Z is for Zombie

Z is for Zombie

It’s Halloween, and that means zombies!

Or, at least symbolic representation of zombies using ASCII!

Explore!

explore

Escape!

escape

And experience the true terror of the letter Z!

experience

I made this game because I love old-school ASCII roguelikes, but know too many people who are put off by how dense they are. Z is for Zombie captures the aesthetic of these games, but without the steep learning curve required to “see the matrix”

Also… because zombies

Z is for Zombie

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Generating Documentation using Sphinx

Recently I’ve been working on a python project and decided to use the highly-praised Sphinx package to generate useful and beautiful documentation for it. Unfortunately I found Sphinx’s own documentation to be a somewhat lacking – which is kind of ironic if you ask me. Anyway, here are the steps I found to go from “A dirty pile of python code with no documentation at all” to “A dirty pile of python code with beatifully formated sphinx-generated documentation.” Continue reading

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Three Kings

3Kings

 

I made Three Kings for the 2013 Holiday Game Jam by Glitch City. It’s an interactive exploration of one of my favorite Christmas carols: “We Three Kings of Orient Are.”

I’ve worked on it since then, cleaning up the bugs and making it a little less “game-jamy” The levels ended up being a little too long, and cinematic scenes are still a little rough, but overall I’m very happy with how the game turned out.

The music for this was done by the ever amazing Angus McKay.

Download Three Kings for Mac and PC

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Psychology Books for Game Designers

A few months ago I saw a question on reddit (in the /r/gamedesign subreddit) asking about useful books on psychology for game designers. At the time I had just finished a book on Jung and had been thinking a lot about how idea of the collective unconscious can be used in game design – so I had a pretty good response ready. Continue reading

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Jordan

Ever since I was a little kid, I’ve been inspired by stories of american slaves escaping north through the Underground Railroad.

I built this game prototype to see how these stories could play out in an interactive experience.

The build of the game is in a decidedly Alpha state. The core experience is there, but it’s missing lot of models / animations / sounds. Especially the slave hunters – who are pink capsules – and the cabin at the end of the game – which is a pink cube.

I’d love to develop this game further sometime.

Jordan – Windows

Jordan – Mac

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Monster

monster_feature

I’ve always been fascinated by simple pleasure found in physical play where the rules are enforced socially rather than mechanically. My kids have given me plenty of opportunities to experience this.

This game is an experiment to see if rules can be socially enforced by an NPC. I think it works pretty well.

Play Monster

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Squirrel Fight

squirrelFight_feature

I made Squirrel Fight for a one-button game competition in 2009. The idea for it hit me as I was riding my bike home one day and by that evening I had my first prototype. It’s an RTS game – like Starcraft – but with extremely simple controls.

It’s a two-player game, so you’ll have to grab someone nearby and play with them.

 

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Water Cooler

This one requires some explanation.

In 2009 I was a new graduate student in the Interactive Media program at USC (now the Interactive Media and Games program). One night during our weekly seminar, Scott Fisher – head of the program at the time – announced that because students kept stealing his water bottles he was going to put a new water cooler in the lab. The new water cooler came, and worked great for about 10 days – until we drank all the water in the two provided jugs.

Weeks went by with no replacement jugs. We worked late nights in the lab – groups of students huddled around glowing monitors furiously trying to make awesome games  – with that dry husk of a water cooler leering at us, mocking our thirst.

One night I’d finally had enough. Taking a cue from our many in-class discussions on “Serious Games” and “Games for Change” I opened up Adobe Flash, and in an hour or so built a game. A game with a powerful contemporary message. A game that would show the elites that they could no longer ignore our suffering. A game that could inspire all humankind to lay aside our petty differences and be united in the cause of ensuring well-hydrated game designers!

And that was how Water Cooler was made.

IMDWaterCooler

Anyway it worked. You can still see the reaction to it on the USC Interactive website ( look for Scott Fisher’s response 🙂 ). New water arrived shortly afterwards and the cooler was finally filled.

I worked in that lab for 3 more years, and every time I drank from that water cooler I felt the satisfaction of having made the world a better place.

 

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