely drained, felt disgusting and in sweaty, but that’s part of doing a 2 day non-stop game making jam in a country where 40 Celsius is a normal summer day… My advice: Make sure your venue has a shower, and bring a towel and change of clothes (I forgot the towel).
10. We played ‘ideaball’; a thought-stimulating activity we used where form a circle and pass a Grid-iron ball around, but first you have to vocalise a game idea. It works particularly well to make people share ideas that they’re self-conscious about, since you passed the ball to the shy kid trying to hide and now that the pressure is on, it’s all they have. My advice: start the jam with an exercise like this. Provoke thought and debate, build on one another’s ideas, and always… ALWAYS… scrap the first 10 ideas. They’re shit, or already done.

Now what went wrong:
1. We spent a long time brooding on ideas before we found one we unanimously liked. While it was in our interest, try narrow what you want to do first, then come up with ideas. My advice: remember how I said we had fun? If you’re taking too long coming up with some awesomely clever, unique and innovative idea, just do something you’ve had on your mind (in this case, I was wanting to do a platformer hack-n-slash for weeks…)
We used an engine only 1 person knew how to use. This wasn’t a huge issue, was offset by their speed and proficiency, and it meant we’d never get file conflicts, but it was a chokepoint for asset implementation and playtesting. My advice: make sure everyone is familiar, even if there’s only 1 expert. Having more of a technical understanding of Multimedia Fusion would have helped me help Andy, and allowed me to add assets when he was doing something else.
2. I wasted a lot of time establishing the aesthetic, but this may just be a necessary stage to wrap one’s head around such a blank canvas. My advice: it’s daunting as hell at first, but when in doubt, fall back on something you know you can do or are familiar with. I’ve done Flash style squiggly-line-work animations before. I’ve done characters with emphasized proportions, and I knew I could do blank faces quickly… and that’s whats most important. Speed. Speed is the name of the game.
3. I drafted animations we didn’t have time to implement. Sometimes, shit just happens, like doing work that doesn’t make it. My advice: do what needs to be done, and get it in. In this case, I did animations in bulk, then started paintovers and implementation. If I just did the workflow for a full asset, instead of trying to combine stages, I would have realised I didn’t have time to do the Centurion, and that what we really needed was another animation
4. We left a really important feature (the kick) until the last hour of the jam. This was mainly because we felt the game didn’t need it till we started virgin playtesting. My advice: get peers and designers to test early on, while it’s skeleton bones; their feedback can help with the nuances you missed on that first prototype. Then, blitz through and have something presentable to a player, and always use fresh meat; this will help you identify confusing shit in your game, like “how much health do I have?” questions, or “i want to do more than just stab” requests. And never forget, be clever with your usability design. Tutorials and HUDs belong in the 90′s people, let’s get with the times!
5. We over-scoped by a tiny fraction. It wasn’t as bad as it could have been, but we needed up missing out on an enemy type, some interactive objects with the level, and some extra little details in the game that really make all the difference… when you have the time. My advice: KISS. We were close with our KISS, but we strayed a little.
6. Last failure was the text. Now I’ll get into it more in a second, but it was a case of the idea was awesome, the reality not so much. A slight oversight that was a lesson learned, and something we’d do different / potentially fix. My advice: if you’re trying be clever with something risky, test it early.

Key points to review:

We rocked our combat system. It was simple, yet effective. It fit the feel we wanted, and allowed the player to learn the “optimal tactics”, such as lining their foes up and avoiding being surrounded. The animations, audio and implementation just gelled together well; you felt the quick jab, the spongy sound of mushed flesh. For 90% of the jam, we were happy with single-move combat. We even discussed additional actions, but kept to our KISS mantra. Not until Conor O’Cane playtested our game, and said “beat-em-ups are all about combos. I’m really wanting to do more, like jump attack or two button combos”.

That hit us. Hard. Andy and I looked at each other. Shit. Worst part was that he was right, and we knew it, but we just keep putting it off because it was extra work we didn’t think added enough value to warrant the effort. But now that Conor, a legend I secretly respect a huge amount, pointed out our flawed design, it went from a small feature we were leaving out to a gaping hole that threatened to swallow every second of work we did over the last 30 odd hours. No one man should have that much power and influence over you, but it really did. By the end, we couldn’t leave it out. We needed a kick. And we had 2 hours to do it.

