We are a creative collective based in Des Moines, Iowa. We create incredible design, film, animation & brand identity.

River Breitbach – Kid Love

Posted: March 31st, 2009 | Author: scottgratton | Filed under: Uncategorized | No Comments »


To see more of River, check out River and the Tributaries

Scott Gratton – Virginia

Posted: March 30th, 2009 | Author: scottgratton | Filed under: Uncategorized | No Comments »


To see more of Scott, Check out scott-gratton-music

New Music From Andy Zipf

Posted: March 29th, 2009 | Author: napkinsketch | Filed under: Uncategorized | Comments Off

One of my longtime fav’s just played in Des Moines, and I was fortunate enough to catch the show at the Mars Cafe. He’s been crisscrossing the nation for quite a while, but I’ve rarely been able to catch him in action. Last night I got to hear his latest songs live, and man…can he sing! High, clean falsetto, insightful lyrics, and a showman; he took on the shoegazing crowd and forced a few much needed claps and laughs from us.

Andy is cutting across the upper-Midwest right now; I highly suggest you go see a show and support this man. You won’t regret it.

Andy Zipf has just released a new song collection “The Coward’s Choir.” Check it out!


Triple Shot of Acoustic Groove

Posted: March 26th, 2009 | Author: napkinsketch | Filed under: Uncategorized | Comments Off

Whew, my voice is just starting to recover from last week’s triple shot of acoustic shows in the Des Moines area. The Vaudeville Mews, Being There Coffee, and Starbucks all played host to the Finn Miles crew last weekend!

Coming up, we’ve got a bit of a touring gap…but don’t worry, it’s with good reason! We’re putting the finishing touches on our upcoming CD (Codename:Telltale), to be released in May 2009. As we labor in the studio I invite you to go listen to other great Central Iowa bands (such as the Envy Corps) at this year’s GDP festival.


Game Developers Anonymous

Posted: March 26th, 2009 | Author: godatplay | Filed under: Uncategorized | No Comments »

I’m at the GDC with the rest of the Intuition collective, and we spent all Monday and Tuesday attending the Independent Games Summit.  It was an amazing experience…as expected.  I was touched by a particular talk from Alec Holowka (Aquaria) and Tommy Refenes (Goo!) entitled How to Finish a Game Project You… Hate?

Game Developers Anonymous

They discussed their stories on developing Aquaria and Goo!, emphasizing how much work development takes, and how it can often be depressing.  Both of them were in a situation where it seemed like the project would never end, and they had to persevere in order to finish.  The whole talk was very candid.  I really admire their boldness to speak on such personal things.

We have a very similar story for the development of Dinowaurs, so I was relieved to know we weren’t the only ones who had gone through this.  It got me thinking that talks like the one they gave provide a very therapeutic benefit to all game developers.  I would imagine it is like the same benefit people get from Alcoholics Anonymous.  I feel we were created to be in community, so it seems natural that sharing our troubles helps us to realize that we’re not alone.  On the outside, everyone else seems so successful, but we all struggle with things on the inside.  It’s comforting to know that.

Ron Carmel (World of Goo) put it best when he said “Alec and Tommy deliver what in my mind (and heart) was the most important and honest talk of the IGS.”  I couldn’t agree more.


To Be With You

Posted: March 24th, 2009 | Author: napkinsketch | Filed under: Uncategorized | Comments Off

To Be There

As usual, a wonderful time was had at the Finn Miles acoustic show at Being There Coffee in Altoona, IA. Thanks to Tyke, Kara@Being There, and all of the fans and friends who made it a special night!


What Happened to EA? – A Failed Manifesto, Part 2

Posted: March 18th, 2009 | Author: godatplay | Filed under: Uncategorized | No Comments »

I did some more research, and the results I found as to why EA failed to achieve its manifesto are pretty sad.

The Game Industry of the Early 80s

During the early 80s, we had Atari raking it in with lots of consoles in homes, although they were totally screwing over developers by doing so.  Developers basically didn’t get any of the money, and they certainly weren’t getting the credit they deserved.  As a revolt, some of them formed Activision, with similar goals as EA.  In fact, both companies shipped their games with tasteful album covers to draw the parallel to being an independent music label.

Software Artists From EA

So you have Activision and Electronic Arts both trying to support devs who were doing good things for games.  And then the Great Crash of 1984, caused largely by actions of publisher/manufacturers like Atari, Mattel, Coleco, and Commodore, left the industry in shambles.  As a result, EA resorted to actions that became increasingly different from their manifesto in order to gain the success they desired.

From Software Artists to Engineers

It started out innocently enough.  EA switched its marketing style to promote the game as a brand, and its genre, moreso than the “software artists.”  This apparently made more sense to the customer, who didn’t care as much about individual developers as EA thought.  But of course that was the case because gaming was new and customers didn’t really understand it completely.  Not only that, but the developers themselves hadn’t made too many games yet, so there wasn’t much to care about or relate to at this point.

Therefore, EA “adapted” to focus less on the developer as an artist.  Activision had the same trend, too.  And what happened when they focused less on the developers as artists over time?  They published fewer artistic games.

