New t-shirts (and stickers, too)!

In case you were looking for more fun ways to support this here indie developer, or simply enjoy wearing vaguely amusing t-shirts, I have good news for you: I now have a store on RedBubble where you can purchase stylish apparel featuring characters from Life Flashes By. I myself ordered a pair of shirts as a test run, and I must say, I think they turned out rather awesomely.

Oh, and you can also purchase stickers of both of those designs, if you’re looking for a more budget-friendly option. Nifty!

Posted in Blog Posts | 4 Comments

Negative Space

I’ve been feeling a bit paralysed by apathy lately, thinking about how fundamentally unfair it seems that criticising something done wrong tends to get way more attention and press than doing something right in the first place. This thought was brought on by a number of current events, but also specifically by reading over my analytics logs for the past year to date and noticing that the post I did about the Penny Arcade brouhaha back in late January got the most traffic out of any other single blog post, and almost as much traffic as the main Life Flashes By page. When you factor in that LFB took around 1-2 years to complete and the PA post took less than an hour, it starts to feel kind of bleak. [1]

There’s been a bit of mumbling online about game criticism as it relates to making games better (spurring from this post by Dan Cook, though it was a lot more inflammatory before it was edited) and it got me thinking about my own relationship with criticism. I’ve dabbled in critique before, but because I also, as you know, actively participate in actual game development for realz, my desire to critique other people’s work falls by the wayside. That’s a big reason why I haven’t written a lot of in-depth treatises lately on, say, how games handle female protagonists – wouldn’t it be a more positive use of my time to write a game with a female protagonist to whom I can actually relate, myself? Feels like a much quicker path to the intended end result. That is, until you factor in the general laziness of the internet, who have enough time to skim through articles but not quite enough to download and boot up a game. I’m guilty of this myself; there’s always a backlog of games I keep meaning to play but keep putting off. And books and movies and TV shows and you name it, for that matter. So in that sense, it often seems to me that critiques do make more of a difference for way less effort, because at least they’ll actually be seen, particularly if they’re especially provocative.

I guess the main thing I need to remind myself is that, even despite the internet’s short attention span, the things that wind up sticking in the long term are always invariably the positives. People are still downloading and playing my past games; just the other week, I got yet another e-mail from someone who’s just discovered the going-on-a-decade-old Cubert Badbone. That’s kind of neat, if I do say so myself. There really is something to be said about all that “long tail” stuff — we all get to that backlog eventually, don’t we? It’s just so easy to lose sight of that sometimes, amidst all the noise and desire for instant gratification. Know what I’m saying?

Footnotes:
  1. Admittedly, I was trying to make somewhat of a positive difference by suggesting conventions or events to go to other than PAX, but it was still primarily motivated by other people’s negative actions.
Posted in Blog Posts | 8 Comments

LFB Team Interviews – Marcela Roberts

Although Life Flashes By was a project I largely undertook on my own, I did, as they say, get by with a little help from my friends. As such, I figured I’d do a series of short interviews with people who played some kind of key role in helping this game become what it is. Today, I’m featuring Marcela Roberts, background artist extraordinaire.

Tell me a little about your art background.

I’ve always been interested in the visual arts because that’s the best way I learn, and therefore, the best way I can communicate. After a year of college, my husband’s military career had us move. I decided to wrap up my credits into a degree (Associates of Fine Art), but I still wasn’t 100% sure what kind of art I wanted to do. After a couple of years and a daughter, I received my Bachelors in Video Game Art & Design. I don’t have the patience for animation, and traditional art forms felt over-saturated. Video games, an art form in its own right that I was already familiar with, just seemed like the right path to take. I’ve been a freelance video game artist ever since.

Continue reading

Posted in Blog Posts | 1 Comment

LFB Team Interviews – Lee Edward McIlmoyle

Although Life Flashes By was a project I largely undertook on my own, I did, as they say, get by with a little help from my friends. As such, I figured I’d do a series of short interviews with people who played some kind of key role in helping this game become what it is. Today’s interviewee is Lee Edward McIlmoyle, aka Lee in Limbo, a dear friend of mine who contributed graphic design and a voice cameo as Edwin McKay.

