Following the release of “Waybinder”, I describe the means by which I happened to develop this ‘interactive novella’ — applying what I know from game design to the act of writing fantasy fiction.
Posts which are directly related to those projects and initiatives I’ve had a hand in.
A post-launch review of writing “Waybinder”: an endeavour which has given its author much to think about in terms of project scale, working with narrative, and self-publishing.
101 jammers, one cruise ship and 1,043 miles of Norwegian coastline – this is part 2 of my Splash Jam recap, recalling a long weekend aboard Hurtigruten’s M/S Finnmarken, travelling from Tromsø to Trondheim. Part 1, recounting the jam itself, can be found here; this post focuses instead upon the game we made, entitled Ardo.
- Game design & UI assets: Gemma Thomson (UK)
- Programming: Skully Brookes (UK)
- Art: Rikke Jansen (NO)
- Sounds: Bendik Høydahl (NO)
- Music: Almut Schwache (DE)
- Demo download available at Itch.io
Antholojam was a month-long, remote game jam on the theme of golden age science fiction. The resulting anthology of some dozen games – curated at the point of application by Zöe Quinn and Alex Lifschitz – is due for release in January 2015. As the jam has wound up and the bug-free games have been submitted, I thought I’d reflect upon my time as designer, writer and UI artist under my team’s collective name, Wonder Games.
This was my first time participating in a remote game jam, having preferred to work in the same room even during Boob Jam in 2013* – my only other effort in such a format. I still harbour a strong preference for physical-location game jams, however I learned a lot from working in this fashion for a change. My overall conclusion is that A Planet Wakes ended up being a much more professionally-handled project, precisely because we had to co-ordinate our part-time efforts across national boundaries and a 6-week development period. Put simply, there a line quickly became blurred between hobbyist game jamming and the experience my team all have as contract game developers. Credit definitely needs to go to the other individuals who made up Wonder Games, namely:
* Coincidentally, also working with Delia. Sadly we were unable to finish Boob Jam, for reasons truly worthy of anecdote. By the time the weekend was over, a router had actually exploded.