Tuesday, 30 October 2012

Legendary VII: More Legendary Items

In PDF and Print-on-Demand
We have all heard tales of the heroic young adventurer who dons magical armor from  times long forgotten. That adventurer grows in power and acclaim alongside the magical armor until both reach their true potential.

Within this product you will find 15 legendary items that will grow in power alongside your Pathfinder Roleplaying Game character. Traditionally legendary wondrous items have only have five levels of advancement but for the first time we have now included ten levels of advancement for six of the include 15 items.

The wondrous items that have become legendary with this release include:
  • Broom of Flying (Broom of the Trollmire Coven)
  • Knight's Pennon (Crusade's Banner)
  • Crystal Ball (Eye of Paletius)
  • Efficient Quiver (Favor of Kalashi)
  • Font of Blessing (Decanter of Endless Water)
  • Giald's Boots (Boots of the Winterlands)
  • Hat of Tricks (Bag of Tricks)
  • Iron Crochan (Cauldron of Resurrection)
  • Mechanism of Torl (Apparatus of the Crab)
  • Orphan's Rise (Boots of Striding and Springing)
  • Ranklekor Gloves (Gloves of Arrow Snaring)
  • Rod of Bound Chaos (Rod of Wonders)
  • Saevyne's Wings (Cloak of the Bat)
  • Saren's Horn (Horn of the Huntmaster)
  • Veliquari Relic (Hand of the Mage)
The time for disposable magic items is over.

At GumroadRpgnow, and Paizo (soon).

Sunday, 28 October 2012

Hidden in Plain Sight for Windows

I have successfully created a version of Hidden in Plain Sight for Windows.  It is still multiplayer ONLY, and it still REQUIRES Xbox-compatible gamepads for all players!

It is for sale on Indievania in a "pay what you want" model.  You can even get it for free.

I'm also working on getting it on IndieCity.

I don't expect many people to want the Windows version of this game.  It's always been a couch-and-TV kind of game, but maybe you have a computer or laptop that you can hook up to your TV.

But if this is something that you're interested in, hey, have a free copy.  Hope it works out for you!

I found the best way to play is by importing the shortcut to Hidden in Plain Sight into Steam ("Add a non-Steam game to your library").  Then opt-into the Steam "Big Picture Mode" beta.

But don't believe me... observe this commercial:

Tuesday, 23 October 2012

We are opening up the Kickstarter pledge manager to new customers.

For customers that missed the Kickstarter or were unable to pledges due to the credit card restrictions of Amazon Payments, we are opening up the pledge manager to accept new backers.

We are accepting two payment formats, each has specific instructions below. Please note: The pledge manager will not be available after November 1st.



-Please be aware-
If you were a backer of the original Kickstarter DO NOT USE THIS! Your account will not show the amount that you have already paid and you will end up double paying. If you have not received the email, please contact Wargames Factory and ask them to re-send.

For new backers that will be paying via credit card:

1)      Follow this link

2)      In the upper right corner, use the link “Create new account”

3)      Fill in the pledge with the items you wish to receive and finalize your payment with your credit card

For new backers that wish to pay via PayPal:

1)                  Follow this link

2)                  In the upper right corner, use the link “Create new account”

3)                  Fill in the pledge with the items you wish to receive to get your PayPal total DO NOT SEND

4)                  Pay the total for the items you wish to receive via PayPal. Send payment to : admin@wargamesfactory.net

5)                  Wargames factory will set up your account with the total amount paid.

6)                  Log back into your pledge manager account and finalize your order.


If you have any questions regarding the use of the pledge manager or payments please contact Wargames Factory at this link.


All the best!

Mark Mondragon


Sunday, 21 October 2012

Languages of Porphyra

This list and attached descriptions details the languages of Porphyra, both native and part of the Landing.  If a dialect is deemed different enough by the GM, a DC 10 Linguistics check should be required to be able to understand the language by a speaker of the parent tongue.

