Apr 252013

I had a “misanthrope” wrist band for most of 2012, but it snapped back in November. It made me very sad.

I also became single back in November; I decided that it would be a good time to start travelling the world.  I was going to strike off on my own – put my stuff in storage and experience life.  I was pretty excited about this because living abroad is actually, in most ways, cheaper than my old digs back in Victoria; it seems foolish to not do this!

It would also give me a chance to escape people. I hate people! I’m a misanthrope, after all!

So what have I been up to since then?

  • I flew out to Boston for a few weeks, where I met some wonderful new friends.  I was staying with Dejobaan which was awesome and comfortable, though we were crunching on MLY! so it was also a bit stressful.
  • I popped back to Victoria to say goodbye to my friends and make sure the LevelUp community was all sorted before I took off.
  • I flew down to Mexico for over two months. There I stayed with the Northways, my old friends from highschool who have been doing this “living abroad” thing for years now.  These months were some of the best days of my life – it was incredible, relaxing, and I even got some work done. I’ve made a few blog posts about the Mexico leg of my trip, but one of my favourite things is meeting all those new friends, learning new tricks (kiteboarding!), and just generally having a blast.
  • After that I flew back to Boston where I forged even more new friendships, some I would say are quite special to me and I hope last me the rest of my life.  I stayed with Dejobaan again and we spent a week crunching on, and finishing MLY!, then it was time for PAX East where I had a booth.  Graham Davis, a good friend from back in Victoria, flew out to help out with my booth so it was good to see a familiar face again.
  • Next up was GDC in San Francisco where I stayed with Dejobaan for a third time. GDC was back-to-back with PAX this year so the stress was a bit higher than normal, but I also skipped buying a badge this year – no attending talks, and just barely visited the Expo floor. I was only attending evening parties! This let me get all my socializing and business meetings done while still getting enough sleep and relaxation in. It made the trip quite enjoyable; I think I’ll do it again next year. Some of the after-parties and events were amazing, and I met even more new friends and forged some new relationships that I’m sure will be with me for the rest of my life.  I get really excited whenever I’m in SF; there’s always so many people to see, and so many things to do.  GDC13 was probably one of my favourite “party-weeks” ever. I’m still riding the high, a month later.
  • And then, I took a big deep breath in, and hopped on a plane to Australia (starting in Brisbane). This is my first time crossing an ocean! I had never left North America before. I had a tinge of extra nervousness, though, as I had a date lined up with a woman I met online.

And here I am! I’m in Australia. That catches us almost up to the present.

The date I had lined up (let’s call her “D”) didn’t end with a romantic happily-ever-after,  so I won’t linger on it too long.  D has been my tour guide for the local beach-towns I’m staying in, and we’ve spent many nights staying up late, drinking and chatting.  She made an interesting observation though: that my bullet-pointed list up there sure contains a lot of people. Maybe I don’t hate people after all? Maybe I’m not really a misanthrope!

Of course, this argument got me very defensive and I started listing all the ways that I hate humanity, but I slowly settled on how it’s probably true… I hate people, I do! I hate how stupid the world can be sometimes. But my friends? I love them. I love my friends to bits. I get energetic and enthusiastic around them, my game-production-multiplier increases, and I have a lot of exciting fun times being around my game-developer-buddies, chatting about things like how nature and the world around us can inspire code, or game ideas. I want to stare at the ocean and chat about how many games there are in the concept of water alone.

And I’m missing all of that, here in Australia.

I’m lonely.

Turns out I like travelling with a partner, or with my friends.  Without those, I’ve just changed the scenery and my life is largely the same: Sitting on my laptop, making lame tweets about the world that goes on around me, making blog posts that are way too long.

It’s making me very unhappy here.

