So this is a game that’s gonna need some explaining.

So this is a game called “I Just Want You to See Me”. Its a first-person shooter with a twist, which I made at the 2014 Global Game Jam. You can play it here.

Screenshot 2014-01-26 14.36.58(2)

In all seriousness, this was a game that kinda fell apart into something amazing, the result of a game jam team comprised entirely of designers and no programmers. When we hit those magic hours in the early morning where everything is funny, our game, originally about photobombing, splintered into four parallel games. This was my fork of the original code. Give it a spin, it’ll only take a moment to play.

The Stanley Parable

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Look! 

I don’t have the time to analyze and study it in detail, but I wholeheartedly recommend that everyone play The Stanley Parable. It takes the metacommentary on game form, autonomy, and narrative structure that I discussed in my article on Bioshock Infinite and my article on Postmodern Games and runs with it to hilarious heights. Its one of the most clever and subversive games that I’ve played in recent years. If someone doesn’t beat me to it, I’ll work on putting out an in-depth analysis of it. 

Journey

Journey

In what appears to be an enormous upset, Journey beat out worthy competitors like Dishonored, Halo 4, Borderlands 2, and FTL to seize IGN’s game of the year award. Given the mainstream demographic the site works with, seeing Journey win this award brings me hope and joy. Its a good time to enter games.

Congratulations to Austin Wintory, Jenova Chen, and Matt Nava, as well as the entire staff of thatgamecompany, funomena, and the USC Interactive Media Division for breaking industry trends and doing groundbreaking work in the medium!

My good friend and fellow IMD-er, Chloe Lister, wrote this excellent post on LA Game Space and how important it is to get it made. Check out out.

chlolist's avatarchloelister

I’ve been toying with the idea of making a gaming blog for a while, if only because everyone and their mother seems to have one nowadays and I’m a sheep.

Anyway, the reasoning behind starting one here and now is the fact that I have something Really Actually Important to talk about and that’s LA Game Space.

There’s this pretty cool thing called the Attract Mode gaming collective made up of game designers, filmmakers, artists, journalists, who are overall a group of really interesting creative people who are actively partaking in the noble endeavor of progressing the media forward.They host art galleries/festivals and similar events and sell some pretty dope handmade gear. You should check ‘em out at some point, maybe after you back this Kickstarter campaign.

Two guys from this collective, Adam Robezzoli and Daniel Rehn, have been working pretty hard for the past three years on this…

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I’m split on this. I’m really happy to see this distribution model break into the mainstream. I’m ambivalent towards the idea of Humble working with mainstream publishers without DRM-free cross-platform availability, which was for me the main appeal of Humble Indie Bundles. I feel sorry for the developers at THQ’s studios who have been laid off en-masse in the last few years, and I am thrilled to get Saint’s Row 3 and Metro 2033 for $10.

Interesting read

Sometimes Interesting's avatarSometimes Interesting

A supercollider is a large ring designed to accelerate particles of protons and anti-protons until they collide, the purpose being to create high amounts of energy. In the mid 1980’s, the United States wanted to construct the largest particle collider in the world. What was to be called the Superconducting Super Collider (SSC) began as an idea in 1983.

By 1987 Congress had approved the $4.4 billion dollar budget for the project, and by 1991 a site had been chosen in Texas and construction began.

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