Here’s a bit of artwork I drew for the Donut game’s intro animation. It’s roughly animated so my man Cryptic Circuity can lay down some tunes for it while I tend to other areas of the project. My current focus right now is the top-down driving portion of the game. I should be showing bits of that part soon.

Chris has been touring Europe for the past couple weeks so don’t think the war is over. He’s just been readying the quiet before the storm. I’ve managed to gain some ground on him without having to sabotage his project, but his game was just about ready for a demo release even before he left. Regardless, both of our games are looking top-notch and I look forward to revealing more.

Peace.

Today marks one week since my last day with a full time job. I felt a pressure all of a sudden that I had to quit and go game dev. No more wasting time.

I’d say one week as an indie game developer, but that title doesn’t feel quite right before completing at least one game independently. Shouldn’t be much longer.

Before I left my previous employer, I was spending nights working on Bad Bones, losing sleep, time with my girlfriend, and feeling increasingly frustrated by how difficult it was to fit my passions into my life.

Rusty Edges

Bad Bones is a concept I like a lot. One that bears many of my feelings and thoughts on games, but it also represents a great deal of compromise. The hardest lesson I’ve had to learn is to effectively compromise my ideas. It’s hard because I’ve spent years teaching myself not to compromise. Too many artists are too willing to compromise and their work gets so diluted by the suggestions of others that eventually it’s tasteless. They take the scratchy, misshapen materials of their identity and sand down all the rough edges with what’s popular, what’s easy, what pays, or what some committee of peers finds palatable. All the sharp, rusty edges are gone and you get a nice, round blob. Nothing to poke anybody. God forbid you make something with meaning because somebody might be offended by it, or think its too artsy, too preachy. Every amorphous blob just tickles fancies and rolls away, disappears. Continue Reading…

Here are some NPCs from the Sokay Donut game I’ve been working on for forever. These characters are designed by our character designer Ricky Enriquez. I spent a couple days converting the game to AS3 in late May. Since then I’ve been polishing some things and working on getting the NPCs in it. I’ve been concentrating a bit too much on the presentation of the game and have returned to focusing on the gameplay, since it’s still not fully there yet. Right now I’m working on finding the fun, but it’s looking great so far.

This is a background concept I sketched out for a new project we started, a game that Chris is programming. It’s a Western so it’s gonna be a lotta fun.

Beyond this stuff I’ve been reworking the blog — I added the little video jukebox in the top right corner. I’m revising some of the other Sokay sites, experimenting with new ideas. I’m working with David Rodriguez on a more elaborate Luvtank.com as well.

Read on to see what’s been inspring me lately…

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Flash games all around but some stand out much more than others. Yesterday I discovered Kavalmaja by Tonypa, a pretty amazing game. He describes it as a “kind of adventure-puzzle game”. That’s pretty much what it is.


Kavalmaja by Tonypa

In the game you wander around a maze trying to figure out what everything does. It uses only the arrow keys and you don’t fight anything. The game uses abstract pixel art and offers no upfront explanation so you have to play around and interact with objects to progress in the game. The artwork is pretty clever and makes symbolic use colors. For example, a gray block is a door that can be opened by a switch or a key and a red object will hurt you. You’re wandering through the maze as you attempt to figure out what these objects do and when you think you’ve figured it all out, it throws in a new surprise for you.

What I found was that my view of what the game actually was changed constantly as I played, as I learned the new rules. That made me curious to find out what it was all about and if I could solve the puzzle!

It’s an simple and clean game. It auto-saves at every screen so you can pick it up and play it any anytime. I think I’m close to finishing it! The perfect game for a mid-core gamer. 😉

But that isn’t the only game to catch my eye recently…

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