There are other things that make travel a bit harder for me, too; I’m not really in to doing the touristy stuff. I don’t really want to see the big rock in the desert, or holding a koala at a petting zoo, or going on some guided snorkeling adventure. I am interested in living; going grocery shopping. Seeing all the different things people buy. Doing things locals do on weekends, kicking my feet up at the beach, and just relaxing about town. Sitting at the pub and watching the surfers. But I feel like I can’t really do that stuff: Australia is really expensive. REALLY expensive.

I think I can safely and categorically say that nearly everything is twice as expensive in Australia as it is in Canada.  The beers available at any of the local pubs are [big-brew crap, and] only available in this bullshit “Schooner” size which is like, half a pint, but 50% more expensive than a pint.  Mixed drinks are typically $5-8 at most places in the US and Canada; the cheapest I have been able to find down under is $12 (but the average seems to be $15). [To be fair, Australia's minimum wage is around $15 vs. Canada's $10, so cost-of-living is probably a bit closer to what I had hoped. But I'm not working here.]

Groceries are expensive.  Clothes are expensive.  Rent is expensive.  Everything is really, really expensive, and it bugs me because I wanted to travel to make things cheaper for myself. I wanted to travel to not have to worry about money. Sure, MLY is doing well, but I haven’t gotten my first cheque from Valve yet and the whole money thing stresses me out so much I’m pretty much paralyzed.  I can’t enjoy myself at the pub. Every beer tastes like regret (for both price and flavour reasons), and I find myself ordering tiny servings or going to really shitty hamburger stands.

But, I do feel like I could stomach those shitty burgers and expensive beers if the Northways were here. If my old roommates back in Victoria were here with me. If there was a conference going on. If I had compatriots; if I had someone to share the pain with, to laugh about it with. Someone to bounce game ideas off of, to distract me from the pain of the price.

But no; I sit here, largely alone, tentatively poking at my ultra-expensive swill, gazing out across the ocean as my bank account drifts farther into the red.  Sure there’s been some good days; and around half my time here is spent having a lot of fun with D (playing in the surf, trying new foods, cramming vegemite into my face, her laughing at my wobbly skateboarding, etc) – but it’s not enough.  Her company is wonderful, but I’m still feeling cut off and lonely, feeling separated from my game development community. One of the highlights of my trip was watching my copy of Indie Game: The Movie with D, and I think that’s probably hinting at something.

I started asking myself: If money was no object, what would I do right now?  After buying a helicopter (obviously), I would definitely leave – I would immediately book a flight back to North America. Back to my friends.  I just don’t travel well alone, it turns out, and this was my first time trying it.  The only reason I’ve been sticking around is because the airfare was so expensive – I feel like it’s a sunk-cost and I have to make it “worth it” by sticking around, making myself miserable.  Sticking around to make your plane ticket worth it is a really shitty reason to stick around.

So I bought myself a return flight. I’ll be returning to North America in a week or two from this post, and I’ve got some plans to head out to Boston, Vancouver, Santa Barbara, San Francisco, and maybe even New Brunswick and Newfoundland — all for conferences, game jams, and seeing all my friends. I’ve already got plans to live for a week on a houseboat in Arizona. I’ve got a lot of friends I want to see, new relationships to catch up on, and adventures to be had… Adventures with people. Adventures with friends, adventures with (hopefully!) a partner.

I’m not done with Australia – far from it. I think it’s wonderful here; I am celebrating having crossed an ocean, I am enthusiastic about this continent and want to explore it, and the people within. I daresay the drivers are more courteous than any other place I’ve been, and people talk with their endearing accents all the time. There are plenty of gamedevs scattered throughout that I’d love to visit and hang out with.  I do still love Australia and their TimTams… And yes, even their Vegemite.  I just need to experience it with the right people to not ruin it for myself.  It’s my dream to go to New Zealand, and I was originally planning on doing it with this trip. I’ll put it off though, I want to save that… so I can share it with someone special.  Travelling alone just doesn’t work for me.

I have a new wristband now. It doesn’t say “misanthrope” this time; it just says “don’t read the comments.”