Tell me a little about your background in graphic design.

When I was a little boy… oh wait, I’ve been a little boy for most of my life. Lemme start again. When I was in my early teens, I rediscovered comic books, and through the pages of The Uncanny X-Men, I discovered the excellent work of Tom Orzechowski, letterer extraordinaire. Without really realizing it, I started to be indoctrinated into the arcane world of graphic design and typography, a sinister realm from which I have yet to extricate myself. Damn you, Tom! Damn you and your pretty letterforms to heck!

I went to Sheridan College briefly in the early 90s, in a misguided attempt to become an animator. I flunked out of Art Fundamentals-Intensive (portfolio course) and ended up becoming a songwriter for the rest of the decade. When I returned to the world of art, I decided to give comics another go, and started writing, designing and drawing original fiction which has yet to see the light of day. It DID however reawaken my interest in graphic design, which I’d merely flirted with in the intervening years, doing bits of logo design for friends and bands.

Continue reading

Posted in Blog Posts | 3 Comments

LFB Team Interviews – Jon Rosenbaum

Although Life Flashes By was a project I largely undertook on my own, I did, as they say, get by with a little help from my friends. As such, I figured I’d do a series of short interviews with people who played some kind of key role in helping this game become what it is. This time, I’m featuring Jon “Space Cowboy” Rosenbaum, who did the voices of Aaron (Charlotte’s ex-husband) and Graham (Charlotte’s late father).

Tell me a little about your acting background.

I voiced some cameo roles in the English adaptation of the anime series, Gravitation.

What were your main influences in developing the voices of Aaron and Graham?

Aaron isn’t too far off from my normal speaking voice. He actually came out of the Trevin audition, where I used a deep-voiced sarcastic Cheshire Cat as a possible interpretation. After hearing from you that the soft deep voice would work well for Aaron, the musician part came easy since I already am one. As for Graham, I could probably trace his influence back to one of the Britcoms I’ve watched sometime in the past. Being an Anglophile, I thought it would be really fun to give Graham a go.

Continue reading

Posted in Blog Posts | 1 Comment

LFB Team Interviews – Eric Stembridge

Although Life Flashes By was a project I largely undertook on my own, I did, as they say, get by with a little help from my friends. As such, I figured I’d do a series of short interviews with people who played some kind of key role in helping this game become what it is. First up is Eric “ComradeNarf” Stembridge, who played the voice of Trevin.

Tell me about your acting background.

I started acting in Jr. High for the fun of it, and by the time I entered high school I enjoyed it enough that I started joining the teams entering state-wide competition. In college I worked towards a Minor in Theater; I performed in several shows and one-act plays, as well as taking the reigns as director for a show. I paired my love of theater with my love of animation and began creating (and voicing) my own cartoons to use for presentations instead of PowerPoint. Towards the end of college I wound up stumbling across Synthetic Interactive (now the very impressive Sticky Studios) who were working on the demo for “Project Joe.” I was accepted for the team to do voice acting, which was much, much, much harder than I realized. Voicing my own cartoons was easy, I knew exactly what was going on and could listen to my other recordings for reference. With Project Joe, my closest voice actor was in Tennessee (I’m in Utah) and we were typically recording our dialogue at the same time. It was a crash-course in anticipating the delivery of others. Unfortunately we weren’t able to secure funding to finish the game – which I find very troubling as the lines I perform in the game were rubbish due to inexperience. I’d worked with the team for several years, and felt by that point I could do a much better job with my delivery. Hopefully I’ll get the chance to help finish that work someday… In the meantime, I still animate and provide voices for my animations.

Continue reading

Posted in Blog Posts | 3 Comments

DVD Unboxing!

Today, I’m proud to announce that the long-awaited Life Flashes By Collector’s Edition DVDs are now printed and ready to be shipped! Suffice to say, I’m pretty darn happy about how they turned out.

Now, doesn’t this just make you want one of your very own?

Posted in Blog Posts | 7 Comments