These would typically be goofy, tacky, and adorably ostentatious, establishing an identity and brand for the club while significantly boosting awareness of our events. We still did print fliers, but these were unique.
it. We should not shelter children from the world and be paranoid about keeping them on the “right track”, but work to create imaginative playgrounds where children can feel that autonomy, imagination, and delight. Pokemon was formative to me because it gave me that imaginative playground as a child, and as a twenty year old man, I want to create those playgrounds of endless fantasy because it matters.
What I want to see happen with the Love Jam is a reaffirmation of the importance of love, inclusivity, positivity, and hope. It’s easy to feel that the world is bleak and hopeless, and I hope the Love Jam will remind us that people are good, games can bring joy, and we can be kind.
This year’s Indiecade was great. The sense of community, love, and playfulness there was exactly what the world needed in a time where its easy to fall into bleak cynicism. The festival is truly a model for what a games-related event could and should be. Not for networking, not for business, not for consumers, but […]
LINK Posting with minimal comment. This last week has been awful for games. The violence and abuse directed towards game developers and critics, many of whom I know personally, who do not sacrifice their voice or identity is appalling. To me, the notion that years of work and hundreds of little and big sacrifices in […]
Over the last eight weeks, I’ve been in Scotland competing in the 2014 Dare to be Digital competition, an international game jam where college teams from all over the world strive to construct a game in a two-month span. The three winning teams of this competition go on to be nominated for that year’s Ones […]
When we started out on this game, we thought we’d end up with something like this: I think that’s a nice way to reach our target.