Nov 292012

In my last blog post I alluded to some big personal things going on in my life. I’ve had some time to think on it, and I think I’m ready to share what’s going on with the world (don’t worry, cleared it through all other parties too) – gotta uphold my transparency policy. I firmly believe people should share their Y axis in business, and I guess this is me sharing my personal Y axis. It’s one part personal therapy, but I hope there’s another part that is informative or at least helpful to someone else out there.

Around a week ago, my partner and I split up. We had been together for some years, and as one would expect, it’s tough – though amicable. There’s no throwing of plates or angry words. Things are in surprisingly high spirits. We are still in the same house, with our roommate. I have just moved my bed to be down next to my computer desk, in my office in the basement. Not much has changed, though I have consumed more alcohol than average in the last week.

Beyond standard break-up stuff, though, I’m being pushed to a new space in my life – one where the future is unclear. There are a lot of questions I’m asking myself. Things I’m not sure of. Questions about where I want to live, what I want to do with my life, where my career is headed. What kinds of safety nets do I have. How much money is available. When am I going to do all that travelling I dreamed of? Questions about what I want in future relationships, if I want another one at all. Even basic questions about myself, my sexuality, my emotional needs. It seems like everything is up in the air right now, and none of those questions can be answered unless I first answer all the other questions surrounding it.

It feels impossible. It feels overwhelming, and like a terrible burden. I’m complete bollocks at making up my mind about things in the first place, and when confronted with a tough choice I usually go with the dangerous impulse decision.

And that’s why I’m running away.

It sounds dramatic, but it’s not so much; I’ve been planning on heading to Mexico with the Northways in January anyway, and then there’s PAX East, then GDC, then PAX Australia. I was planning on being home in between of all those trips, but now there doesn’t seem to be much of a reason to. I’m paying for travel anyway – might as well spend a good long time there, right?

I am probably going to end up spending 6 months of 2013 away from “home,” such as it is. I’ll get some travel out of the way, get some business out of the way, and hopefully figure out the answers to some of my questions along the way.

It’ll be fun. I’ll have my friends, but it’ll be emotionally lonely. I know I can manage it, and right now I feel like I have to do it – because the alternative is sitting here, moping, and feeling sorry for myself.

Anyone out there live in New Zealand? I’ve always wanted to go, but have no idea where to start. Since I’ll be down there anyway…

Nov 282011

I was feeling adventurous a few days ago, and decided to pick up a copy of RockSmith for my XBox 360 (also available on PS3 and PC).

RockSmith is most easily described as a Guitar Hero / RockBand clone. There are no drums, bass, or vocal scorings; it only features guitar mode (with optional two players), with one small twist:

It comes with no plastic instruments – instead you plug your actual guitar into the game.

I’ve had a small electric guitar gathering dust since I was a teenager. I know a few chords, I don’t know how to pluck anything, and I just kinda strum it and sing along to mid-90s alternative rock (or classic songs that use G, D, and C chords). I figured this game would help me to dust it off and learn a few new things.

How would I rate certify the experience?

When I first started the game, it started me out with a bunch of quick factual videos on guitaring-best-practices. Things like how to properly hold the pick, how to place your hands on the neck, various little things that nobody ever told me before and I was half-assing. It’s easy to try to ignore this stuff; I mean, the way I hold my pick is COMFORTABLE FOR ME and I NEVER WANT TO CHANGE, but I also can’t play rapid notes in sequence with my method either.

One of my favorite features of this game is the skill level detector. It starts you off just playing the big fat E string, and only one or two notes every 5 seconds. If you can ace that, it’ll throw in another note. Then another. Then upgrade you to double-stops (playing two notes at once), then throw in some sustains, some slides, and if you’re really good – it’ll start you in on some chords. The twist here is that this skill is not measured on a per-song basis, but a per-bar basis. The game remembers exactly what riffs you have trouble with. It’s possible to ace an entire song, except that one bit in the middle where it will downgrade the difficulty automatically for you.