Common- the language of the Landed humans, spread as a lingua franca throughout Porphyra in the milennia since the Calling.
Elven- The ancient forest people have several different dialects of their language, due to Landed elves coming from other dimensions; a DC 8 Linguistics check is needed to understand one from the other.  Different dialects hold sway in The World Tree, Iluriel, and Meynon.
Giant- An economical, direct language evolved from the elemental tongues, the language of Giants (called Artaganar in that tongue) is spoken by many races associated with these huge beings, such as ogres, trolls, cyclopes and ettins.
Goblin- The language of the goblinoid races, including bugbears, goblins and hobgoblins, as well as variant races of these.  The language  (and the humanoids themselves) has resisted influence by deists and elementalists, staying apart and neutral in most areas.
Old Porphyran- spoken by the aboriginal humans of  Porphyra
before the Calling, and still today by the Zendiqi, Siwathu, and Ghadabi.  Many old ruins contain script in this writing.

AbolethSpoken by the fearsome deep-sea creatures and those of similar ilk, it can also be heard in a highly debased form in certain dark corners of the Rainbow Isles, for reasons best not looked into.
Aklo - Probably not native to Porphyra, human speakers of this bizarre tongue are likely to have to answer to local good churches as to why that freakish language is coming from a 'normal' mouth...
Celestial – Spoken in patois in the Holds of the Celestial Parishes, and the ecclesiastical language of The Middle Kingdoms and Meynon.  Clerics of good deities often use it for private conversations.
Draconic - An ancient, but highly mutable tongue spoken not only my the elusive, magnificent dragons, but by reptilian humanoids such as kobolds, troglodytes and serpentfolk.  If dialects differ, truces are held until the variances are ironed out, in true cold-blooded fashion.
**Note that wizards cannot substitute Draconic as a bonus language**
Druidic - The druids, who kept a middle road between the warring deists and elementalists, use this tongue between themselves and their naturalistic spiritual forces.
Dwarven - Dwarves are exclusively Landed peoples, with a rigidly
common language between the various clans.
Elemental Tongues - Spoken by devotees and derivatives of The Four, the arcane elements of magic: Aquan, Auran, Ignan and Terran.    Commonly spoken in Zendiqi lands, and available to wizards as a bonus language, instead of Draconic.
Gnoll - There are two dialects of this highly vocalized tongue; the more complex dialect of the civilized Anpur, and the common yapping version of gnolls found across Porphyra.
Gnomish - A mishmash of dwarven nouns and elvish verbs, it has been suspected, but not proven, that gnomes had small colonies on Porphyra before the Calling, from dimensions unknown.
Halfling - The Halfling tongue has spread mostly from ancient Enoria, where the halflings served elemental masters and overthrew them to establish the Bulwark. It is a quick language, conveying much.
Orcish – Sounding like Elvish spoken with a mouthful of broken teeth, the connection between the languages- the connection between the races themselves- is lost in the mists of Porphyra's ancient history.
Samsariyu: On the original world of the land of the Lotus Blossom Steppes, the mysterious
blue-skinned Samsaran, servants of karma, are seen as the primordial teachers of mankind.
This is evidenced by the language shared by the Landed humans of the Steppes and the Samsaran, called Samsariyu, the "Language of the Ancestors".  Spoken by humans only in that land, all Samsaran on Porphyra use this tongue.
Sylvan – Heard among many forest-dwelling beings and sentient plants, the xesa are the only race to have attempted to place it into a readable script.
Undercommon - The patois of the Underdeep, based mostly on the dwarven dialect of the Duergar, but spoken by others such as hhundi, morlocks, and some intelligent beasts.
Abyssal Spoken in dark chambers where demons are summoned, and by those who wish to deal with those foul beings.  Heard sometimes in the gutter halls of G'sho'laa'n'rr.
Boggard - The xenophobic frog-folk have their own unpleasant-sounding language distantly related to Draconic.
Catfolk - Simply going “Meow, meow” to a catfolk will likely end up badly.  Qit'ar and other sentient felines often also speak this tongue.
Dark Folk - Insane-sounding mutterings of the three clans of dark folk people of the Underdeep.
Grippli - Seemingly a dialect of Boggard, the tree-frog people are quite friendly with those humanoids that learn their tongue.
Infernal The bureaucratic language of the acquisitive devils, and those who would sell their souls for power.  Sometimes used as a court language in the cities of the Empire of the Dead.
Mahr-The ancient language of the Mahrog, the primitive proto-humans of the forests and subterranean lands.
Maenad- A beautiful, expressive language from the Maenad Isles of Sharia, many sailors learn this tongue as a matter of convenience.
Malite - The hateful alien speech of the invaders from another dimension, those in the diplomatic corp are required to learn its rudiments.  Somewhat similar to Protean.
Manxic- The truly alien language of an alien people, this strange tongue is the home language of the Femanx, rulers of the Advent Imperiax.  They guard it closely, as much of their technology depends on detailed instruction in that technical tongue.
Ophiduan- Long separated from their draconic brethren, this sibilant tongue is useful to know in the Underdeep, to minimize misunderstandings common in their endless House Wars.
Protean - The court language of Erkusaa, and of some few extremely chaotic races and beings.
Sign language - A communication form for the deaf, and for those who wish to communicate silently.  Quite common in the Jheriak Continuance, even in ordinary households.  Note that this language is
useless in situations where the 'speakers' cannot see, such as darkness.
Sphinx - an ancient scholarly tongue heard mostly in their territories in Siwath, or on ancient tomes and tombs in the south.
Strix- The hissing, chirping language of the airborne strix people of the Birdman Mountains, knowing this tongue rarely spares humans their hatred-fuelled wrath.
Tengu - Another avian language, Tengu us nearly impossible to speak for other humanoids; found mostly in the Lotus Blossom Steppes.
Xeph - Found spoken by the xeph of Sharia, the Pinnacle Lands, it is known for having no punctuation, being spoken very rapidly.
Zif - The chittering language of the gastopodic zif people; for politeness' sake, they rarely speak it around others.  The written form resembles swirls of sand.