For EA, this meant continuing to publish more games like One on One, which was a basketball title.  Marketing One on One was easier when it featured people who were already celebrities, like Larry Bird and Julius Erving.  After the crash, EA pursued this direction by publishing several licensed basketball, racing, and baseball games.

This was working out so well, that a few years later EA decided to develop a game in-house – Skate or Die.  No longer would they focus completely on indie developers; they had their own developers to worry about now, too.  Right after this, EA developed John Madden Football, based on founder Trip Hawkins’ passion for football simulation.  The combination of first and third-party titles led to enough success that EA had room to expand.

Trip Hawkins

The obvious next step for expansion was to consoles, like the upcoming Sega Genesis.  By then, EA – or more accurately, its founder Hawkins – had quite a different focus.  Hawkins had to convince the rest of his company, who had up to this point believed in his vision, to go the other directionGamasutra’s History of EA article quotes him as saying,

The goal was to stop making esoteric products for an elite customer base, and go make it in the big-time with mainstream gamers.  Several employees were outraged and quit, but I convinced the team that if the public chose to buy consoles like the Genesis, then to satisfy our customers we had to make the best games possible on the platforms chosen by the public, not the ones our engineers wished they could afford.

Compare this to EA’s manifesto previously advertised:

Why do we cry? Why do we laugh, or love, or smile? What are the touchstones of our emotions?

Until now, the people who asked such questions tended not to be the same people who ran software companies. Instead, they were writers, filmmakers, painters, musicians. They were, in the traditional sense, artists.

Since when did the “touchstones of our emotions” become esoteric?  Isn’t that why books and film are so popular?  And since when did “software artists” become engineers?  It seems that somewhere along the line, Trip Hawkins became one of the “people who ran software companies” that EA’s original manifesto was reacting against.

Was it the crash that caused him to change views?  Was it based on his new experience from leading game development with Madden?  Just simply greed?  What happened?  Maybe someday I’ll really get to the bottom of it.  Until then, I’m left wondering what the world would have been like had Electronic Arts stuck to its original vision.

Pertinent Links:
Part 1 of What Happened to EA?
http://www.gamasutra.com/features/20070216/fleming_01.shtml
http://www.edge-online.com/features/a-short-history-of-activision
http://www.edge-online.com/features/a-short-history-electronic-arts


Weird Dreams #1

Posted: March 15th, 2009 | Author: godatplay | Filed under: Uncategorized | No Comments »

It was 4 am and I couldn’t get back to sleep, so I thought I would start writing down some of my dreams with the hope that I might remember them for future use in my work, or maybe they would inspire someone else to use them, too. Here’s the first:

I was young again and found myself sitting next to my mom on the couch.  She was fiddling with a sleek, black TV changer.  It resembled the keypad on a RAZR phone, so it seemed sort of futuristic.  She handed it to my dad who made some silly comment that made me laugh.  I wish they were still married.  I wish he was still here so I could hear more of his jolly teasing.

Then there was a design competition where the architecture and design firms of the community could submit designs for a light rail system.  It was really exciting to think about the prospect of a light rail system where I lived (wherever that was).

Fashion Illustration Based On a Dream

Next, I envisioned a bizarre fashion illustration that suggested I had created a fad of specifically not putting any jewelry on the wrists of the runway models.  I was a prominent fashion designer, and at the time I made the illustration, my carpal tunnel was really bothering me.  I left their wrists bare as an expression of that pain.


The Butterfly Effect – A Model for Game Design?

Posted: March 10th, 2009 | Author: godatplay | Filed under: Uncategorized | No Comments »

I was listening to the band Muse today and came across the song Butterflies & Hurricanes.  After looking up the lyrics, I realized that the song was using the concept of the butterfly effect to inspire people to live their life to the full, and that it could easily be extended as a tool in creating a meaningful game (even one that is small in scope).
 
The Butterfly Effect #2
 

Butterflies & Hurricanes Lyrics

I’ve always enjoyed Butterflies & Hurricanes because of its inspirational mood and appealing mix of rock and classical style.  I could never fully understand the lyrics, and for some reason, I was moved to look them up today.  They are excerpted below: Read the rest of this entry »


What Happened to EA? – A Failed Manifesto, Part 1

Posted: March 3rd, 2009 | Author: godatplay | Filed under: Uncategorized | No Comments »

Chris Hecker’s Website

I’ve been visiting blogs of people I respect, and one of them linked me to Chris Hecker’s website, which is infrequently updated and more of an archive at this point.  I remember hearing about his rantings given at various GDC talks, so I thought I’d poke around a bit to see what I could find.  One page was particularly interesting.  Entitled Can a Computer Make You Cry?, it featured an intriguing essay on exploring the emotional and expressive possibilities that computers can provide.  In fact, I would go so far as to say it is a manifesto.

EA, A Failed Manifesto #2

EA Had a Manifesto?!

I was shocked to find out that the manifesto was actually an ad for Electronic Arts.  EA?!  This blew my mind.  I felt like I had stumbled upon a dusty but rare classic at the record store.  Apparently, EA had aspirations of exploring the essence of humanity using technology.  That’s definitely something I can relate to!

The Manifesto

Let’s take a look: Read the rest of this entry »