Moving on from Playdom/Disney

 Posted by (Visited 14331 times)  Game talk
Apr 022013
 

015-shrunkAs of today, I am an unemployed game developer!

It was in the summer of 2006 that I founded Metaplace in a spare bedroom. By 2007, we had built an amazing, deeply involved community, and a powerful platform. By 2009, we had failed to make money at it and were forced to shut it down. Since then I’ve been privileged to see several of the folks from that community go on to join the industry and do great work.

We switched to social games. In the space of six months, we launched three of them. I still get emails asking for the return of My Vineyard. We introduced some real innovations to Facebook gaming, and were quickly acquired.

Then came two and a half years with Playdom and Disney. So much learning! Amazing views into metrics and science and the mass market from Playdom. That incredible culture of creativity and deep commitment to values at Disney. I held a frame from Steamboat Willie in my hands. I watched everyday people who never thought of themselves as gamers wake up to the power of games. And above all, I worked with many wonderful people.

Now it feels like time to apply the things I learned.

So, I am off on my own!

What’s next?

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Yiynova MSP19U: A Cintiq alternative

 Posted by (Visited 24073 times)  Art  Tagged with: ,
Mar 222013
 
yiynova

The Yiynova MSP19U. And the piece I finished today on it.

I’ve always wanted a Wacom Cintiq: a tablet monitor, where you can draw directly on the glass screen at your desktop. I would enter the raffles at every GDC, hoping. I have used Tablet PCs for years now, but of course, that also means working on a laptop, which isn’t the same as having desktop power. (I just recently picked up a new one of those — see my last two posts for that experience).

As I was doing the new color versions of the cartoons for the revised edition of Theory of Fun without a tablet PC, I was borrowing my daughter’s Bamboo tablet and trying to adjust. I ran across mention of a new Cintiq competitor out of China. I was pointed at it by just a few reviews out there on the Net: Ray Frenden’s and PC Weenies.

For those who don’t know, a big part of the reason why Wacom is king is that they have a technological lead that is hard to surpass. Their digitizers have better pressure sensitivity, tilt support, and much more. Competitors typically struggle to keep up with the basics, like “tracking the pen as you move it across the screen.” You get jitters, lines hopping about randomly, etc.

Well, the good news is that the Yiynova MSP19U Tablet Monitor, while not matching the Cintiq feature for feature, is totally worth the price: a fraction of that of a large Cintiq. I’ve had it for a week now, and I like it a lot.

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Windows 8 tablet, part two

 Posted by (Visited 13836 times)  Art, Misc  Tagged with: ,
Mar 202013
 

Life with a new Windows 8 tablet.

Oh boy, are there teething pains. Here’s some of what I did, located after insane amounts of Googling and multiple days. I am posting it here to save other people all the pain.

An amazing resource: the forums at http://forum.tabletpcreview.com/

Gosh, the storage is limited.

Yes, it is. First off, don’t even bother getting a 64GB model. You need the 128, I guarantee it. In the case of the Smart PC Pro, people are even buying 256 or 480GB SSD’s – unlike the Surface Pro, the machine has some user-serviceable parts, and you can replace the SSD without a huge amount of hassle. If you’re brave, check here: http://forum.tabletpcreview.com/samsung/54457-ativ-700t-question-anyone-open-unit-yet.html

If you’re not brave, well, then:

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Windows 8 tablet, part one

 Posted by (Visited 11533 times)  Art, Misc  Tagged with: ,
Mar 192013
 

photoGiant post ahead!

Some background: I have been using Tablet PCs for a decade now. Back in the UO days, I always walked around with a paper notebook full of doodles, and I often sketch out design ideas as diagrams and quickie cartoons. With a pressure sensitive stylus I can also then do artwork directly — concept paintings (the sort of thing you then give to an artist so they can make the real concept painting…!) or game sprites or whatever. These days, I carry my iPad pretty much everywhere, and I can code on it a little bit, I can sketch on it, I doodle with it in Notes Plus, and I even have the Pogo Connect pressure-sensitive stylus, so I can use that for art. But I am working on the colored cartoons for the second edition of Theory of Fun, and none of the iPad art programs will successfully load the Photoshop files I need to work in. And I was in the market for a new laptop anyway, so I went shopping for a Windows 8 tablet.

So this post is what I learned and what I picked. I have another giant post done as well, with everything I had to do to get the new machine set up to my satisfaction. It was info all scattered randomly all over the Internet, so I figured that it might be valuable to gather it all in one place. But this post was long enough already! So look for that one tomorrow.

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Why are QTE’s so popular?

 Posted by (Visited 13981 times)  Game talk  Tagged with: ,
Mar 132013
 

Ah, the dread quick-time event. We may have to blame Shenmue for its wide adoption, though of course something like Dragon’s Lair used the same mechanic. They’re everywhere. They are one of the simplest game mechanics there is. And I have done my share of bashing on them too.

What is a QTE and why do big AAA tentpole titles love them? Well, the mechanic itself is “press a button within a very short time frame.” An incorrect press or failing to do it within the time limit results in a negative outcome. In other words, it’s basically whack a mole, or that game where you pull your hands away before they get slapped.

This makes it a mechanic almost entirely based on reaction time, naturally timeboxed to a minimal duration. As such, it’s incredibly accessible (one button!) and minimally disruptive to whatever else is going on.

  • Tentpole titles need to be as mass market as they can get, so by having an extremely simple mechanic, they minimize barrier to entry to the game.
  • Heavily narrative games want mechanics that do not break the story flow, and provide as cinematic an experience as possible. The QTE is about as small as a mechanic gets, and requires next to zero conscious thought.

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