Luckily, Andy is awesome, and I had the majority of animation frames ready to be tweaked. And Conor wasn’t the only one to point it out, but he was the first and most helpful. Scope wise, we couldn’t do huge combos, or add weapons and powerups. Even narrative wise, combos wouldn’t have fit. The only thing I really wanted that was out of scope was a sweet assassination animation, where the player character grabs a hold of an enemy, Assassin’s Creed style, and slits their throat or holds them hostage. Brutally violent, I know.. but that’s politics bitch!

Suffice to say, we got the kick down, in 2 hours, and it kind of sucked. No one used it, no one understood it, and it just didn’t fit the game. The kick was meant to save you, act as crowd control utility. As much as Conor and others were right, that beat’em’ups need combos, our game didn’t. The kick was kind of cool at the time, but completely gratuitous now. One button still does the trick if you work the AI right…

So that was combat, how about the narrative? Well, the theory was brilliant. The reality was a little different.

It’s 2:00am, Sunday morning. Andy and I stand up from our desk, have a stretch, then walk to the kitchen. I break open two cups of Sweet Chicken and Corn noodles, then toss one to Andy. Like recently turned zombies, we empty the contents and walk to the boiler, filling the noodles to the little mark inside the polystyrene cup with hot water. Grabbing a pair of forks and our steaming cups, we both walk back to the table, stacked with food, and find a seat.

I don’t remeber the exact dialogue, but it went something like this (Andy, correct me if I’m wrong here, it was 2:00am afterall):

“So let’s review where we’re at..” Andy says. “What is there left to do?”
“Well, We need our finish. We need to kill the Emperor, show the steady degradation of Rome, the fall of Rome, try finish the Centurions. Oh and the plot” I reply. “We really need a way to present the plot”.
We both sit in silence, eating mouthfuls of noodles.
“What if it’s like a story book?” I query.
“Yeah, but remember what they said. Don’t use a wall of text” Andy reminds me.
“Nah, nah”, I agree. “It needs to be awesome. Like how Braid did it, a subtle presentation of text”
Then it hits me. It’s pure genius. I do my token fist-pump of excitement, jump up, slam the table and burst out,
“Dude.. what if it’s like reading a book line by line, but each line is part of the level. So, like, you read through as you progress, getting a little more every time as it scrolls across the bottom of the screen”.
I see Andy’s face light up. He knows what I mean.
“Yeah”, he says excitedly, “And then, like, every play through the player does gets a little bit more of the story, as they get further and further.”
“Exactly. It will make players come back, so they can keep reading the story. But only if it’s, like, subtle and vague, really suggestive. Well, if it starts like that, then becomes really obvious; like, this is Rome, slowly burning as each Assassin succeeds the Emperor. Can you do it, like, make it pan with the levels?”
“Yeah man, let’s do it. But we need the story text”
“Sweet, don’t worry we got this.”
**sound of an awesome 2:15am hi-5**

Now, you’ll notice if you play the game that, yes in fact, the story reads down the bottom. Its actually pretty well done, and I try to be as humble as possible when I say that but I am genuinely proud of it. As a concept.

So what went wrong? Just play it, and you’ll notice. It doesn’t actually work that way. Players (myself included) don’t read it, and for good reason; they’re watching the level area. You notice a white blob float underneath, but you don’t think anything of it. It reminds me a bit of Splint Cell: Conviction’s feature of text-in-the-world, except implemented nothing like it. That was our intention. That was my vision; to have players read, then fight, then read, then fight. But, as with so many things in life, concept and reality are never the same first time. This is why we test. And this is why we should have tested earlier.

Don’t misinterpret this, some players got it (a certain TinMan wins that competition), and some players managed to read the whole story (which was AWESOME). But if we started testing the concept with virgins earlier, we would have realised most people don’t notice it, and maybe we could have found a better way to do it. Even if it was better timing in the levels, or putting it on the ground instead of the black bars. Hell, even if we broke the sentences up to be less words, so the player had less to split attention on. The point is, we didn’t, and what was meant to be a core motivational feature turned into an Easter egg for a niche playerbase.

So I hope by now, you’ve played the game so this post mortem didn’t spoil it for you. If not, I’m about to.

You may remember that earlier I mentioned that I didn’t see an Ouroboros. I didn’t see cycles, or balance.

I saw a snake. Eating itself. I saw self-destruction, self-mutilation. The internal collapse of an organism as it implodes on itself. I saw a black hole, devouring everything that came in its path. I saw division in unity, the cause of great, powerful systems falling to inferior threats. I saw the fruit of politics.