Between songs, the game recommends little mini games and practice scenarios… Featuring the bars of music you’re currently having the most trouble with. Amazing.

Something that has stood out for me so far is that the game isn’t teaching me things, strictly speaking. It’s just me having fun while I happen to be learning things. I mean that in the most positive way possible; this, right here, is the best way to learn.

I’m only three days in now, and my fingers are pretty raw. It’s amazing when a game encourages me to break beyond an actual, physical pain barrier for me to get at more of the fun-good-times.

If you have a guitar or are getting one, I’d say that the $60(CDN) this game is worth will grant you hundreds (perhaps thousands?) of dollars worth of guitar lessons.

Sep 272011

It’s been a while since I raved about an awesome game. Last time I raved about how awesome a game was, I think it was Alpha Protocol (still awesome! buy today!).

This time, I don’t expect you all to run out and buy this game. It’s more of a fun-simulation (Funulation?) of air traffic control, with VOICE CONTROLS. Since doing this justice requires video proof, I present thee:



Yes, I actually figured out how to work a youtube uploader and screen capture to make that for you. Just be sure to fullscreen and load it up in HD to see the detail. I think this took me about 9 different takes to capture it properly.

The game is part of the ATC Suite at Feel There, and comes in Single-Player and Multi-Player boxes (MP confusingly including SP as well).

I love it. It’s relaxing, it’s peaceful, it’s stressful, it’s a roller-coaster experience. The manual even walks you through how to give all your ATC-style commands one at a time, and even I (a seasoned pilot!)  have a little reference sheet beside my monitor.

Give it a go!

May 242011

I run the local Victoria game developers group (LEVEL UP!), but our sister group in Vancouver (FullIndie) was having it’s one-year anniversary last week and I was invited over to give a nice short talk of some sort.

The Trip

I had a blast on the trip. FullIndie had probably over a hundred people show up for the birthday celebration, and we all went roving across three pubs after our talks. It was great to meet so many new people – but the size was a bit overwhelming! I couldn’t even meet everyone if I tried.

I took my FlashGamingSummit talk and slimmed it down to around 14 minutes (originally 60 minutes!). I basically cut out all the “facts” and just left the jokes and the summary “lessons learned” and tried to quickly barge through it all. Because of the size of the meetup, I actually had to give the talk twice to two seperate groups of people! They were both laughing most of the way through though, so I think I did a good job. :) It was a lot of fun for me anyway. A student was there filming one of my talks, maybe it’ll find it’s way online someday?

SteamWorks Brewpub let us into their secret cellar meeting room, which was pretty cool. Had some awesome pints and talked my throat raw. Good times!

The day after the event I hung out with some new friends, played some prototype video games, and even got a few board games in. Wonderful trip.

Since Victoria is on an island, seperated from Vancouver without a bridge – we have to take a 1.5 hour ferry ride between the two places. During the day, the view is beautiful and inspiring, as the ferry weaves between the Gulf Islands. At night, the wind and chill is usually so great that it’s best to huddle inside and do something productive…

I decided to do a GameJam!

The Jam

I was jamming on my own but I invited others along via Twitter. I did a screencap of me working at night spliced with the earlier trip during the day. Check out my rough editing skills here:

(Thanks to DVGMusic once again for his awesome tunes that accompany the video.)

In the end, I made an educational game that attempts to teach people fractions. I didn’t have a lot of time so a lot of elements are missing, and it could definitely use some work – but it might be a neat app to develop further in the future. My girlfriend teaches math, and she approves! Check it out the first prototype here:


(You’re supposed to be at the speed controls of the ferry, being shouted orders by the Captain.)