Wednesday, 17 October 2012

It's OVER 5000!

I just checked all-time sales, and I'm up over 5100 now, thanks to that serious bump in the last few days from the SourceFed video.

The bottom sales graph is really weird to me.  I can pick out various events that caused little bumps, which is cool.

Initial release
Joystiq.com Indie Pitch article in December
Reddit review in late January
Chez Marcus in July (look at all those French sales!)
SourceFed in October

Monday, 15 October 2012

SourceFed Coverage

A video with 100K views with a cute young lady talking about how awesome your game is?

Yeah, I'll take that.

The day after this video was posted, I got about 275 sales.

I love at the end of the video when she says "Hidden in Plain Sight was just ONE GUY, and that's awesome!"

That's me!

Sunday, 14 October 2012

Fehr's Ethnology: Zendiqi

The Zendiqi by Tamas Baranya

Fehr's Ehtnology: Zendiqi profiles the zendiqi race for the Pathfinder Roleplaying Game.
The zendiqi are pureblooded descendants of aboriginal Porphyrans, who were the human norm on Porphyra at the time of The Calling. They venerated elemental lords and opposed the coming of the gods, fighting against them and their devotees in the NewGod Wars. Utterly defeated, the zendiqi retreated to their ancestral home in the harsh deserts, rejecting the outside world and dreaming of vengeance against the muhartik, or god-worshipping interlopers. They are fully human, treated in every way as normal humans, and can interbreed as humans do. Their mystical world revolves around The Four, as they refer to the banished elemental lords, and they see an overlap and an intertwining of mystical and practical life.

This release includes:
- ecology of zendiqi
- racial characteristics for zendiqi characters (including alternate racial characteristics)
- a selection of racial feats
- traits for the zendiqi race (if you use traits)
- an additional wildblooded bloodline and cavalier order
- sample zendiqi 1st level character

This is the eigth release in the series of racial supplements detailing the new races for Porphyra.

This release is available at Rpgnow and Gumroad now and Paizo soonish.

Thursday, 11 October 2012

Hidden in Plain Sight vs. Spy Party

“Did you rip-off Spy Party? Looks like it.”