I’ll leave the rest to interpretation, as to retain some element of artistic expression. I remember being disgusted at the pretentiousness of some of the world’s leading indie dev’s attitudes to people’s interpretations of their game’s message, and while our 48 hour beat-em-up’s subtext should be obvious, I’m not going to say “no you idiot, you’re wrong, this is what I meant”. Art, to me, is any abstract communication. If there’s a communication breakdown, we still find a way to piece together the message, and that is an amazingly human quality.

And as promised, the tl;dr version. In summary, it went well. We worked well together, held close under pressure, benefited from mutual respect and a sense of accountability to one another. We got a playable prototype early, but I held us up with slow art production (or maybe Andy is just a programming BEAST!!). From the first build, it felt right, so we rolled with it. When it felt wrong, we undid it and tried another approach. When my characters looked shit, I deleted the layer and started again. When the objects in the world confused the player, we took them out. If it wasn’t necessary, we didn’t waste time fixing. Don’t make what you can fake, time management is EVERYTHING, it’s the most valuable resource during a jam. We entered with a team prepared and proven as jammers, based on mutual respect, not just friendship. We made sure everyone was vested in the game, and that everyone understood the vision, and agreed. We dropped the ball on testing, time management and (my department) asset scope.

However, we delivered a game of accessibility, challenge and subtext. Most important, we had fun making the game, and I genuinely mean it. After seeing them excel and then all of us pull together, I now respect Andy and Guy even more than previously (which was a lot to begin with).

In parting, I want to thank IGDA, IGDAM and La Trobe for hosting the Melbourne Jam. I want to thank all the volunteers and organisers, worldwide and in Melbourne, for making it happen, as well as the Melbourne jam sponsors. I know it was a blast, and gave everyone that summer camp high we have to, unfortunately, come down from. But hey, on the bright-side, only 355 sleeps to the next GGJ.

Upcoming Maintenance

rantbox.com.au will be undergoing maintenance over the coming week (12/01/07 – 12/01/14), and may undergo sporadic periods of downtime.

Everything should be smooth and operational afterwards.

Cheers – Dan

GCAP ’11 – or – The best $135 I spent this year…

Ok, so firstly.. I don’t really blog. That should be the first indicator that this was inspiring enough to me to make the effort… and blogging is long work.

Secondly, I took a shot at a reflection on GCAP ’11 earlier… and in true ‘phalez’ fashion, ended up with a huge, overly complex essay with 0 appeal to anyone, myself included… and that’s just not good.

So the solution was obvious. Rather than edit, scrap the draft. Redo. Just like a game prototype.

For those who don’t know, GCAP is the game connect asia pacific. This year, it was hosted in Melbourne, providing me the opportunity to go.

Now, I’ll admit – I went with the intention of networking, looking for work leads, that sort of thing. I’m active in Melbourne’s IGDA chapter, so there was also the chance to catch up with people and drink a lot. But given general busy-ness at the time as a final year student, I hadn’t made an effort to check what talks were on, who was going to be there, or what the general theme was; I just knew it would be worth going.

And it was.

By day one, I was shocked. Hell, by lunch of day one I was shocked, and I missed most of the morning to sit an exam. In hindsight, looking through the plethora of info provided beforehand, it should have been obvious… but not having that expectation turned into an unfolding mystery to me that was an invaluable experience. Hence, the best $135 I spent this year.

So, what was GCAP this year? In short, at least to me, business. The business of games. This theme was weaved throughout the event. Every keynote, presentation and panel was focused on the business behind the funding, developing, marketing and releasing of games. The key word here, if you haven’t noticed, is business.

As developers, on first glance this is frustrating. After all, it’s someone else’s concern. But I began to realise… this is actually really important, especially to the Melbourne game development scene.

Now, being honest, there’s not much AAA future for Aussies.. well, there is, but it’s incredibly competitive. Australia isn’t appealing to the big boys anymore, and that’s the vibe I got from the event. Let’s face it, while “money comes to the talent”, no one’s coming here. Not for a while. Support for 300 man next-gen studios isn’t practical anymore. The lonely island just got lonelier.

This has paved a path for local talent geared towards indie and mobile. Small, self-managing and self-supported teams of passionate, innovative developers who are struggling to make ends and loving it. And isn’t that in our blood? The Aussie battler, values of mateship, being irrationally passionate (about beer and sports)?

