One thing I know for certain: this workshop will invove the Underwater Tomato Ninja.
What workshop you say? I’ve been making a game development workshop. Or perhaps it’s a series of workshops. Or then again perhaps it’s a game based workshop to make a game.
Along the way I’ve played with many ideas as to the workshop’s form and flow. As I’ve been coding, writing, and designing away these last few months I’ve followed my muse and love for the subject a bit too much. On one hand it’s great to have generated a bunch of material, on the other I need to keep the live presentation version of this thing to an hour.
The workshop is for beginners to intermediates, looks at both design and development, and uses HTML 5 + JavaScript as the game platform.
Whatever shape it finally takes, I’m excited to be presenting it at Kids Read Comics in July and at Lean Into Art in a different form with a date to be announced!
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In this mostly “art journal” style episode of the Polytechnicast I reflect on how I’ve been applying something I learned via juggling to my creative projects. I also share how that relates to which projects are getting my time and attention.
Follow Rob on Twitter or his blog at Interactive-Storyteller.com and workshops at Lean Into Art
On Episode 30 of the Lean Into Art Cast, I mention my upcoming game development workshop. Here’s a sneak peek at the prototype card deck. Nope, not a “slide deck”.
The workshop itself is a game - a multiplayer card game to be precise. Everyone starts with a basic working game engine and over the course of 90 minutes, everyone plays, designs, and develops new features and assets for their game.
I’ll be performing this workshop in-person (and online at Lean Into Art) later this year. More details to come! Meanwhile here’s a preview of 12 of the 300 cards.
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In this episode of the Polytechnicast, I delve into some behind the scenes planning and development I do to support Guitar Fretter.
Recently I received an email from an Android user who is rather good at the game. On her Android device once she gets past level 12 or so the game has problems. I share details on how I’ll tackle that issue, ponder the complexities of the Android market, future updates for Guitar Fretter and behind the scenes thoughts on Guitar Fretter’s game design.
Follow Rob on Twitter or his blog at Interactive-Storyteller.com