I just got this comment on my YouTube video preview for “Hidden in Plain Sight”.

This is not the first time I've heard this comment, so I thought I'd take some time to officially address this.

First, it’s no secret that Hidden in Plain Sight was inspired by my discovery Spy Party.  I first read about Spy Party probably close to two years ago, and I thought the idea sounded fascinating.  I've been following along with its progress since then.

Shortly after reading about Spy Party, I wondered if it needed to be a complicated 3D game.  I wondered if the main essence of the game could be created in a simplified 2D format.  I actually created a little prototype called SpyParty2D.  Now THAT was a ripoff of Spy Party.  It was a two-person networked game where one person was the spy trying to open boxes, and the other person was the sniper, trying to find and shoot the spy.

I only showed that prototype to a handful of people (including Monaco developer Andy Schatz, who introduced me via email to Chris Hecker, Spy Party’s developer).  I never did anything further with it.  This was in September, 2010.

I then went on to make and release two Xbox Live Indie Games (“Bad Golf” and “Battle for Venga Islands”).

Then, near the end of 2011, I returned to the idea of Spy Party.  I boiled the game down to two main mechanics that I wanted to play with.  First, I wanted the player to have to blend in with NPCs or risk elimination.  This is not unique to Spy Party.  This has roots in board games (Saboteur, for example), Mafia/Werewolf, etc.  Second, I wanted to put the player in a state of conflict.  I wanted the player to want to accomplish goals, but in a way that introduced some risk.  Again, this isn’t specific to any one game.

With those two key concepts in mind, I came up with the game modes for Hidden in Plain Sight.

1)  Ninja Party -- this is highly influenced by a web game called Puji.  However, I believe Puji has a key flaw.  Imagine Ninja Party, but without any statues.  There is nothing for the player to do.  It’s easy to look like an NPC, so basically someone just has to wait until someone gets bored and does a random attack.  By introducing statues and an alternate path to victory, I believe this enhanced the depth of the game a lot.

2)  Catch a Thief -- If anything, this is the most straightforward “rip off” of Spy Party.  And frankly, in my opinion, it’s the least fun game mode.  However, note that this is a four-player game played on the same screen.  That alone should considered enough of a distinguishing factor.

3)  Death Race -- This is a wholly original idea, and commonly accepted as the best, most fun game.  Death Race is a total thought experiment which I came up with independently and without any inspiration.  I was thinking “What if there was a race, but everyone in the race had a gun with one bullet.  How would it play out?”  I've never heard of anything like it, and if another game came out within the next year that had a similar mechanic, I'd wonder if they got the idea from my game.

4)  Knights vs. Ninjas -- Another original game idea, arrived at without any specific inspiration.  First off, I love the name of the game.  I’d done an online version of this game as a prototype, and folded it into Hidden in Plain Sight.

5)  Assassin -- this is a computer version of the Werewolf/Mafia type gameplay.  Also the “wink” game I used to play as a kid, where people would look around at each other, with one of the people being “it” and winking to kill other people.  It was suggested by Andy Schatz.

So there you go.  The motivation for each of the game modes.

Now with specific regard to Spy Party, let me address some issues.

First, I contacted Chris Hecker before releasing the game to let him know I was working on something that was similar to his game.  He wrote a very eloquent email in which he said:

My attitude towards derivative game designs is that they can contribute significant value to the art form, they simply have to move the game design ball forward.  If they're just clones of an existing thing without pushing in any new directions, then that can be fine for game development practice (just like copying a painting at the museum while you're training to be an artist is an effective learning tool), but it's not something you want to focus on as an end goal.

I firmly believe that Hidden in Plain Sight is “moving the design ball forward”.  Or, at least, that was my honest attempt to do so.  But regardless of this, even if he ranted and raved that I was copying him and I shouldn’t release my game, I still could have been well within my rights to do so.  He does not hold a monopoly on this idea, and I am not infringing on any copyrights or patents.

