Game design

Cosmonaut

Having a great idea for a game is valuable. That goes without saying, but exactly how valuable is such an idea? I’ve become rather cynical on the subject after working a while in the games-industry. If 50 people work on one game for over two years, how many good ideas are thought up? And how many of those are needed for the next game? Even if you don’t have a team of 50 people or don’t plan to work on one project for that long, there is a good chance that you’ll come up with a bunch of ideas that could become great games; Ideas that never will be realized.

Cosmonaut is such an idea. Read more »

Rorschach

The Swedish game-magazine Level had a nice article about the relationship between art and games in their July 2007 issue. This article contained an interview with me about the game Rorschach, where I collaborated with Ida Rödén to make a small art-game. This game has been shown in a number of more “traditional” art-forums, for example at Umeå Konsthögskola and the M.A.D.E. festival. Art and games has always had a slightly weird relasionship and as usual opinions drift apart. Personally I see interactivity as the key word, and Rorschach tries to explore the interactivity of conversations; something that games in general have been pretty unsuccessful in.

Rorschach is now available for download and can be found at http://www.collectingsmiles.com/rorschach.

Stop 5: Roskilde

Mud and plenty of wind can turn a tent into a flying dragon!

Oh sweet mud. I had the pleasure of attending the Roskilde Festival and watch a few bands like BJÖRK-INFLAMES-ROKYERICKSON-BEASTIEBOYS-DIZZEERASCAL-CSS-QUEENSOFTHESTONEAGE-MUSTASCH-BONDEDEROLE-FLAMINGLIPS-CULTOFLUNA.
But since this is a gaming-blog I will not bore you with that. Instead I’d like smoothly move the topic over to licensed music in games. In The Darkness we did a pretty cool thing. We crammed the disc full with video content that ran on the in-game TVs that were scattered all over the game. Read more »

Bioshock and the life of an unreleased video game

Since I traveled with a few Irrational guys on my short trip through The New World, I got a chance to see Bioshock in quite some detail. This game has been in production in almost four years, which is a very long time for a video game. Now, I know how developing a game for a long time can be from a developer standpoint, but I’ve never spent much though on how the world’s perception of a game can evolve as well.

Read more »