Our game is a fighting game, where the conflict is violent and resolved by the elimination of the other. Thus, we start off with some uncomfortable themes such as the resolution of interpersonal conflict through fighting, redemptive violence, and the need to “right” the world by killing the human beings which make it “wrong”.
I don’t think those values are representative of what I believe.
WEEK 3, DAY 4 Things have been going at a good pace for Chambara right now, I bought us a website recently, which you can find at http://www.chambaragame.com. Our second set of deliverables, marketing materials for programs for the ProtoPlay festival, is due early next week. We have a good prototype done and recently finished up our very […]
Day 4 of 2014’s Dare to be Digital international game making competition has concluded, and we’ve been moving remarkably fast. We’re basically making this game with five strong designers, which means we’ve been in a lot of disagreement with a lot of the decisions to be made with aesthetics, functionality, and mechanics. We jammed out a prototype which allows […]
No, this is not the Kill la Kill post. This is a list of some of the writers and critics that I like to read and study. This is just my reading list, so this list is incomplete, and if you have a writer that you find particularly insightful, let it be known down in the comments! […]
I’ve been playing a lot of stealth games over the last year, and will be working on two moving onto the next year. I’d like to take a moment to take a close look at them and identify some underlying threads and loops that make them fun. At least for me, the core joy of the […]
Chambara just made it to the second and final round of pitch judging for the 2014 Dare to be Digital competition! I’m really excited to get to make this game! Check out the first-round pitch video: https://www.youtube.com/watch?v=da8037L-5EI Help us pay for the journey! https://www.indiegogo.com/projects/overly-kinetic-dare-to-be-digital
Play The Pilgrim free here at itch.io! This postmortem was one of the hardest things that I’ve ever written. I’m good at clinical, analytical writing, but stuff like this is tough to put out and might not be well edited or clearly communicated. Nonetheless, this postmortem deals with my latest game, The Pilgrim, a short-form game codeveloped with […]