In addition, I was recently accepted into the Spy Party beta.  I haven’t played too many games, but as soon as I did, I was immediately relieved to know that my game wasn’t anything like it.  Spy Party is a brilliant game.  It is a 1v1 game, played over a network (most often).  To that end, you are sitting in your room, probably by yourself, staring at your screen with intense focus and concentration.  It’s very tense, and very well executed.

Hidden in Plain Sight, by contrast, is most rightly characterized as a “party game”.  Each game mode supports up to four players (and, in fact, plays exponentially better with more players).  It’s is local-multiplayer only, which means you are necessarily in the same room with your opponents.  So while it shares some vague similarities with Spy Party, the whole vibe of the game is totally different.  Game rounds can be tense, but are generally short and light-hearted.  There is usually lots of laughing and friendly yelling involved. It's like the difference between chess and Hungry-Hungry-Hippos.

So there you go.  I hope that clarifies some of my design choices, and answers the “Spy Party ripoff” claims.  It was never my intention to make a quick buck by stealing anyone else’s ideas and making a CLONE of a game.  But I freely admit that I did draw inspiration from some sources (who doesn't?!), and in each case tried to enhance those ideas with twists of my own (the addition of statues in Ninja Party, for example, or making design choices that allow for four players to share a single screen (which was more difficult than it sounds, by the way)).

If you have any questions, please let me know.

Monday, 8 October 2012

IndieCade Wrapup…

Friday morning was pretty quiet.  I got to the place where my game would be shown.  It was in a big garage at a fire station with a bunch of other games.  Some of them were on laptops, some on TVs, some were physical games where your body was the controller.  It was a great space.

I had a computer with my game on it, and a TV which would be the monitor, but no cable to go in between.  There were two hours to get everything set up, and then was “VIP/Media Walkthrough” time.  So I was starting to get a little stressed out when we couldn’t find any cables anywhere to actually connect the computer to the TV.  But eventually someone found an HDMI cable in their car, and all was well.

I don’t remember much of the Friday afternoon walkthrough.  I do remember that John Romero (cofounder of iD software, creator of Wolf3D, Doom, and Quake, etc) played briefly and laughed a lot.  That was cool to see.  After showing the game for a while, there was a tent set up with tacos and beer.  I didn’t really know anyone, so I enjoyed a free dinner and headed back to the hotel.

Saturday was the big day.  The games were all on display for the public to check out.  After making sure everything was set up correctly, I spent most of the morning showing the game to people.  For the most part, they picked it up well enough on their own.  Normally there would be four people playing while a small group was watching.  During this time, I’d look for new faces in the group and stand next to them and asked if they knew what was going on, and explain whichever game mode was currently playing.  Death Race is by far the most interesting and engaging mode, so I encouraged people to play that most of the time.

When explaining the game to new people, I’d develop a bit of a script:  “Ok, you’re in a race.  You want to get from the left side of the screen to the right side of the screen.  However, each player has a gun with one bullet in it…”  At this point, I’d pause to let the ramifications sink in.  Usually the person would get it and a big smile would show up.  “So you can’t just bolt to the end of the screen.  You have to blend in with the AI opponents.”  That was enough to get people off and running.

I didn’t realize how much media there would be.  I gave some more interviews, some video, some just talking.  Most were from (I found out afterwards) low-traffic indie game review sites.  One was a nice lady from the LA Times who had hand-picked a few games to feature.  So I’m excited to see what happens with that.

My voice was tired and my throat was sore.  Eryn showed up, and it was great to see him there.  I met my indie developer email buddy Ian in person, so that was cool.  Eryn and I had a brief lunch, and it was nice to sit for a while.  By the time we were done, Andy Schatz showed up, and he and Eryn cruised around while I did more talking.

At some point, I turned around and recognized the lady behind me with her two young kids.  I was Julie from the Ouya Kickstarter video.  I said "You're Julie from Ouya!"  She indeed was.  I told her that I'd emailed her (and gotten a response) about putting HIPS on the Ouya.  She was being dragged around by her kids, but seemed interested in the game and getting it out there.  So that was neat.

