It’s been forever since I last updated this blog. I’ve had plans to do some in-depth articles, specifically an in-depth analysis of the Metal Gear Solid series and a personal essay about my story and how I ended up doing games, but life has the tendency of getting in the way of unrewarded stuff that I really want to do. Topics worthy of discussion spring up and evaporate like springtime flowers, and stuff like Flappy Bird, Twitch Plays Pokemon, GDC 2014, and this weekend’s GAME_JAM controversy. But alas, I’ve found myself working pretty much every waking hour for the past two months on a number of projects.
I’m giving talks and leading discussions now. Working with MEGA, the game developer’s club at USC, I’m running a monthly series of salons where people can come in and discuss contemporary games from thematic, design, narrative, and aesthetic standpoints, the format of which I’m basing off the similar Playthink art/game salon. I’ve run three thus far, respectively covering The Stanley Parable, Twitch Plays Pokemon, and Papers, Please, and each of them greatly exceeded expected attendance, making for very lively, often packed discussions. I’m planning on running for MEGA’s staff elections at the end of this week, so come out to SCI on Friday and let’s plan fun stuff for the next year.
I’m running playtests for a Master’s thesis project at USC, working in a dedicated observation lab, I record feedback and player behavior in hopes of improving Logan Ver Hoef’s thesis: The Observatory. I’ve run playtests before for intermediate projects, but this one is particularly interesting because it deals with game feel and environmental narrative, two things I’m very interested in learning about and deploying in my own games.
I’m handling website content for The Maestros, a competitive online RTS-deathmatch game being run this year as an Advanced Games project. The game is currently in public alpha, and you can easily download a build of the game, create an account, and begin playing immediately. The game’s core narrative is a bit uncomfortable for me, exploring themes about violence, imperialism, and its ideological ramifications through its mechanics, and maintaining websites and reaching out to the press isn’t what I’m interested in doing with my career, but I’m glad that it has been immensely successful, right now, its one of the most polished games to have ever come out of USC.
The Pilgrim comes from an original design document I wrote late last December. It was a very personal game dealing with religious belief and the life-compromises that observing those beliefs predicate, something that I’ve considered in my own life for years. This narrative would be delivered through an inverted-Metroidvania narrative, with the player surrendering powers and abilities to fulfill her purpose and complete the journey through an abandoned mine underneath a Temple. Teaming up with my good friend Catherine Fox, I decided to make the game my project for Peter Brinson and Richard Lemarchand’s Intermediate Game Design class.
I learned more from this ongoing project than from any project I’ve done before, except for perhaps Dark Deception, a RPG system and campaign I ideated back in high school. Working on the project as part of a two-person team, while coordinating external testing and audio, I dealt with more scripting than I’ve ever had before. We also dealt a lot with scoping, and The Pilgrim shrunk from a short Metroidvania-styled adventure to a short-form platformer/adventure game more resembling the mountain scene from Journey, with the avatar becoming increasingly feeble and hard to control as she progressed towards her goal.
I hit a few major hitches while working on the game. I became very sick one week in early March, causing me to lose an entire week from our production cycle, forcing me to crunch later on. I also spent two weeks prototyping myriad versions of a single feature that was ultimately cut due to performance issues. Communication with the rest of the team has also been a challenge, and making sure that everyone was on the same page and understood our vision and codebase has been something I’m not personally satisfied with, having blocked off progress from other team members by not communicating well. A rough project, but one that I’m glad to have undertaken.
I ran into my CTIN-488 TA, Jesse Vigil, late last week, who was impressed with my team’s final project and suggested that we submit it to Indiecade. I don’t think any of the digital games in my portfolio is festival-quality, but FROM WITHIN was an interesting and exciting project that I really enjoyed working on. It’s a party game for nine players meant to be played in eerily-lit basements around snack-laden tables. The mechanics are rather simplistic and exist to create intense dramatic tension and catharsis, contextualizing the rich social play of scaring and deceiving other players. I’m excited to get my team back together to revise the game for submission come this May. If anything I’ve done is festival-quality, its definitely that game.
Secret Scotland Project
This is a project that I’m excite to work on. I’m working with a small team of some of my best, most talented friends to pitch a game for Dare to be Digital, an international game design competition in Scotland. If we get accepted, it would be the single greatest game design challenge that I’ve ever faced in my life, but also the most exciting. We’re super-eager to work on this game, and the prospects of traveling to the UK to compete on the world stage for a BAFTA is thrilling.