The Sokay Fam ready to exhibit Raybeem at Super Future last weekend – rockin new Sokay shirt designs.

I’ve probably spent more time creating Sokay clothing and other merchandise than I should have been doing. I’m supposed to be making more games, right??? But you know, I have fun doing it! Can’t help myself. Last week, we exhibited our VR music visualizer Raybeem at an art show in Downtown Los Angeles – Super Future by Futra. Since we were showing some Sokay stuff out in public, I took the opportunity to try to sell some Sokay shirts, at least put them out in front of people. This got me thinking of the journey of this Sokay clothing experiment.

Back in 2012, when we were getting close to the release of Donut Get!, I became obsessed with creating merchandise for the game. Even longer ago, a friend of mine had pitched me this idea of creating mini-games that were tied to the designs of shirts he was making. I thought it was a great idea but I took forever to finish games, it wasn’t an idea I thought could actually follow through with. I think this was before we even finished our second game LUV Tank, so I probably wasn’t in the mindset of making bite-sized games at this point. I revisited this idea with Donut Get! – could I sell a shirt for a game that I was essentially giving away for free?

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Extra! Extra! Read all about it!!!

We’ve gone and done it. We went backwards from the internet to print. Introducing… Sokay Zine!

zine_promo_layout

Download Issue #1 PDF at http://zine.sokay.net

Sokay Zine (zine as in magazine) is an idea that had been tumbling around in my head for a while. It’s a 20 page 4.5×4.5″ booklet. During the development of Donut Get! I was printing out a ton of flyers for our monthly LA Art Walk show, Sokay Play. To come up with the art for the flyers, I was digging through folders of old art work gathering dust on my hard drives. Looking through all of the unseen or unfinished assets got me thinking. There was a ton of stuff that I forgot we even made. I figured something should’ve been done with it.

When I was out on the streets hustling Donut Get! and Sokay, I made a buncha flyers, stickers and buttons. It felt good to be making physical stuff again. Reminded me of drawing on line paper in class back in the day. I’d seen people online making zines about things they’re fans of and I thought, “Why can’t I do something like this for Sokay?”

SunSoftGameTimeNews
A Sunsoft newsletter from Summer 1988

I remembered back in the 80s and 90s game companies often used quarterly print newsletters to reach their audiences and let them know more about their games coming out. Nintendo Power started out as one of these. This was another source of inspiration.

The making of our first game Thugjacker became the focus of the zine. We made Thugjacker before I had started blogging so it was a fresh topic to write about. To put it together, spent a ton of time digging up artwork, exporting frames of animation out of the game, looking at cut content and trying to piece together the story. It was a challenge to put it to words and be concise with it (unlike my blog posts).

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Example of a Japanese guide for Faxanadu (1987-ish)

My last blog post was a review of The Untold History of Japanese Developers. On the behind the scenes DVD I got glimpses of just how in depth the Japanese game world’s print industry was. You could find a thick strategy guide for just about any game you could imagine. Seeing how they laid out game levels in those books became inspiration for my “walkthrough” of the first stage of Thugjacker in the zine.

So after assembling the zine digitally, I had to print these things out. I had a short timeline since I was aiming to print about 100 for my trip to Bitsummit in Kyoto, Japan. So I opted to print them in my bedroom rather than look for a professional printer. For 2 weeks, I was swimming in CMYK. I learned a lot through trial and error but I’ve got a decent system for printing up batches when I get a chance. Up to now I believe I’ve printed about 160 copies but I’m always short. Hit me up if you’re interested in a copy! Still need to look into a printshop though!

sokay_zine_thugjacker

So take a look and let us know what you think.

We’ve just released a teaser for our upcoming game, Donut Get! Watch it in HD on Vimeo.

Developed in Flash, it’s the story of greed going out of control. A cop catching donuts falling from the sky and his life spiraling into world of trouble.

Details will emerge as we creep closer to completion. Stay tuned into this blog and donutget.com .

Bryson’s been pressuring me to post about Children at Play for a long time, and I kept telling him “I’m too busy working on the game!” But enough a’ that crap. I uploaded the video preview to YouTube and I’ll have a playable demo up here very soon.

I started work on Children at Play at the start of last winter and its eaten a lot of my time since then. I consider it a small step, but an important one, in the right direction. I’ll save any in depth discussion for when I’ve got the demo up. For now I’ll post some text I’ve put together for various submissions and whatnot.
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The new site.

It seems I’m making one major site update a year, haha. This update has what I wanted to do with the redesign last year but didn’t get around to doing it. The major new content is each game having a subsection with images, a description and links.

Turned out to be trickier than I anticipated. I’ve been wanting to make the whole site XML based but since I don’t plan on updating it frequently I decided to go with a quick & dirty Flash route. I added SWFAddress to handle deeplinking for the site last year, but with subsections it becomes more useful. I also fixed a bug involving the back button not firing an update event (solution: make sure the SWF has an ‘id’ within the embed code). I’m also using a modified version of Lightbox for the pop-up images — I found it here (he’s got broken links and stuff so it’s hard to find).

So check it out at Sokay.net.


Indiecade 2010 is a comin! Deadline for submission: June 1, 2010

I read about Indiecade accepting submissions for the 2010 game festival on Gamasutra. If  you read this blog, you might know that we went to last year’s Indiecade and had a good time. I told Chris and he’s down for action! He wants to submit his upcoming game. I think it’s unannounced…

I see this as a threat. He may be my friend, something of an ally, but I will never let him make me look like a chump by outclassing me at Indiecade. Never!

So I now announce that we are at War.

This ain’t no East Coast/West Coast thing. We’re both representing Los Angeles, no problem there. Nobody’s getting killed. This war is more of an arbitrary goal to provoke motivation, sorta like Obama’s car MPG requirements for 2016.

Chris’ game is looking great. It’s a physics based puzzle game, he’s doing all the art and coding as well. In addition, there will be some procedurally generated music. This guy is nuts, but it works. A demo for it is coming soon.

I’ve been forever working on my Donut game. It’s looking great but I’ve been neglecting it because I’ve been doing long hours on a game I’m doing for my day job. And I’ve been working on an update to the Sokay.net site. When things get back on track, I’m gonna knock it out.

It’s not apparent from reading this blog, but we’re actively in production of this Donut Game that I first mentioned here over 2 years ago. But you know what they say, “Time flies when you’re having fun!

For a preview I’m just showing some line art from the game. Currently, this art is already painted and imported into the game. The background is my handywork and Ricky did the characters. 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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This is my first public Papervision demo. I’m experimenting with some techniques for the next Sokay game. This is also the debut of the main character for the game, designed by Ricky Enriquez. Check out the demo.


My Papervision Demo

This scene is composed of 4 planes — the cop, the sidewalk, the shop, and the city. I positioned them within the scene with code. The animation is handled with code as well. I’m using Tweener to move the cop left and right, as well as his jump animation. The camera is targeting the cop.

I’m going to keep playing with this. I want to push it further by adding some movement to the rest of the scene, perhaps tweaking the rotation of the buildings as the camera moves.

If you’re looking to start with Papervision, there are some excellent video tutorials at gotoandlearn.com that’ll help you get started.