By the time the afternoon was over, I grabbed a quick dinner (and some whiskey) and headed back to the hotel.  There were evening activities, but I was exhausted.

Sunday was a half-day.  We had a few hours to check out the other developers games, which was a nice opportunity.  I then joined a panel with three other developers and a moderator to talk about Game Mechanics (a purposefully nebulous and undefined term).  With some prompts from the moderator, we shot the shit for a while about depth and gameplay and conflict and tension and game design.  I wasn’t nervous at all speaking in front of people, and felt I was able to say some insightful things.  The other guys on the panel were pretty smart guys, and it was an honor to sit next to them.

After the panel, I got some lunch and wanted to get ready to leave.  I was going to be taking my Xbox controllers home with me, so I needed to find some replacements.  That took some time.  On the way, I ran into Brad Muir, a prominent game developer who I’d met briefly the day before.  He was so nice and enthusiastic about my game, it was really cool.  He really wanted to see it succeed, which I think means sell more copies and be on more platforms.  I told him that I’d already felt like I’d won, and this was all beyond my wildest expectations.  It was a fun little sharing of perspectives.  He’s a big name, but said he hated the industry.  I’m a nobody, and love doing what I’m doing.

I also ran into one of the guys who was on the Game Mechanics panel, and we talked more about some of the stuff we talked about on stage.  I think we really connected well, and I look forward to following along with his developments.

When I got back to my booth to collect my stuff, John Romero was back.  He was taking an iPhone video of the game while people were playing Death Race.  I waited till he was done, and then took the opportunity to tell him what a fan I was and how huge his games were in my life back in the day.  We chatted for a bit about the role of indies in the industry from the 80’s to the present.  It was so cool to talk to him.  I then discovered that I was kind of eager to get on the road and get back home, and that Romero is kind of a chatterbox.  In my mind I found it amusing that I was trying to get myself OUT of a conversation with a god into the industry.  But I stayed and we talked and parted ways.  That was a highlight.

I got stopped for two more interviews before I could finally leave.  It was a tiny, TINY taste of being annoyed by media when I just wanted to go home.  Ha.

I left in the early afternoon and got home, tired and happy my mind buzzing from the morning.  Happy to see the family.

In the evening, I followed along on Twitter as they announced the “Audience Choice” and “Developer Choice” awards.  I was starting to think I had a chance at the Audience Choice award, but it went to a more deserving game.  Ditto with Developer Choice.  I would have liked to have won an award, of course, but I’m not too surprised I didn’t.

And now back to work.  It’s been a wild ride, but I had a lot more fun (and am a lot more tired) than I thought.

Humble beginnings of the HPL Engine

I recently stumbled upon some really old videos with gameplay tests in the HPL engine and decided they would be fun to show off. This was not our first foray into 3D first person horror (Unbirth was), but it was the first time the the HPL engine was used. All of these are gameplay videos are from a student project then know as "The Hatch" and later became the "Penumbra Tech Demo".

6th of December 2005 - First Gameplay Test
I had now been working on the engine from scratch since late July, so a little more than 5 months. It is fun to see that most of the important interaction features are in at this point. The sound system for the physics is actually pretty much the same we have used until Amnesia. Jens is the one who recorded this.

7th of February 2006 - Improved Gameplay Test
The engine is now a little bit more refined, mainly with interaction and speed I think. I think that the portal visibility system got added during this time (I actually remember that I came up with a solution in the parking lot when buying groceries for Christmas). Recorded by Jens as well.

23rd of March 2006 - AI Test
The first proper AI test. It now has all the basic systems in, pathfinding, hearing and so on. Most of these features actually survived until Amnesia as well (and still use some variants). It is great to see how the AI works with the physics and shoves the door open as you try to close it. Interestingly, this creature has the most complex pathfinding we have used so far since it had two separate ways of moving about. I recorded this myself and the resolution is so crappy because my computer was unable record and play the game at the same time otherwise.

4th of April 2006 - Kind of Proper Gameplay
Pretty much all features needed to power the gameplay in the tech demo is in now. I think I recorded it.