It seems like destiny then that Australia would become a hub of the world’s best mobile devs, and continue to grow as hopefuls enter the scene. But when you have limited resources at your disposal, a game to make, and a team of developers, the business stuff gets lost, ignored or overlooked. Despite being full of piss and vinegar, the company, business or project will not survive without attending to the matter of the business.

Every experience I had addressed the issue of games within a business or marketing context.

  • BioWare’s Richard Iwanuik revealed the progression of the company, their games, and where they see the industry shifting.
  • Jesse Divnich shared the importance of branding and research on trends through analytics.
  • Phil Larsen of Halfbrick introduced the idea of ‘positioning’, and the importance of public image and competition.
  • Luke Muscat shared on using randomness in games such as Fruit Ninja, and how to balance it with people’s expectations.
  • Amir Rao, one of the creators of Bastion, shared in a keynote the story of its loving development. He shared the experiences of leaving the safety of AAA to run a company with roommates at home. This resonated with me most, as it’s a very common situation for teams where money is tight and you can count the company’s time-to-live in days on your hands.
  • Morgan Jaffet from Defiant Development shared a similar story, where the team was on short contract as next payroll was like Christ’s second coming*.
  • Many other panels, presentations, and general sharing of experience proved to make for very insightful and valuable food for thought at the least.

I noticed A common trend emerge from all of the talks I went to. You must have passion for what you do, but passion alone is not enough. It will help you through the perseverance, along with discipline and comradeship, but it wont guarantee you any market share. You don’t have to be in it for millions, and the truly inspiring success stories never are. But, as Jay Wilbur from Epic repeated over and over, “you gotta pay the rent”. And I feel that’s what it was all about. Raising awareness of the fact; business matters.

At the ‘Farewell’ of the conference, Tony Reed, the organiser, said “I hope you guys now realise what we were getting at with this theme” (paraphrased of course).

And I do.

“The Journey”, or how each and every step, no matter how irrelevant it may seem to the production, is relevant to the success. As a guess, I think that the “state of Australia’s industry” issue really sparked the theme. There are increasingly more developers and teams not dipping their toes for a feel, but rather cannon-balling into the water… with no pre-thought of the fact that, yes, this is still a business. Being ‘indie’ doesn’t change that fact. You will drown unless you learn to swim.

All of this is really close to home. Being a ‘Melbournian’ developer, new to the scene, about to graduate, and clueless about the future… the opportunity and reality points to indie. And the world is a noisy place, easily distracted. It’s not enough just be the most innovative, or most creative, or most polished. If you want to survive, you need the discipline to work the hardest, yell the loudest, and still offer the most.

If there’s anything I learnt from GCAP ’11, it’s the importance of the market. You can still focus on the craft of games, but never underestimate the importance of the market. Watch it. Test it. Use it.

So that wraps up what was meant to be a “short” personal reflection on a fantastic GCAP ’11, and I didn’t even get to any of the exciting stuff about support initiatives and the industry future trend. Now to go over the publications from sessions I couldn’t chose between…

*-It’s word-play on the Christian belief that their savior will return at an hour only known to God the Father.

Site Redesign underway

After spending as much time as I have on my digital CV, I found a clean, bold and simple scheme that appealed to me at least. So now the task is to laboriously troll through the CSS I’ve been using, and adapt the style to better fit the template I conceived. I’ve added it below to give a taste of the end goal.

So now it’s back to work, get a baseline of the conversion done, and get back to uni projects.

Quiet Time for last semester

Things are quieting down again as I approach my final semester of uni. I felt RantBox had been a little neglected, and there isn’t much to post about when your in a daily grinding mode. It’s a tough life for students finishing their studies :7, but in 11 weeks, there will either be a lot more free time, or a lot less…

Only time will tell. I’d prefer to have less spare time, but if not, it’s simply an opportunity to venture uncharted waters. Either way, the mantra has already begun…

11 more weeks… only 11 more weeks… only 11 more weeks

Portfolio is Go!

It’s finally up and running… My Portfolio However, I am an artist, and still learning web scripting, so bear with me as you navigate my portfolio.

After a good few weeks trying to get portfolio plugin’s working with themes and all that wordpress fun, I have decided to abandon all that and just put together a folio through pages. The plan then is to either tailor build my own php based setup integrated into my own theme, once I get around to that…

However in the meantime, I’m done wasting time fiddling with other people’s buggy plugins. The whole process got me thinking… why is it that you spend as much time on the portfolio’s flashiness as you do on the contents??? It seems crazy to have put more work on showing what you did than actually what you’ve done…

Yet that is the exact point of a portfolio. It isn’t just a tool to show what you’ve done. It’s proof you can polish up your presentation. It becomes a portfolio piece itself. The recursion is blowing my mind here!!! But it does make sense, and I understand why there’s such an emphasis on how your folio looks rather than just what is in it.

