Second teaser for my upcoming fast-paced acerbic variety show, Starving In Hollywood, is up – watch it now!
Author: Koob
What 1906 video can teach us about game AI, governmental power, and my caffine intake
Video of a chaotic but functional San Fran street from 1906 – lesson about game AI agents, social commentary on governments, or just a sign my coffee is a little too strong on this 9:35am Sunday morning?
Bravery Tapes #3: Eric & Juan
Documentary I shot for LATimes about a gay Mexican couple struggling with immigration and equality rights is up, check it out!
Tools and resources for making an indie game
Developing my indiePostmortem, I’ve been slowly growing a list of programming libraries, art assets, and content-creation tools; hopefully it is useful to you!
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Everything wrong with indie film industry in a single classified
Craiglist community has recently started cracking and flagging down low/no pay freelance film gigs – this is why.
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Postmortem 3rd milestone – now with physics, walking and bumping!
The third alpha release of Postmortem brings proper physics and character wandering, with some funny side effects and bugs. Oh and a complimentary behind-the-scenes screenshot too.
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Tweetulator – futility of trying to keep up with Twitter
Annoyed with Twitter Flood, I made a small WebApp to calculate how much time you need to spend reading Twitter every day JUST to keep up, among other stats. Yea, good luck!
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Today I learned where HTML5 shines
WebApps and Games running Flash have been bothered by Apple’s refusal to support the plugin and its increasing bloat. HTML5 was touted as its replacement, which I never quite bought into. Until I learned that’s not where it really shines.
How much “gameplay” is too much in narrative games?
Recent years brought us many “artsy” narrative-driven games with varying degrees of interactivity. But as the genre matures, I feel the gameplay is increasingly getting in the way of enjoying the games.
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What I learned from the first playtest of my game
I finally let someone else play my in-development Postmortem game, as I set next to them silently, grabbed a notepad, and watched. After an hour and two pages of notes, I learned a lot not just about my game, but game design itself!
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