I played a lot of Jolly Rover this weekend, one of my favorite little moments is captured above. I have to say, this is one of the strangest games in recent memory.
With both Dead Space 2 released and Dead Space 2: Severed announced I have been thinking a lot about potential side-projects for my suddenly free evenings. Going through the processes of defining what sort of game I would make got me thinking more about my overall design philosophy and I hope to record a few [...]
I was a speaker this year at the Vancouver Game Design Expo on Jan 24th. My presentation covered what I have learned about using horror effectively while working on Dead Space 2. The raw slides are attached here as a PDF. I will be doing future posts which will go into the topics covered in [...]
At the tail end of last term we entered TaxiCity into the FTW Competition. A few weeks ago the announced the finalist and to our surprise TaxiCity was nominated in two categories! Now all the votes have been tallied and we are walking away with the award for best student application, which really is awesome. [...]
Thinking over narrative leeway got me thinking about the volume of narrative in an experience. The narrative volume of a work is a combination of the depth of characters, world and story. Often this is thought of as having a deep story, one which the audience gains a deeper understanding of through repeat experiences or [...]
I have been thinking of something I am calling Narrative Leeway (the amount the plot is allowed to deviate from a predefined story), and I think I have finally condensed my thoughts down into something sensible. This all started when I was playing Heavy Rain a few weeks ago, and I am going to throw [...]
I have been working on TaxiCity since the end of January, but between getting the project rolling and the Olympics I haven’t had much time to update the site. This ends now! TaxiCity is a Silverlight game created using open data from the City of Vancouver and the public Bing Maps API. Our team is [...]
The New World was my 4th selection for CG&FN this term. Terrence Malick is visually one of my favorite filmmakers and The New World captures a sense of emotion which I feel is often lacking in mainstream film. It is also a showcase for the power of physical sets and real world settings, something I [...]
This week for CG&FN we will be looking at the history of Bungie and playing Marathon 2 LAN. Specifically I will be talking about the role narrative has played within Bungie’s games and in the community built around them. Bungie has always engaged with its fans and created experiences deep enough that people remain engrossed [...]
About Precipice: In collaboration with Global EESE, a student team at the Centre for Digital Media in Vancouver, BC has been working on an interactive simulation. The simulation intends to make vivid some of the future scenarios developed by Global EESE. The experience takes place in a 3D environment where the player is presented with [...]
Posted in Projects | Tagged precipce, Projects |