Psychochild's Blog

A developer's musings on game development and writing.

17 September, 2018

A new streaming podcast!
Filed under: — Psychochild @ 2:28 PM

I’m doing something new! I’m teaming up with a friend of mine who does streaming and we’re doing to play games and chat in a podcast type format.

We’ll start this Tuesday from 7-10 PM Eastern (maybe later!) at https://www.twitch.tv/maulgrim

A few notes after the break.
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29 August, 2018

Making the game industry more inclusive
Filed under: — Psychochild @ 10:55 PM

In yesterday’s post I gave a perspective on the exclusion of the game industry. It’s no secret that a lot of the game industry looks the same, but homogeneity goes deeper than that. It’s about accepting others who are just like the existing group. This leads to a lack of diversity in these companies.

So now let’s look a bit closer on what we can do to make things more inclusive.
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27 August, 2018

Popularity and creative work

Something I’ve been thinking about recently is how popularity really affects creative work. We tend to have this vision of a creative person as an iconoclast who follows the beat of their own drum. But reality is more complex than that, of course. The reality is that popularity matters quite a bit in creative work, especially if you want to make a living at it.

Let’s take look through the lens of my own experience.
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26 August, 2018

A week of personal posts
Filed under: — Psychochild @ 11:09 PM

This week I want to delve into a bit of personal thought. I’ve been quiet, and there have been reasons for that, stuff not usually talked about. But perhaps it’s good to get some therapy and thought out in the open, if I can find the courage to do so.

A few thoughts for now to prime the pump.
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25 August, 2018

Questions about Storybricks?
Filed under: — Psychochild @ 11:45 PM

So, for tonight’s post I wanted to open things up a bit. Ask me questions about Storybricks. Tell me what you liked, what you didn’t like, and all that.

I’ll share a few things below that I think might be interesting.
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24 August, 2018

Why Storybricks failed
Filed under: — Psychochild @ 11:42 PM

After a week of talking a bit about the promise and a little behind the scenes, I wanted to look at the reason why all this talk is reminiscing instead of excitement about what we’re doing. Storybricks is no longer around and I wanted to dig a bit into the reasons for this.

Let’s take a look at why something that had promise withered on the vine.
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23 August, 2018

Layers of the Storybricks setting
Filed under: — Psychochild @ 11:12 PM

I explained the concept of the original Storybricks setting yesterday with floating islands and a big bad with a world full of layers. Today I wanted to explain a bit about those layers and how they would work in my vision.

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22 August, 2018

The basic Storybricks setting
Filed under: — Psychochild @ 10:58 PM

So what would the initial Storybricks game have looked like if we had created it? My job was to lead the creation of the setting. While others were worrying about how to model a character’s emotions and behaviors, I was thinking about how to showcase this in a world that people would play in.

So let’s take a look at what I was thinking as I was building a world from scratch.
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21 August, 2018

How Storybricks would work

Building on yesterday’s post, let’s look at how Storybricks could have worked. I’ll go into a little bit of the design philosophy as well as some of the initial design we had about an original IP to showcase the Storybricks AI technology.

I figure it’s been a couple years and some people might find this interesting enough. Of course, time dims memories so bear with me.
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20 August, 2018

Crazy ideas: Storybricks
Filed under: — Psychochild @ 10:00 PM

In another kind of cray idea, I wanted to write a bit about Storybricks and what we wanted to do with it. It’s a concept I think still has a place in game development, but it was perhaps a little ahead of its time.

Lets jump in the Wayback Machine!
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