Exploitify

May 6, 2011

I was inspired by Ian Bogost’s article proclaiming that we should refer to “gamification” as “exploitationware” from here on out. I created a Chrome extension called Exploitify that replaces “gamification” with “exploitationware”, “gamify” with “exploit”, and “gamifies” with “exploits”. This extension breaks shit — in particular, URLs on pages that contain one of the keywords [...]

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New Job at Bocoup

May 2, 2011

So, exciting times: I got a new job! I start work as Programmer and Evangelist (yep that’s my title) at Bocoup in South Boston on 5/16. They’re a unique company focusing on JavaScript, HTML5, and CSS3 applications, and I’m going to cover the area where game development intersects with those technologies. After doing a lot [...]

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An Interview with Stefan Gagne (Pong Kombat) from June 18th, 2000

April 20, 2011

I used to co-run a website called classicgames.org, where we reviewed old DOS shareware games. It was a lot of fun, and probably the best part was that I got to interview the creators of some obscure gems. Here’s an interview I did with Stefan Gagne, who made Pong Kombat, a really silly Pong clone [...]

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Contract Negotiation for Mid-Career Game Developers (Part 1)

April 15, 2011

Introduction More than five years ago I wrote the first article in my Effective Networking series. I wrote it because I was just breaking in to the game industry, and I looked at my peers (students) and saw that there was a huge hole in their knowledge when it came to networking skills. These days [...]

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Optimistic Indie Developer

April 1, 2011

I’ve been enjoying this new “Optimistic Indie Developer” meme. You can see a bunch here. Generator available here. These two strike a bit close to home! This one, however, is my favorite: Paging Shane Liesegang…

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Just launched: Rockin Reversi for Kindle

March 30, 2011

Blue Fang Games (the company where I work) just launched Rockin Reversi on the Kindle. There’s not too much to say about it, other than it’s classic Reversi (AKA Othello), it’s got some pretty art, there’s a local multiplayer mode, and it’s stable (or at least I never encountered any bugs on it). So… if [...]

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Showing a ton of my random projects tonight at Boston Indies

March 21, 2011

Tonight is demo night at Boston Indies, and Scott Macmillan persuaded me to trot out a bunch of the random crap I’ve made in the last year. Stop by The Asgard in Cambridge, MA tonight (3/21) at 7PM if you want to try any of this stuff (or any of the other demos that will [...]

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My response to the Chain World mutation

March 14, 2011

Note: this won’t make sense if you don’t know about Jason Rohrer’s entry to the Game Design Challenge and its subsequent mutation. Here is some background. Here is what is happening to it. I left this as a comment here, but it is currently in moderation and I don’t know if it will ever be [...]

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A Scurvy of Wonders

March 13, 2011

(TL;DR: I made some interactive fiction with some friends. Play it here.) Yesterday I participated in the Speed-IF compo at the Interactive Fiction Hospitality Suite that was happening next door to PAX East. I worked on a game with Rob Dubbin (who writes for The Colbert Report and I know because he worked on Carmen Sandiego) [...]

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GDC Notes: Scott Jon Siegel, City of Wonder Post Mortem

March 1, 2011

These are my notes from Scott Jon Siegel’s GDC session, “City of Wonder: Postmortem.” Any mistakes or misinterpretations are my own. Feels odd to give a post mortem on a social game, especially one that’s still live and active. This is more of a post mortem of the dev process leading up to the launch [...]

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