The final version of the tech demo can be found here.

Thursday, 4 October 2012

IndieCade Awards

So the evening went well...  I showed up to the event and got checked in and was placed in a line with other nominees.  At the front of the line was BRIGHT lights and cameras and microphones.  Pretty scary.  Chatted with the girl behind me who was alone and also looked scared, so we were scared together.  Then saw that Kellee Santiago was standing next to me.  She's the CEO of the company that made the Journey game (beautiful desert game with hooded guy jumping around that I played recently), as well as some other big names.  She also knows Andy, and has tweeted nice things about my game (and is also chairperson of the jury).  So I said hi to her and chatted for a bit.

Then I got to the front of the line and got asked some questions about my game which I don't remember and totally was awkward and nervous.  I seriously have no idea what I said, and I'm glad I didn't win 'cause the footage was unusably bad.  :)

Then I got inside and there was loud music and a crowded couple rooms.  I finally got a beer and just kind of camped out until the show began.  Felicia Day was the host, so it was cool to see her.  I'm jumped on her bandwagon recently.  But she (and all the other presenters) were given cards to read, so it didn't really have a natural feel to it.  She just kind of read through her lines.

There were various categories, and while they made it very clear that all nominees were up for all categories, they read off three games per category.  My game was nominated for "Game Design", and my heart was POUNDING.  Then they couldn't find the envelope, which prolonged things.  But I didn't end up winning.  It went to Armada D6, a tabletop game.  I held out a little hope for the final Special Mention or Grand Jury prize, but alas.

I'm both disappointed, relieved, and not-surprised, I guess.  Disappointed in that it would have been a dream to win, but I didn't really expect to, I guess.  But I hoped.  Anyways.

There was an after party with dancing and stuff, but not really knowing anyone and with the crowd thinning, I left.

Tomorrow is pretty open in the morning, then setup and media/VIP walkthrough in the afternoon.  Having someone as influential as Felicia Day play and like your game would be amazingly huge (she has 1.9 million followers), so I hope I get a chance to show it to her.  (I'LL SHOW IT TO HER!!!  Sorry).

And now, a nice big bed to myself.  Blinds are drawn.  No one to wake me up and no morning plans.

So this just happened...

Two big names in the business praising my game.  Psssh, happens all the time.

Monday, 1 October 2012

Hiring: Level Designer Wanted

Frictional Games, the creators of Amnesia and Penumbra series, seeks a Level Designer for a new game project. Taking what we learned from our previous games we aim to take horror and interactive story-telling to the next level. We are looking for a talented individual to help us design and implement this vision.

Main Responsibilities:
  • To take creative decisions on how puzzles, events, layout are to be designed.
  • Through scripting implement gameplay in a level.
  • To place sounds, tweak lighting and similar things to create atmosphere.
  • Communicate with writers and artists on how to achieve the goals of a level.
  • Provide feedback on design suggestions and implemented gameplay.

Work conditions:
The job will be carried out on a distance so you need to be able to work from home. This means you must have a fast internet connection, strong work moral and live in a timezone near the Swedish one (which is GMT+1). If you are not living in Sweden, you must also be able to invoice (or at least be willing to set this up). The work environment at Frictional Games is quite open and you need to be able to schedule your own time and take initiative when required.

Required qualifications:
  • Having designed and implement gameplay for a commercial game or a released mod/indie project.
  • Progressive view on video games and a will to evolve the medium.
  • Excellent understanding of game design for adventure games and immersive simulations.
  • Good enough coding skills to implement your ideas.
  • Experience in working with 3D level editing software.
  • Good understanding of lighting and architecture in 3D scenes.
  • In-depth knowledge on how to create an interactive narrative.
  • Not be shy of learning new things and work in areas out of your comfort zone.

Further Qualifications:
  • Experience in writing fiction.
  • Skills in 3D modeling.
  • Experience in the horror-genre.
  • Interest in science and science-fiction.
  • Experience with Fmod and/or sound-editing.
Send your application to jobs@frictionalgames.com. Attach your CV to the mail, but provide links for other files or images.