Fun with Satire at the No Show Conf

Good news, everyone! My big speaking gig for the year will be happening at the first-ever No Show Conference, all the way over in Boston the weekend of July 14-15. I hope to see some of you fine folks there, particularly those of you I don’t usually get to see at west coast gatherings!

This time around, since this is going to be a particularly awesome conference as it’s being organised by the fantastic Courtney Stanton, I’ve decided to speak about something a little… well, different from what I normally get to get up and talk about, and quite silly, besides. I’m doing a satire of all the ubiquitous “Women in Games” presentations at game dev conferences, called — you guessed it — “Men in Games”. Read on for a longer description!

Continue reading

Posted in Blog Posts | 6 Comments

My take on “fake geek girls”

Okay, so there’s quite a bit of well-deserved backlash over this piece on “fake geek girls”, including a couple of thoughtful responses. This whole story makes me cringe, in part because I myself used to be one of those people who got annoyed by “fake geek girls”, and I know all too well where the original article-writer is coming from.

Like many of us who hang out on the internet a lot and have been for a while, I wasn’t in any way popular or well-liked growing up. Social awkwardness stemming from a textbook introvert’s sensory issues that leads one to prefer the company of books and computers to humans, plus being brown in a predominantly white community, plus a general lack of awareness and interest in many of the things that little girls are usually supposed to like. [1] Not fitting any kind of beauty standard early on and knowing it, I started identifying with the “tomboy” narratives that were popular in the post-Title IX eighties and nineties, where we had all those underdog stories about the girl who gets on the boys’ [insert sport here] team and kicks all kinds of butt. You know the ones.

Continue reading

Footnotes:
  1. My favourite colour when I was little was yellow; says it all, really.
Posted in Blog Posts | 4 Comments

Masters of Constantinople

Here’s a brand spanking new game I worked on at my day job: Masters of Constantinople. It’s a web-based Encarta MindMaze-like trivia game, with an underlying story and colourful characters and stuff. I worked on co-designing the gameplay and on implementing it using Undum, the same library that I used to create The Play. Anyway, do give it a whirl; I’m quite proud of the work our team did on it. You might just learn some interesting new things about medieval history…

Posted in Blog Posts | 2 Comments

Ooh, look, I’m an iOS developer now!

A couple of weekends ago, I went and got myself a (used) iPad. A little while later, using Flash CS5.5′s handy iOS export features, I managed to get this to happen:

What you can’t see/hear is the old timey animation, music, and singing, but I assure you, it’s working even more smoothly than I’d hoped, Flash’s usual quirks aside. My plan is to have a one-room intro demo ready in time to show people at GDC next month, [1] so if you’ll be around, hopefully we’ll run into each other.

Footnotes:
  1. Yes, it’s official: I’m returning to GDC as a Conference Associate again this year!
Posted in Blog Posts | 7 Comments

Deliberately Monochrome

Here’s a current screenshot of the first scene of my stop motion musical point-and-click adventure game-in-progress.

I wasn’t originally planning on making the game black and white, but after doing some art tests, I decided to try it out. I’m pretty happy with the results, and I haven’t used B&W in a game since Cubert Badbone, so the style’s definitely going to stay. Gives it a neat classic movie feel, don’t you think?

Anyway, I’m hoping to get some music and singing into the game soon so I can see how it all fits together. I have some super primitive automatic lipsyncing implemented for characters (ganked from this tutorial) through which I ran some test sound clips, and so far, it’s looking pretty good. For the game engine as a whole, I’ve been taking a little inspiration from Quinn Stephens’s open source ALPACA engine — I was originally thinking of using said engine, but then found there was so much weird custom functionality I wanted, not to mention built-in stuff I didn’t need, that I found it easier just to start over from scratch. Good thing my AS3 skills are half decent, right? [1]

Footnotes:
  1. Yes, that’s right, I’m doing this project in Flash. Don’t laugh at me. They say Flash is dying, but really, they only mean for web browsers, and let’s face it, HTML5 audio just isn’t where I want it to be right now. And did you know that Flash can now export to iOS and other mobile/tablet devices? Will this mean I’m finally going to have a game in the App Store? We shall see!
Posted in Blog Posts | 6 Comments

Some notes on “The Play”

First off, I’ve released a new game! It’s called “The Play”, and it’s a text-based interactive story about a theatre director trying to make sure a dress rehearsal doesn’t go horribly wrong. Except, well, there’s a bit more to it than that. Anyway, go play it if you haven’t already. It’s not very long to get through, and it even plays well with mobile devices! [1]

I also entered this game into the seventeenth annual Interactive Fiction Competition and it managed to win third place! Not bad for a first entry, or so I’m told. Squee!

Anyway, below the jump are some of my assorted spoileriffic thoughts on the game. Hello, sweetie!

Continue reading

Footnotes:
  1. Provided that said mobile devices are Javascript-enabled, that is.
Posted in Blog Posts | 11 Comments

A musical adventure game… in stop motion?

Since my radio silence re: a certain new game of mine in a certain competition still isn’t over yet, I figure I ought to say something about another project I have in the works.

So, the thing is, ever since I played that one scene in Curse of Monkey Island, I’ve always thought it’d be really cool to do a whole game full of interactive musical numbers. I also always figured I’d never actually get around to doing one unless and until I had an AAA-sized budget, because, you know, doing an interactive Disney movie would add up and such. Lately, though, I’ve been thinking about ways I could do an interactive musical on a shoestring budget, aiming less for Disney and more for, say, Colma: The Musical. Start small, build a proof of concept of sorts, then maybe pave my way to something bigger. That sort of thing.

Continue reading

Posted in Blog Posts | 2 Comments