May 012011

You know how there are movies that go for shock horror, and others go for psychological horror?  Like the difference between gore and fear.  I’m not particularly inclined to watch shock/gore movies, much like I’m not inclined to play correlating games.  I have a pretty bad aversion to physical trauma and those types of entertainment just make me feel sick.

Once in a while, though, I’ll take a gander at a good fear-based flick or game.

Ye Olde Champion

I think the Blair Witch Project was probably the best fear-inducing movie in my experience. If you got past the shaky-cam filming style, and got sucked into it’s world (instead of observing it as a passive movie-watcher), you’d be terrified at the slow descent to desperation and madness, and the overwhelming feeling of helplessness – without ever seeing a drop of blood.

And those fucking children giggling outside the tent in the middle of the night?? I think I went white with terror at that point, and didn’t regain my color for several hours. Children are scary.

Then I watched it again!

Never before, you see, have I gone to a theater only to be so utterly emotionally transported to a new world. The feelings I felt, the experience I just went through (if via proxy) is something I would never be able to experience in my own life. It wasn’t necessarily pleasant, but it was a very educational experience. Before seeing Blair Witch, I’d imagine in my head that I was a pretty strong emotional tough-guy that wouldn’t be affected by the situations presented in most movies.  But this movie changed that; it made me realize that no human can escape certain levels of pure terror. And it gave me a sampler.

If I picture myself – in real life – in a Blair Witch situation, I wouldn’t get out of my tent and head-butt the closest child I could find; I would, in fact, curl up into a tiny ball and hope I died to the mechanical demon-monster quickly.  Having these thoughts for the first time – as an invincible 18 year old – may have been life-changing.

In Games

Finding a game that duplicates this level of terror is fairly impossible. I think the closest I’ve come to psychological terror in video games has been F.E.A.R., but even that title pales in comparison to Blair Witch. If you ignore the children in the game, it’s just a fun take on Hard Boiled-style action sequences (much like Max-Payne). Plus the acronym’d title just made me chuckle at how contrived it was.

I hear some games like Doom 3, Dead Space, Resident Evil, and Silent Hill do the shock-horror thing pretty well (Doom was pretty good at having things jump out of shadows, and Dead Space is full of gore), but I think they couldn’t stand on their own two feet if you – say – turned it into a text-adventure. I played through several of the Resident Evil games, but the slow pacing, bad voice acting, and predictable “shock moments” (oh look – I’m walking slowly down a dark hallway! I hope nothing bursts out of the door) just made me chuckle.

Is this really all that surprising, though? I mean, it’s really really difficult to manipulate somebody’s emotions with a work of art.  It’s easier to make someone scared during a movie because you can accurately control the timing, the music, the scenes… It’s pretty easy to just sit and take a breather break in most video games, which harms the artists ability to keep someone on edge. Our art form of interactive design hasn’t reached a level of technical progress yet to take us over that hurdle. I don’t doubt it’ll happen, I just don’t think it’ll happen very soon.

A step in the right direction might be Left 4 Dead. It’s not particularly horror – the “gore” is comical, there’s no real shock moments, but they managed to get the pacing down with their AI Director. But really, it’s just an action game that keeps the pressure on – the fact that there happens to be zombies and it happens to be dark seems to be more of a side-note than a main premise. The game is downright not-scary, especially when playing with a group of jovial friends – which is the only way you can play it (there’s pretty much no single player mode).

It’s not all about Terror though…

I started thinking about what other games invoke negative emotions, not necessarily pure terror.  I think Jason Rohrer’s Passage is an excellent example of this (It’s free and only takes a few minutes – go play it now! before I spoil it forever for you!).

I remember playing Passage for the first time, thinking “oh man! this is a neat take on a game! I’m just going to do this, then this.. and…. now……. wait, is this… oh fuck,” then I closed the window without completing it.

