Bryson At Global Game Jam 2010

February 15th, 2010 by Bryson Whiteman

Last December Chris tried peer pressuring me into doing this Global Game Jam nonsense.

“Come on Bryson, you wanna be cool don’t you?” -Christopher J. Rock

While I always feel obligated to elevate my coolness, I resisted. At the time I wasn’t interested because I felt that I needed to give love to my elusive Donut project. As January 29th approached I realized that the Game Jam is something I needed to do. After attending the Game Developer’s Conference and Indicade it’s become ever-so apparent to me that connecting with others within the same community builds deep bonds. And it dawned on me.

Independent game developers need a spot where we can kick it. A spot where we belong. Where we don’t have to get all dressed up and be Hollywood.

Something similar to a Thugz Mansion, but for game developers. Global Game Jam is our Thugz Mansion.

(more…)


The Making of Sammy Samurai: Runner

October 6th, 2009 by Bryson Whiteman

Sammy Samurai: Runner
Play it at www.sammysamurai.com

In late November of 2008 I found a forum post on Flashkit that linked to a contest from Mochiads. I wasn’t too excited about the prizes, the runner-up prizes were almost a joke, but I saw this as an opportunity to rush and actually finish something. Winning would be a plus. I hadn’t released a Sokay game in 2008 so I felt it was my last chance.

So I wanted to plan something that I would be able to finish within a month. That meant it had to be a lot simpler than my usual grandiose visions. I passed up on the opportunity to work with the Donut game I’ve been working on because there was a lot of animation that needed to done that I didn’t want to think about.

I had recently been inspired by the Studio Ghibli film Tales from Earthsea. I didn’t think the movie was very good but it has some awesome background design and a few shots had some excellent parallax scrolling going on. The parallax shots were very quick but captured my attention. Thanks to digital compositing they were able to blend many layers without making it obvious where one layer ended and another began. (more…)


Postmortem: Little Loki Escapes from Hell

April 25th, 2007 by Bryson Whiteman

Little Loki Title

“I like to jump. You like to jump. My mom likes to jump. We all like to jump.” – My 6th grade jump instructor

Little Loki Escapes from Hell, which I developed at Liquid Generation, was my first experience developing a reflex based platformer game. It was the result of a bit of brainstorming and a good deal of freedom during the calm storm between projects. It was the type of project I’d been wanting to develop for a while and I dived in. I invite you to read about a story of its development.

(more…)


The Breakfast Club: The Video Game

March 11th, 2007 by Christopher J. Rock

http://www.liquidgeneration.com/Media/Games/The_Breakfa…

That’s the latest game I’ve finished. We had to rush some bug fixes at the end which cost us some sound effects, but we’ll be updating it this week with the right stuff. The game won’t be any different really, so go ahead and give it a try.

Here are a few thoughts on the game and its development. I list some “lessons to be learned” at the bottom, so feel free to skip down to that. (more…)