Archive for the ‘Game Design’ Category

SAGE Journals - Games and Culture papers, for free!

Saturday, November 17th, 2007

Pippa told me that SAGE were offering all of their papers for free until November 30th.

They cover a lot of subjects, but the journal that interested me the most is Games and Culture, a fairly new but already very complete publication.

To download, you need to have an account (those are free too) and a lot of time… I’m devoting this lovely and cold saturday to it.

M.A.Z.E. - The roughly one month in pre-production update

Wednesday, November 14th, 2007

Ok, so it’s been more-or-less one month since we started working on the game. What’s up?

First of all, it’s nice to see that there has not been any conflicts covert or open, SO FAR. Of course, it would be foolish to hope for peace and love during the whole pre-production period. This is (SPARTAAAA) the video game industry we’re talking about, after all. What has happened is a healthy mix of rational argument, open speech and open confrontation.

(more…)

IGF Student Competition Entrant!

Wednesday, October 24th, 2007

I’m proud to announce that Poesysteme  is an official IGF 2008 Student Competition Entrant.

No, actually, it’s true! Look here . Neat huh?

But then, look at the competition… Very good games all around! What a blessing/curse!

Oh well, we’ll see on “Monday, December 17th” according to the e-mail.

To blog a prototype: M.A.Z.E. (working title)

Wednesday, October 10th, 2007

Our second year assignment at the ENJMIN is to prototype a game like we would if we wanted to sell it to someone and /or attempt to make money with it. They gave us six months with a 9-person team, something I gather is sort of close to the “real deal”.

So, then I got lucky and my pitch got selected (out of 22 pitches from students in all concentrations, 5 were kept) . To make it short, it’s a puzzle game based where you build a maze in a “Tetris” fashion for little computer-controlled heroes to have adventures in. The catch is that the further away from a hero you place the treasure, the more it will be worth when he grabs it, so you have to run your eyes through the maze you built to know where the hero will be in the future. A more thorough description will come later.

What I intend to do is to write weekly on the advance of the project, as an attempt to document the gestation of a game with publishing intentions, something that is usually kept secret in most studios.

Next week, the team!