I hate Passage – but not because it’s a bad game, not because it’s gory or filled with horrible surprises – it just reflects the futility of the human condition a bit too well. I was terrified of the ending, and the ending was not a scary monster. Scary, yes; monster, no. Nonetheless, there was no way to escape your fate – unless you close the window. :)

Now this was terror, but terror of a different kind – terror about how I’m just a fragile human, about how I might die someday, even if it’s old age. Terrible. Hate it. I want to live forever!  Despite my distaste, I’m still happy I played it.

A whole new angle

The other day I stumbled across a new game, called Beautiful Escape: Dungeoneer.  I think it might be my new favorite, beating out Blair Witch, F.E.A.R., and Passage.  It’s a game with victims trying to escape a sadistic serial killer – mixed with a love story. I have the assumption that most people reading this will not want to play it.  I hope more people do play it, even though it will offend sensibilities. It’s a great work of art, but it is a disturbing game. More disturbing than any other media I’ve consumed. Minor spoilers follow.

First up, I’ll note that this game has hardly any gore in it. It was made in RPG Maker 2003 in two weeks for a community contest; when people get injured they get little red pixels on their 30×30 px bodies. But where the game lacks in visuals definitely makes up for it in your imagination. This game is made completely around the psychological.

The twist is: you are playing the role of the killer. And it’s easy. It’s disturbingly easy.

BE:D Gameplay

The game itself is a mix of two mechanics: a dating-simulator-style conversation-tree, which leads to a tower-defense style game upon success. At it’s core, it’s a very linear, not-very-fun game. But the story layer on top of it all makes it worth while, in it’s own twisted way.

The conversation trees have you stalking people, lying to them, making up stories, and manipulating people’s weaknesses. Which is creepy as hell. Then you’re off to a store to buy razor blades, blowtorches, chainsaws, and other traps you can place into your dungeon. You drug your target, drag them into the dungeon, and watch them try to escape through your traps.

If they succeed in their escape, they call the police and the game is over – you are sent to jail. If they die, or if they succumb to madness, it is acceptable – but it knocks a lot of points off. No, the real goal is to bring people to the brink of death and on the edge of sanity, then let them experience a “beautiful escape” (where they – assumedly – commit suicide on their own or are otherwise too shaken to call the police on you, and will be tormented by what you’ve done for the rest of their lives).

The whole escape sequence is filmed and uploaded to an in-game youtube-like website, where in-game characters rate your performance. If the person you were torturing was afraid of water, and you put them in a dunk tank, then you get bonus points (rewarding you for exploring all the conversation trees before drugging the poor sap).

Meta Angles

What makes this game super interesting is there is pretty much nothing driving you to do things the way your community says is “correct.” You don’t need to strive for a beautiful escape. You can just kill people in their first escape move, putting people out of their misery. You don’t need to take up various challenges. You have complete choice in who you pick to torture and why. Everything you do in this game – you do because you choose to. Much like my reaction to Passage, you can always close the game if you don’t like any of the choices available to you.

But I didn’t close the game. Sure, I didn’t select the innocent hard-on-her-luck mom; I went easy on the stalwart Fireman. No, I interviewed every character in the game and chose - by my own hand – to murder the asshole womanizer.

And I made him suffer.

Not only did this game make me feel bad, it made me act bad too, of my own free will – and uncovered that dark disturbing core that is buried within each of us (some more buried than others).

I was really happy with how the game ended. It gave me enough leeway to behave the way I wanted; my final victim got away with a bit of light bondage and some false hope, and no bodily harm – and the story arc finished itself, undoing just about everything and revealing the meta-purpose of the game.

Color me impressed. This game brought forth Horror like no other media has. Here’s the direct download link, if you want to play it now, despite my spoilers.

The backlash for the game is interesting and varied – opinions range from some that enjoy the game for what it is (like me), those that think anyone who would consider playing the game as deeply disturbed themselves, some think the whole premise is vile, and some – even more strangely – like the game through and through and see nothing wrong with it.

