Psychochild's Blog

A developer's musings on game development and writing.

27 May, 2014

My next big thing
Filed under: — Psychochild @ 8:14 PM
(This post has been viewed 8961 times.)

I shared this tidbit on social networks first, so let get straight to the point: I've taken a position with City State Entertainment on the game known as Camelot Unchained.

I'm obviously very excited, even if it requires a move clear across the country.
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10 February, 2014

Moving on, looking for new opportunities
Filed under: — Psychochild @ 2:00 PM
(This post has been viewed 8805 times.)

Let's get right to the point: I'm no longer with Storybricks. My work with Storybricks has come to a natural conclusion, and I wish the team every success.

This means that I'm looking for new employment opportunities. If you're looking for an experienced technical game designer with a wealth of experience, let's talk, shall we? You can reach me at psychochild@gmail.com

Read on for a few more details and what sort of work I'm looking for.
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31 December, 2013

2013 in review
Filed under: — Psychochild @ 3:51 PM
(This post has been viewed 3590 times.)

So, we dodged the bullet on that pesky Mayan apocalypse last year, and so we had to suffer through 2013. Okay, maybe "suffer" is a bit strong. Let's go with "tolerate".

So, what happened this last year?
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6 November, 2013

Superstition ain’t the way
Filed under: — Psychochild @ 4:36 PM
(This post has been viewed 15191 times.)

Superstition is an interesting thing. As a kid, I remember playing Dragon Warrior on my NES and being impatient, I'd often tap the button to get through combat messages as quickly as possible. I made a little game of it, trying to time my taps in rhythm so that I'd get through the combat as fast as possible. Of course, sometimes it seemed that I'd get critical hits more often when I did that, so eventually I started tapping the button rhythmically to get more critical hits. (In reality, it was probably survivorship bias, where I noticed the critical hits more when I was doing the tapping than when I wasn't. Also interesting to note that the later Super Mario RPG games would require you to tap the button during combat for extra damage/defense/etc.) But, in my mind a superstition was born.

Of course, MMO players have superstitions as well. And plenty of them.
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16 September, 2013

Frustrated while trying to play with friends
Filed under: — Psychochild @ 2:24 PM
(This post has been viewed 18397 times.)

My MMO poison of choice these days is Dungeons & Dragons Online (DDO). It's a great game and I love it a lot. These days, I mostly play with a few fixed, or "static", groups; however, I have played some solo characters on other servers when the fancy strikes me. But, for the most part, if I play the game I'm playing a character that plays with others.

Sometimes, however, the strain one has to go through to play with friends makes you wonder if other MMO developers actually play. Let's take a look at a recent frustration.
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21 August, 2013

Interesting Mechanics: Reincarnation
Filed under: — Psychochild @ 12:59 PM
(This post has been viewed 14251 times.)

I hit a major milestone in with my main characters: I true reincarnated one of my characters. To those of you who haven't played the game before, that might seem like an odd idea, but I think it's actually a rather interesting and old idea.

Let's take a closer look at it, shall we?
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29 July, 2013

Memory and Loot
Filed under: — Psychochild @ 1:06 AM
(This post has been viewed 36704 times.)

It's been a busy few weeks. I'm chugging along on a project I'm not quite ready to talk about yet. During my free time, I've been indulging in Borderlands 2. Of course, I'll try to pretend that playing the game is an important reason for doing a blog post. ;) As I've been playing, two things have stuck out: how unreliable memory is and what makes a good loot system.

Let's take a look at these two elements in more detail.
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3 July, 2013

Double Fine stuck in the publisher mindset
Filed under: — Psychochild @ 4:42 PM
(This post has been viewed 5698 times.)

I've been super-busy with work, but I was putting together a more design-focused blog post. However,recent news has cried out for a response. It's a tale of woe in the business of game development, when a company ignores the business realities in the tumultuous reality of game development.

Let's see what happens when a developer used to working with publishers instead tries goes indie.
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1 May, 2013

We all need Camelot Unchained to succeed
Filed under: — Psychochild @ 9:21 AM
(This post has been viewed 7688 times.)

So, Camelot Unchained is on the cusp of meeting its goal. As I write this, it needs just over $150,000 in 23 hours right now.

http://www.kickstarter.com/projects/13861848/camelot-unchained

The success of this campaign will have tremendous ramifications on future MMO projects. I encourage you to support it.
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12 April, 2013

Work with Storybricks
Filed under: — Psychochild @ 2:59 PM
(This post has been viewed 8827 times.)

Are you a game programmer? Do you love games? Do you especially love MMOs? Are you tired of the same old thing in every MMO? Want to push the industry forward and have a hand in developing entirely new forms of online gameplay? If you know AI, this will be a tremendous opportunity for you.

Unfortunately, the contract information is still under NDA so I can't be explicit here, but we'll share the details with qualified applicants. I hope you understand that I'm not prone to hyperbole, but let me say this is an incredibly exciting in terms of professional opportunity and personal satisfaction of doing something highly original.

Job title: AI programmer
Location: San Diego, CA
Salary: $70k + share options + relocation incentives
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