Tuesday, February 24, 2009

Survive in the Woods




Only very recently I had an art attack. Art attacks come and go without preceding warnings. This one had the theme: "Survive in the Woods".  Here are some of the results. They often inspire me to go on and perhaps make a game or a comic. I would like to make an adventure game sometime soon.

Friday, February 20, 2009

Pikachu Sightings at Cologne Carnival







We went to the Carnival in Cologne yesterday. Laura dressed up as a Pikachu. And me? Well, for me we discovered a new species of Pikachu. The black Pikachu! They are very rare and quite shy. Even their lightning bolts are black and have a distinct smell of licorice. Here are a couple of snapshots to prove their existence.

Tuesday, February 17, 2009

Achtung Autobahn!

Achtung, for those of you, who speak German. The video from the Amaze Jump and Run Party is out. I talk about the game, as a native speaker:

Sunday, February 8, 2009

Something new Worx


Hi friends.
Nothing much to say. Only that I'm back at work. I am trying out dynamic effects on the frames.

Thursday, February 5, 2009

Happy Jamming




Over the last weekend I went to the Nordic Game Jam. I worked with Erik Svedäng and Kian Bashiri on a game involving grapes and the cutest music. We didn't get it done at all, but it was a good experience to work together on one little project. If we'd just had more time.. 
I met many kind people. It felt a bit like we had known each other since childhood.
I am really looking forward to the next jam.

Wednesday, January 28, 2009

Where is my Heart? IGF-Demo



Where Is My Heart? is a video game project by Bernhard Schulenburg. The game is currently still in development and will be released, in 2010.

There are Demos of the game, which you can play to see how you like it. Look for them in the category download.

Recently the game was selected to be amongst the winners of the Independent Games Festival Student Showcase, which made me, my mum and my dad fondly rejoice.
I also want to congratulate all the other winners, and encourage those who didn't make it this year, to continue developing and to try it again next year.




Monday, January 26, 2009

Manufacturing Game Rules



Ian Bogost, author of the book Persuasive Games has written an article, in which he mentions Where Is My Heart?. His article discusses a concept, which he calls Proceduralism.

How I understand it, the term Procuduralism, as Ian defines it refers to a style or group of games.

These games have a set of properties in common. Ian defines and describes these properties (Procedural Rhetoric, Introspection, Abstraction of Instantial Assets, Subjective Representation).

I think his list is a good milestone for starting a discussion about these games. I am not going to carry on this discussion right here. Instead I want to talk a little bit about how 'Where Is My Heart?' fits into Ian's framework.

If you want to know more about Ian's article, I recommend you read it. I found it quite inspiring.

One aspect Ian mentions, is that the Proceduralists' game rules are purposfully woven by the authors to be interpretable and to carry some introspective, personal meaning.

This is actually true for Where Is My Heart? for at least a subset of the rules. Some of the rules I designed in such a way that they express some aspect or feeling in my life. For example in the game when the character 'Gray' is surrounded by grayish bubbles, what I had in mind was to depict his individual perspective. His own way of seeing the world. I wanted to express his way of seeing negativity in each and every pixel of reality. Quite naive form of expressing this negativity, I now notice, but to me it currently seems to be the right way of expression. It fits well enough in the overall game.

However other rules I come up with for my game are the product of experiment or tradition. I say tradition, because I can't say that I am the inventor of platform games. I think it is not wrong to pick from the big pool of traditional game rules. What's wrong with building upon the cute fundament of the eighties? It helps quickly conveying the 'basics'. Now we can get on to the specifics of my personal life by designing specific rules.

For the experimentally picked rules, I think sometimes design is about trying out stuff and keeping the most potent errors. However, often I discover an inherent meaning in these 'experimentally' picked rules, only after they are in place. Maybe you could call this mode of manufacturing expressive rules 'cheating'.
I'd just call it my way of working on a game. If you want to express it as a design rule it could be formulated as:

"Don't be afraid of experimenting with rules. Keep those rules that are
strongest for expressing what you want to say."

It can be fun to work this way, to see where some idea ends up, and how they mess around with the game environment.

I should also mention that many experimental rules never reach the stadium of being actually programmed. Many experiments are just fought out with pen and paper, and take the form of little sketches.