Last weekend I participated in the Austin Education Game Jam, hosted by Skillpoint Aliance and Globaloria. I paired up with artist Brad Jeansonne. We came up with the idea of being a cashier in a grocery store for monsters. The player needs to scan items, bag them efficiently, enter the amount of money paid by the customer, and count out their change. Our game teaches money counting skills and spatial relations. Also it could be a good warm-up for someone who is starting their first job working as a cashier and wants a little practice first. We ended up winning for Best Educational Game! Postmortem and download after the jump.
I hosted a panel about game jams at MAGFest 13 and the video just went up today! We had some super talented and experienced panelists and covered a lot of ground. There was a lot of audience interaction and interest with over a hundred people in attendance. We talked about all aspects of the 48 game jam, from sleep schedules to art styles.
Ludum Dare 31 was last weekend, the theme was “Entire Game on One Screen”. My entry is called “Scan Lines”. This was my 6th official Ludum Dare entry. It placed 47th overall out of 1365 entries and 15th in the innovation category. Postmortem and download after the jump.
I made a little game for the Barfcade game jam called “Chop Chop”. It is possibly the most realistic virtual chopstick all you can eat shrimp simulator available! Postmortem and download after the jump.
Bulkhead is a top down action rogue-like, that I’ve been working on for a few months. I’ve been keeping it under wraps but now it’s time to share what I have so far and get feedback from players. The core gameplay finally starting to feel fun and polished. The next step is to add much more stuff like enemies, weapons, upgrades, art, story, music, more areas, etc.
“Self Destruction” is a game about being trapped in a time travel loop and needing to kill all previous versions of yourself to progress. Each wave you’re actions from all previous waves are layered on top of each other but instead of helping you, they are the enemies that you need to kill. This prototype was made in about 2 days.
It’s been a little over a year now since I finished up working on Starhawk for PS3 but it seems like so long ago. Despite being a pretty fun multi-player game it flopped and most of the team was let go after the second DLC update. Sometimes that’s how things can go in this industry, but I saw it as a great opportunity to focus on building an indie career and it’s been a crazy year. In the past 12 months I was contracted by Sifteo to develop an original game for Sifteo Cubes, won Indie Speed Run, showed a game at MAGFest indie showcase, released several freeware games, and made major improvements to my game engine. Despite some success I’ve netted only about $13,000 in income while having many setbacks and working constantly. In this post I will review my experiences from the past year and outline my plan for moving ahead.
Secret Formula has been chosen as winner of Indie Speed Run 2013. This is especially unbelievable because there were so many amazingly fun and polished games. I just wanted to say thanks to the judges, players, participants, my team members, and of course Yahtzee who choose us as winner!
Last weekend I participated in Indie Speed Run 2013 a 48 hour game making competition for teams of up to 4 people. For our team I was focused on programming while Saam handled art/design and Jerry worked on sound/music. This was the first time we were working together and also my first game jam working on a team.
Sometime around 7 PM we hit the magic button to begin the jam and receive our 2 random game elements that must be featured prominently in the game. Our theme was “Secret” and our element was “Vines”. We brainstormed for about an hour and came up with the rough plan to make a platformer where the character swings from vines inside a secret lab, working as a secret agent to get past traps and find a “Secret Formula”.