Archive for the 'games' Category
I have to say AngularJS hasn’t been exactly easy, but there have been several times where I have been surprised finding extremely simple ways to set up certain things, especially when binding event triggered method chains across completely separate scopes. It’s kind of great, even though all those directives are driving me crazy and the learning curve has been steep as hell.
Ah, we finally finished this monster, an iPad game called Superfugu by WemoLab, the digital studio formerly known as WemoMedia. I can’t really say we finished it, since it seems the very nature of digital games these days is to be in a perpetual state of flux. This makes sense, since the current state of digital media gives producers access to monitor their audiences’ behaviors, permitting for almost immediate reactions to compensate for negative outcomes. This means “I’ll change what you don’t like before you realize you don’t like it”, and it is after all, what cybernetics are about: an uninterrupted correction feedback loop.
I could spend hours comparing my recent experience of making a game with my long term experience of making movies, drawing analogies and postulating conclusions about what makes things work one way or the other, but I will only do this at a personal level next to a bottle of wine with those who are prepared to indulge me. I have never been a big fan of games the way I am a lover of movies or books, but I find the production of them fascinating from the perspective of management science. I’ve learned more lessons on management —and team hierarchy/dynamics— working on a game than ever before, and this includes the time I spent in the crazy social education, innovation and production experiment called the MIT Media Lab.
I first got involved with Superfugu back around September 2012, and I have been working on it full time until today. I am responsible for the User Interface design and implementation (Unity and Ngui, eek), some character designs (especially the urchins, and all the 2D character versions), aspects of the story (and I got to make the intro comic!), the design/implementation of some features like Parent Mode, and supervising the production of important marketing assets like the Superfugu App Icon (by Oscar Award winner Andy Jones and yours truly, based on Anthony Batt‘s idea).
To me this chapter is done, and I can’t wait to see what’s next. Download Superfugu in the App Store if you have an iPad (available May 1st). Then you can tell me what you think.