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Archive for March, 2009

How to make a game in 48 hours

Here’s my distillation of 2D-Boy’s Global Game Jam Keynote Address. It’s been sitting in a text file on my desktop and deserves to be here (for myself and for you).

  1. Adjust Expectations
  2. Create a Low Barrier of Entry (Title the game as instructions, maybe)
  3. Feel Something
  4. Make the TOY first
  5. Don’t forget about Audio
  6. Remember Harmony
  7. Don’t Fall in Love (Don’t care if the project sucks)

Survive/Progress – Experimental Games in Processing

Videogames are most often approached as entertainment; like any medium, however, they can raise critical questions through their formal structure. Survive/Progress is a twin game made as a response to my own constraint: Make a game about the waiting. This constraint came from my simultaneous discomfort with and longing for waiting and stillness, as well as an interest in the strange half-life that is programmed into videogame characters while they wait for input.

What you see is two games that differ by one central parameter: the game’s response to the player’s movement. By pairing them I want to generate a dialogue about a cultural obsession with videogames, productivity, and progress. The games are intentionally basic, broken down into movement, control, and challenge; this is an experiment in making meaning through simple adjustments of rules.

Download links for the two games below. They might run slower on older machines. I’ll post source-code after some cleanup.

Survive (mac/win)/Progress (mac/win)