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Entries in fuaim (7)

IGF Trailers

On the Thursday night before the IGF deadline, and after a few drinks, I decided 'fuck everything' and that I would attempt to get at least a trailer finished for the competition after all. I had previously given up and felt pretty awful about the prior month (most of the actual work just involved a couple small games which are neat and some writing). With new motivation, I pulled it all together a little and submitted. Right now this is 'It Clicks'; the name seems to change faster than I can type it.

I'm unsure about the video quality, Youtube - even in HD - isn't quite friendly to it, but it was nice to stake a marker of the game's development into the ground. Indie Statik noticed it and Cactus! It also continued my IGF submitting streak for the third year, so with that in mind I thought it might be interesting to take a look at some of the other games I've entered in the past and whether that might illuminate over two years of making games.

Lots more thoughts on old IGF entries through the jump.

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April is the coolest month, reading

I've now returned from an incredible week in San Francisco for GDC, and before that a couple of inspiring days in London. I'm sure lots of writing will come of this ("Paranomical and the divine", "Found futures in Lost Levels", "Kachina, or how to transforms jokes into poetry" and other similarly glib titles). First, I'd like to bring to bring everyone up to speed with some of these recent events to warm the blog up.

At the top I'd like to mention BAFTA Scotland's New Talent awards in which I was awfully honored to have Fuaim nominated. These awards recognise recent gradutes or new practioners who have made an impact across all arts & media from animation and film, to composition and interactive entertainment. It meant a lot to have my little game considered next to 'The Rig' and 'Mr. Montgomery's Debonair Facial Hair', the Dare 2012 game from the fine folks at Dapper Hat Games. Here's a ten second video I made for the event (which I should add has been much improved since the original version that hit in December).



For a few more things, including another award nomination and Lost Levels, click through and follow after the jump.

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Fuaim, new game

I made a new game, yay. I finished this just at the end of the year in 2012 and with my website spruced up a bit I'm posting it to the internets.


Check out the page here and download.


If you want a bit of history follow after the jump.

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An Fuaim - Teaser video

This is little taster for a game I'm working on right now.

12 Months in 70 seconds

From July 2011 to June 2012

12 Months of Game Development - Paul Andrew McGee from Paul McG

Games (by first appearance):

0:00 - Fuaim
0:05 - Beep Brrp Bing Bang Bosh
0:09 - Space Whale: Whale from Outer Space
0:13 - AAHYOURFACEISONFIRE!!
0:22 - Beat Box Story
0:27 - The Lost
0:33 - One More Cup of Coffee
0:36 - Beggar, Baby, Bride
0:39 - A Sea of Roots
0:45 - Gameboy cycling - flash demo

Game Dev Weather Report: 04-07-12

I think it would be nice to make this a bi-monthly feature on the state of my current games, yay! You can find the first one here. I should have a video of my exploits over the last 12 months up soon as well.

First of all  Space Whale: Whale From Outer Space!
Space Whale is a gravity based, Katamari Damacy inspired game of eating and growing and eating and blowing up which creates music as you play (loops triggered by planets and notes played by eating). A psychedelic explosion of colour and fish (and giant space mammals).

The student prototype was finished in May and it came together nicely in the final month. When you focus on what is cool about a game and simplify, simplify, simplify the design, you can easily fix the core and improve what is broken. Expect a trailer in the next couple days.

Three more games and some nice screenshots after the jump!

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Game Dev Weather Report - 04/05/2012

To finish the catchup here's the status of everything I'm working on right now. Seven! :O

One More Cup of Coffee - I finished a version of this unusual music game back in December. It was almost certainly an unsuccsessful experiment, players were totally lost. The core game concepts were so unusual and they weren't communicated very well, but I've had ideas of where to take it next. I started working on it again a couple weeks ago but it felt wrong scrapping all the content and particularly the ending I had written.

Shortly afterward the new ideas morphed into a new game, what is currently called Isis. Only a few days ago I got the IGF feedback on this experiment, and it was really constructive and interesting, inspiring me even with Isis to get a chance to go back and polish this sometime soon for public consumption. There's bits I still really like.

Isis - This is my newest project, no pictures yet! Hopefully will take the audio experiments of One More slightly further but also more understandable. Really excited to work on it and at the moment it could go lots of different ways but alas I don't have much time to experiment and finish before deadlines!


To get this pic explained and read about the other 5 (!) games click on. :)

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