If you’re wondering what kind of mind would make a game such as this; turns out the game’s creator has a PHd and practices clinical psychotherapy, and dabbles in game creating occasionally. Perhaps he has some unique insights as to the dark underpinnings of humanity?

If you want to read more about this game from people a bit better at this review thing, check these out:

I hear he’s making a sequel, too.

Apr 112011

I got a new house!

Not technically for reals, but pretty much.

I had a big bedroom with a big window that was always closed (ground floor condo! Lots of passers-by), and a small no-window office that was crammed full of stuff.

Last night Aubrey and I shuffled everything from one room to the other – now I have a nice desk right next to a big window, more open space, and a way more liberating feeling work environment. And the bedroom has been downgraded to what it should be: a dark hole to fall asleep in, and nothing more.

I can’t wait to see if it increases my productivity!

(Also: does anyone else make measured cutouts of their furniture and organize things on graph paper? I’ve done it since I was a kid! So useful!)

Nov 072010

When I was younger I read and loved the Myst series of books (and, of course, loved the games). It’s been a long time and the memory is hazy now – but I believe there was a character; A young boy who went out into the world and just observed things. He looked upon the natural world, spotted something novel, and made observations. When he came home, he had to write down what he had learned that day.

And that was his “School.”

I find something about the pursuit of pure knowledge really sexy. In Myst, I love how the obtaining of the knowledge was never constrained to a single subject, or even to a physical location – he just wandered the Earth in search for something new to absorb.

When it comes to game design, I often find I learn one big thing with each game I make. It can be something rather nebulous (like how I learned all about platformers from Protonaut) or it can be something highly precise (like how I learned the ins-and-outs of the Box2D physics API with Space Squid).

The really curious side of this coin is that the length of development doesn’t seem to affect if I learn something or not. From my 5 minute game, to my 1 hour games, to my 3 month games – each carries with it a single, central lesson-learned.

So it stands to reason that if I were to do a bunch of games – rapidly – I’d learn as fast as I could!

It’s with this idea in mind that I’m embarking on a new project; a little something I’ve been calling “12G” in my GMail labels. I’m going to make a dozen games, all of them with no more than 1 day of total effort. That’s 24 hours each, per game, devoted to programming, art, sound, music, marketing, and sales (where applicable, of course).

Because I will be attempting to make money – somehow – with each of these games, the quality of idea and presentation is very important in each. I’ll have to have a good level of polish and will have to team up with Audio and Visual arts specialists.

And, with a little luck, I’ll have 12 more nuggets of knowledge in the near future. I’ll blog about each of them as they come to fruition (I already have 5 half-done!).

(I’ll update game statuses here)

Oct 102010

Well, as of this post it is 10:10:10am on 10/10/10.

If that wasn’t cool enough, it’s also my birthday. I am turning 10+10+10 + (10 / 10). Normally I revel in the fact that, when people ask for my birthdate, I don’t have to worry about Day-Month or Month-Day sequence.  Today – and today only – I don’t have to worry about the year. 10/10/10. See what I just did there? That’s right, I just put the year in the fucking middle.

If that’s not even more cool enough, it’s also a thanksgiving long weekend up here in Canada.

And finally, if those three things aren’t enough of an explosion of awesomeness, I’ve finally tracked down one of my favorite movie scenes of all time. It’s the Indiana Jones “We are going to die :C” segment from Temple of Doom. I thought I was the only one that caught his last-second facial expression of hilarity. Turns out the internets were on the case.

It’s from that scene where Short Round and Indy are in the ceiling-crushing-with-spikes room and friggin’ Willy is standing outside going “eew but there’s bugs”. Goddamn do I hate Willy.

Jul 152010

Gamasutra put up a nice article this morning, about doing what it takes to make games in the industry. I’m featured on page 3 of the article.

I think it’s really interesting, reading about just what people have done to make games; all the effort they go through, the sacrifices they make.. A nice read that puts a bit of humanity back into game development.

Check it out!