Archive for the ‘Uncategorized’ Category

Idle Castings

Monday, January 19th, 2009

I was on another one of those “MP3 recordings of radio-format shows” recently:

Lots of boisterous nerdiness and interrupting of each other to talk about progressively more obscure old game music. If I meet any of you in real life, I promise not to interrupt you in the middle of a sentence. If I do, I am the ultimate jerk of the planet.

Maybe another new post coming soon.

Small is Beautiful

Thursday, January 8th, 2009

Hey neat, a mention on GameSetWatch and IGN. Welcome, new visitors!

Anyways, small is beautiful because lately it’s all I have time for. I’ve set up a project at Google Code to house some of the little prototypes I’ve been messing with during the past month… simple, 2D things where I get to dig around for interesting mechanics. It’s very gratifying to be able to get something new and potentially cool on-screen after only a few hours of work, and I recommend it. I’ll put up builds for download here for anything that pans out.

My current projects use PyGame, which integrates the Python language with SDL for graphics, sound and input – quite capable for this sort of work. There’s also LÖVE which does a similar thing with LUA, and of course the cool kids seem to be using GameMaker these days. Flash is as vibrant and viable as ever, and XNA seems to be getting good if you don’t mind being locked into certain platforms.

Hope everyone’s had a good 2008, and congrats to all the IGF finalists!

The Real Job: Trailer, Podcast

Monday, October 20th, 2008

I’m guessing that by this point anyone who possesses rudimentary google skills and wants to know my full name, and the game studio I work for, can easily obtain such information. So it’s probably fine for me to mention these two things:

A brief teaser for the game I’m working on has found its way out into the world. Tantalizing. What could it mean? Wait and see!

Recently I was a guest on the weekly GameSpot podcast. I can’t remember saying anything particularly insightful, but if you like hearing me say “you know” a lot, this is right up your alley.

Oh, and thanks to Mr. Nowak for the recent mention!

What I Get Out of Indie

Sunday, August 24th, 2008

the Value of Independent Work to a Mainstream* Game Developer

* “mainstream” avec scare quotes – AAA, big budget, core gamer games – whether that’s even remotely “mainstream” is another discussion.

Some of us in the game industry have a secret. We do our profession’s equivalent of putting on a bat mask, going out at night and jumping around rooftops chasing bad guys. The reasons vary – all I can speak about here is what fuels my particular passion, and how it’s changed my outlook for the better.


Mob Roulette

Monday, August 4th, 2008

Time for a little experiment. Here’s the deal: most of my free time on weekends has been going to Purity, as I’m trying to get something decent to submit for the IGF deadline in November. This is well and good, but the casualty is you folks – my miniscule readership. Rarely do I feel I can justify the time it’d take to write an entry for this blog. So the experiment is this: I’m going to post some summaries for longer-form blog entries I want to write, you people tell me which sounds most interesting, and I’ll do that one next. I make no promises for the quality of the final post, even if you thought it sounded really exciting at the time… just like game development!



Friday, July 4th, 2008

Last weekend we saw Pixar’s latest animated feature, Wall-E. The film’s relative merits and flaws aside, I was reminded just how potent stylized characters can be, and how underused and ill-understood a tool abstraction is in game design today.



Saturday, April 5th, 2008

Hi. I’m JP. I make games. I have a pretty cool day job in the mainstream game industry, which I may or may not ever post about.

In my spare time I’m making a free game – open source, CC-license content – called Purity. Check back later for updates on personal projects and other goings-on.