So I’ll need to pay some more love to my presentation in the foreseeable future. I need to really get the site theme php done and improve the portfolio “wow”factor. In the meantime though, I feel I’ve earned the right to add a couple more pieces.

**edit 2011-07-24** I recently upgraded to a lightbox for the gallery, so the next challenge is upgrading the entire site’s theme, and migrating the lightbox to something more reusable – Dan
**edit 2011-09-26** I added a new Flash animation portfolio piece, visible here
**edit 2011-10-16** Added some banners for categories – Animation, Gallery and Design in portfolio; now the ‘index’ page is more user friendly and aesthetically appealing.
 

New IP Game Project

So after an IDGA meeting, I’ve been inspired to “start” a prototype for a game idea conceptualised between me and some associates. The main idea came about with the ooh so common “what if we made a game about..”

I’m slightly reluctant to reveal much about it yet, given the fragile nature of concept and all the other IP stuff that comes with exposing yourself and your ideas, and normally I’d gladly share the idea.. but this one seems like it’s actually valuable and could be a viable commercial venture, not just an experiment or commentary.. So we’ll see how it grows first, and hopefully details can be released with proudly developed working prototypes…

What can be shared is it is ideal for mobile, will probably use Unity (at least for the prototypes) and needs to feel procedural. It aims to provide a short experience that is infinitely replayable, and allow exploration of strategy to best your friend’s high scores and laugh manically at them while you reign supreme. We’ll, hopefully, begin with general game design documentation and concept art, a proof of concept, and then start building playable builds from there.

It’s exciting I’ll admit, and it’s about time to get a reasonably scoped project under the belt.. and this seems reasonable with a 6 month casual time limit… So here goes…

PS: Simon Quach, I’m stealing your programming skills

Game Plug: Slingshot Justice (Anomalous Interactive)

iPhone and mobile games are pretty popular right now. The market is massive, and still growing. To avoid being lost in the crowd, you need innovative gameplay, intuitive design, aesthetic appeal and a hook. Slingshot Justice has all of these.

The premise here is that you are a vigilante youth, chivalrously defending the younger children of the local neighborhood from bullies as they try to sell lemonade. The game is unique in it’s theme, and comes at a time of increased awareness to schoolyard and cyber bullying. For that reason alone, it stands out in the mobile market. However, don’t let this fool you; it’s got some hardcore games design behind it.

The game is all about consistency. Being accurate is more important than being fast. The aim is not to just defend, but tactically build high chains and combos. It’s all about the score, and the bigger the risk the bigger the reward for the player. And it gets hard, which will keep you coming back. The difficulty of waves increases as new enemies bring new dynamics, requiring adaption and flexibility in your play-style.

Slingshot Justice is a great example of Australian game developer talent. It has a cheery, homemade look with fundamental game principles in the design. Be sure to check it out on the app store, and support local industry!!

Check out their website for more details http://www.anomalousinteractive.com/

*edit*

Here’s a new trailer the guys have released showcasing their recent update.

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Dan to talk at Melbourne Blender Society

Blender has come a long way since the early builds in 2002. I remember playing around with it through highschool, making guns, monster hamsters and animating walk cycles. I remember roto-scoping lightsaber blades and fireballs over choreographed fights between friends in videos. Blender has been a huge part of my multimedia career, and taught me 3d fundamentals, mechanics and terminology. So when I heard about the Blender Melbourne Society starting back up, I got all giddy and excited.

On 30th June, 2011, the MBS will have a meeting at the VPAC Head Office. For more details check http://melbourneblender.wordpress.com/2011/06/15/return-of-the-melbourne-blender-society/. A special kudos to Alex Fraser, a star blenderhead and games designer, for getting the Melbourne Blender Society back up and running.

There are going to be some great talks for sure, and a lot of blender knowledge to be shared and imparted.

I feel honoured to be giving a talk on my experience using blender3d with industry standard engines such as UDK, and why I believe blender belongs in the industry. I’m in no way an expert; most of my knowledge is self taught or from tutorials. However, I think sharing your experiences is a great way to encourage others, and to help build a strong network or knowledge and skill.

So if you’re into 3d, come along and check it out. It would be awesome to see support and a continued building of Melbourne’s blender community :)

-Dan