1. Plays: 249


    Margaret’s excellent track for the Crystallon soundtrack. Can’t wait to hear it in action.

    Things got pretty harried at the game jam, so we didn’t share as many assets as some of the other groups, but here’s a little something Meg made for Crystallon’s background music.

  2. Somehow, despite having never used C# or the Play Station Mobile SDK before the start of the IndieCade East gamejam, I managed to help my teammates get our game, Crystallon, into the semi-finals, the results of which will be revealed at GDC at the end of March.

    Now I have 4 weeks to add a bunch of features, fix all the crash bugs, AND OH YEAH, MAKE THE WHOLE THING RUN ON THE PSVITA.

    If I manage to split my time between coding and crying in the shower, I might just pull this off. Wish me luck.


    Phoenix Perry, Ben Johnson, and Margaret Schedel are hard at work on their entry for the Playstation Mobile Game Jam here at IndieCade East. In line with the “evolution” theme of the jam, Crystallon is a match-three puzzle game about exponentially increasing geometry.

    I know what you’re thinking; “Crystallon? Isn’t that the greek word for “cold drop” which is also the way atoms are arranged into solids?”

    Yes. Yes it is.

    And the atoms of this group have arranged into a solid team. Professionals, and professors; Ben is an ex-AAA gone indie dev/designer and fellow core member of Babycastles, Margaret is a composer and cellist who teaches at Stony Brook University, and Phoenix is an experimental game designer who teaches at NYU Poly, ITP, and Steinhardt.

    -Colin Snyder, Gameifesto

  3. Global Game Jam 2013: The Walking Girls


    Mac | Win | Linux

    For reasons of foul language and admittedly blatant copyright issues, I did not officially submit my game to the GGJ13 archives. But my experiment, using “Visual Novel / Dating Sim” engine Ren’Py to adapt Telltale’s Walking Dead conversation mechanics to cringe-humor HBO series Girls, seems to prove out my theory that it is at least technically possible.

    This is based on a scene from season one’s “Vagina Panic” episode. I picked it because I think it works reasonably well, even if you don’t know anything about the characters when you start.

    I had plans to replace all the visuals with my own art style, but 48 hours is not a lot of time to learn a new scripting language and make art, and I had to at least attempt to write branches of the script that approximate Jessa, Hannah, and Shosh’s voices.

    I’d like to spend more time on this and do it up right.

    Send your comments, questions, etc. to @GameDesignerBen on the twitter.

  4. I got to help organize another game jam over the last weekend. This time it was with the Game Research Group at Eyebeam Art & Technology Center on the west side of Manhattan.

    The games are posted up on the jam’s site (scroll down a little). We had 8 from jam teams in NYC and another game from a special satellite team in Mexico. There’s some really fun stuff on there, so you should check it out before some of the links are inevitably lost to the churn of the net. Each team was assigned a JCVD movie at random and told to run with it.

    Given the reputation of movie-based videogames as unimaginative cash-ins, it was really exciting to see people go as far as they did: dating sims, novel physical interfaces, and pseudo-larp weirdness.

    I think I’d like to try a jam where all the teams are working from the same movie. Maybe we all go to a film on opening night, and then jam all weekend. Imagine: Dark Knight Rises Jam. Scott Pilgrim Vs The World Jam. The Descendents Jam.

  5. Molyjam2012: 5 Reasons Why It Mattered

    I don’t think I understood what I was signing up for.

    When programmer Anna Kipnis idly wondered whether there had ever been a game jam based on the tweets of parody twitter account @petermolydeux the explosion of interest convinced her and games journalist Patrick Klepek to make it happen. And then, rather excited by the energy of it all, I said I’d organize a parallel jam in New York City.

    I had temporarily forgotten that for late March and early April I was already on the hook for, among other things, organizing an evening of lectures, looking for a new apartment, and working on a long-term personal project. Oh, and working a full-time game industry job. I think it’s safe to say that if I had taken any time to think about it, I wouldn’t have volunteered.

    But I’m oh so glad my impulsiveness got the better of me this time.

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