Author Archive > godatplay

My first notgame will be “Myst minus the puzzles”

I’m not much for writing something as formal and (over?)confident as a manifesto yet, but that doesn’t mean I don’t believe in them. Tale of Tales just released their second, a manifesto for notgames entitled Over Games, which was delivered at the Art History of Games conference at SCAD.
For the past year, I’ve been working [...]

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On Art and Games As Art

Why We Create Art
Greg just wrote about Why do we do what we do? and eloquently summed up the hard-to-define reason for why we at Intuition create art:
These are all things that fester inside me and I desperately want to expel them.  Not that they’re demons of any shape, but it’s this compulsion to create [...]

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Megabank Executive Humiliation Challenge

I’m pretty much done with a new game called MEHC. It’s a Unity game meant for sponsorship on a game portal, so I’ll start the process of shopping it around now. Here’s the trailer:

In gamer lingo, it’s a 3d, physics-y, psuedo-pixel-art cannon-shooting game with a strategic probability management element.  Based on tester feedback, [...]

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Blurst Now Open to Other Developers

The awesome indie developers at Flashbang have opened up their website Blurst (http://www.blurst.com) wto submissions of Unity games from other developers.

Hopefully this will be a big success, since we as developers really need more Unity portals out there.  I’ve been working on a couple small Unity games myself and have been a little uncertain if [...]

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How to Run Spelunky in OS X

For those of you who haven’t heard yet, Derek Yu of TIGSource fame released a freeware game recently called Spelunky.  As I found out recently, you can run the game in OS X without having to boot up Windows.  I’ll show you how.
Here’s a description of Spelunky from Spelunky World:
Spelunky is a cave exploration / [...]

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Star Guard Impressions

I’ve taken a few minutes here and there in the past few days to play Star Guard by Vacuum Flowers, after being introduced to it by my partner Mike via twitter. It just got frontpaged on TIGSource. Here’s an excerpt where Xander mentions his one qualm about the game:
Where as typically mines/traps would require caution [...]

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Des Moines Parties Relevant to Iowa Game Developers

I would like to invite any Iowa game developers to two upcoming parties here in Des Moines.  The first is a Wes Anderson-themed costume party entitled I Always Wanted To Be A Tenenbaum. Since a friend or two from 8monkey Labs will be showing up, I figured I would invite any other devs in the [...]

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torncanvas.com Portfolio Website Up

Hey internet.  One of the things I’ve been doing for the past 3 days is working on a portfolio website.  It is now officially online at http://www.torncanvas.com.  I started out making a Flash version of the website early this spring, but decided to go with a Wordpress site instead in the hopes that I’d actually [...]

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Branches Interactive Music Video Prototype

This last weekend I finally finished a (rough!) prototype for the second of three ideas, which is a sort of interactive music video. The general idea is that I could create a game-like experience that allows players to play the equivalent of visual instruments while a band plays live music. The setting I had [...]

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Interactive music video, worship prototype WIP

I’ve been doing a lot of things lately, but one of them has been a prototype for what is basically an interactive music video. I’ve been collaborating with Paul Gratton and his brother Scott Gratton (of Finn Miles) through our collective Napkin Sketch, and this will be for their song Branches. The player would perform the piece [...]

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