intuition collective

The Importance of Game Engine Authorship, Part 2

In Part 1 I said I would talk about our game Undefined Behavior more specifically. Maybe that wording was a little too liberal. By the end of the game jam, we didn’t really have a game per se. With that said, what we did end up with had a distinct feel to it. The game was supposed to be a sort of first-person puzzle game where you’re a programmer in a highly augmented reality world who accidentally introduced a viral…

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The Importance of Game Engine Authorship, Part 1

Our local game developer club, Iowa Game-Dev Friendship, held what I think was our 8th game jam in Ames this weekend. As expected, it was an awesome time. This time my team had a big setback, and because of it I came to a profound realization about game engine authorship and its importance for a meaningful creative experience.  Developers and designers talk about the importance of videogame authorship, but this weekend I realized in a new way how that can…

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TIGJam Midwest 2010

TIGJam Midwest is next weekend, June 4th-6th, 2010, at Foundry Coworking. If you’re interested, RSVP here at Eventbrite: http://tigjammidwest.eventbrite.com Here’s the official info: TIGJam Midwest is an indie game jam where creatives – programmers, hackers, designers, artists, or musicians – get together and make videogames in a weekend. For those who aren’t familiar with game jams, they’re similar to events like the 48 Hour Film Project or Startup Weekend. It’s called TIGJam because our group is part of the TIGSource…

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My first notgame will be “Myst minus the puzzles”

I’m not much for writing something as formal and (over?)confident as a manifesto yet, but that doesn’t mean I don’t believe in them. Tale of Tales just released their second, a manifesto for notgames entitled Over Games, which was delivered at the Art History of Games conference at SCAD. For the past year, I’ve been working on my own interactive projects that don’t involve game mechanics, so it was very relieving to find out there are others out there wanting…

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On Art and Games As Art

Why We Create Art Greg just wrote about Why do we do what we do? and eloquently summed up the hard-to-define reason for why we at Intuition create art: These are all things that fester inside me and I desperately want to expel them.  Not that they’re demons of any shape, but it’s this compulsion to create that drives me. I really like how he put this because it can be difficult to put into words.  He makes it look…

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Megabank Executive Humiliation Challenge

I’m pretty much done with a new game called MEHC. It’s a Unity game meant for sponsorship on a game portal, so I’ll start the process of shopping it around now. Here’s the trailer: In gamer lingo, it’s a 3d, physics-y, psuedo-pixel-art cannon-shooting game with a strategic probability management element.  Based on tester feedback, it seems to be pretty addictive, too.  Here’s the “official” description: As a producer for the Japanese game show Megabank Executive Humiliation Challenge (MEHC), the nation…

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Blurst Now Open to Other Developers

The awesome indie developers at Flashbang have opened up their website Blurst (http://www.blurst.com) to submissions of Unity games from other developers. Hopefully this will be a big success, since we as developers really need more Unity portals out there.  I’ve been working on a couple small Unity games myself and have been a little uncertain if I would be able to shop my games around much. I even considered e-mailing the guys at Blurst to propose putting something on their…

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