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Last Friday I attended an indie game development conference here in London called World of Love 2. I attended last year and it was a really nice (if small) event and this year they've thankfully expanded it allow a lot more people to attend.

There were some really great speakers. Ricky Haggett talking about adding areas for players to "muck about" and Sophie Houlden talking about the importance of surprise both gave me a lot of ideas to think about for improving Kairo. Rob Fearon gave a talk about the difficulties of starting out making games and helping interested people. This was also top notch and has reminded me of some plans I had to include more stuff along those lines to my site. (More on that soon)

Like a few other people I wasn't so keen on all the business talks. I'm kind of happy with my business abilities and am much more interested in hearing about people's games, their opinions on design and the things they're into. However I know a lot of people are very into the numbers so I understand why there was a lot of those talks too.

I'd asked if I could speak at the conference a few months ago and then a few days before the event I got an email from David Hayward letting me know they might be able to fit me in to do a 5 minute micro-talk at the end of the day. So I went there with some slides prepared but in all honesty didn't think they'd be able to fit me in. So I was totally off guard when they announced my name to go up and speak.

So here's a re-recording of the rant session I did:

I've been blown away by such a lovely response I've had to this. Especially from Rob Fearon over on his blog who has been far too kind about it.

So overall was a great day out. I really enjoyed the conference and David Hayward and those involved in setting it up should be very proud.

A decade in the making

With game jams running as short as 2 hours it was quite a bizarre turn of events when back in July a 10 Year Jam was announced over on The Games Collective.

My initial plan had been some stupidly ambitious modular open world explorations story thing. Essentially my dream project. However that plan was filled with difficulties and with the "dream game" it's hard to know even where to begin.

A few months ago I came up with a better idea, to make a series of games that act as an autobiography of my attempts to make games. Ideally releasing a new game once a year to cover what happened over the past year. Sure I could do all that in a blog posts but making it an interactive experience seems to much more interesting and fitting.

Making Video Games / Episode 3 / 2010 / Comeback Tour

So here is my first released episode of this project, covering my experience in 2010. I'm starting at episode 3 because I have some plans for some earlier episodes to cover my history up until now.

Play Online (requires Unity Web plugin)
Download Windows Version (20MB)
Download OSX Version (25MB)

You'll have to bear with me a little because this episode contains not much in the way of actual gameplay. You just kind of explore and discover the history as it unfolds. I wanted this game to repesent this year and this is the kind of thing I've been doing this year. Other episodes are likely to be much more gamey, I know the one revolving around the white chamber will be a point and click adventure.

Some of you may be aware that for two years I did a podcast called Stage Clear with Rob Fahey a games journalist friend of mine. We ended it at the start of the year with Rob inevitably going to Japan and neither of us having as much time for the show anymore.

The one thing I missed most about the show was the oppurtunity to recommend great games to our listeners. So I wanted to do something special for New Years 2010. Instead of doing the obligatory top 10 list I just picked three games that meant a whole lot to me and talked about why they were worthy of such discussion.

Rob's not involved at all in this as I've not kept in contact since he left the country, so it's just a 15 minute monologue from me. If you're inclined though please feel free to check it out:

Stage Clear New Years 2010 Special

Previous Parts

Part 1 - Let's Typing Some English
Part 2 - Rabbit Girl in the Miracle Zone
Part 3 - the white chamber Mac OSX Port
Part 4 - Kairo trailer
Part 5 - Silent Night
Part 6 - Winter Days

Hope everyone had a good Christmas. I've been at my family home working on a few different game projects. Hopefully gonna have a bunch of small - medium length games coming out in January based on the work I've been doing this month. I'll also be hard at work on Kairo once again.

Today's treat is a slightly older one, as I technically released this as month ago. However I didn't blog about it at the time and it's very appropriate for the time of year so it's all you're getting today.

Winter Days

Originally created in Game Maker for the World of Love Jam in London earlier this year, last month I decided to port Winter Days to Flash. Primarily as a way of testing out the Stencyl development tool I've fallen in love with. But I also tidied up the game a little along the way.

It only takes a minute or so to play through this little mood piece. It's not meant to be a full game as such, just a brief experience meant to evoke certain feelings. If you've not seen it before please do check it out:

Winter Days on Kongregate

Previous Parts

Part 1 - Let's Typing Some English
Part 2 - Rabbit Girl in the Miracle Zone
Part 3 - the white chamber Mac OSX Port
Part 4 - Kairo trailer
Part 5 - Silent Night

For today's treat I've got another unfinished game project. My plan for November had been to work solely on a project for something called The Aya Challenge. A one month multi-disciplinary creative challenge for an UK event. However after making some really great progress in the first week or so, I kind of lost the spark for the game I was making. And ended up on other projects. So here's what I was working on.

Silent Night

Silent Night was going to be a Christmas themed platforming game with a modern 3D retro look. In terms of gameplay I wanted it to be my homage to Mario since it's a series I've always loved and has continued to be brilliant over the years.

I'm hoping to return to this in the new years maybe once I'm done with Kairo.

If you have the Unity 3D webplayer plugin installed you can try the WIP of the first level, still very rough early stuff:
Silent Night Early WIP

Or if not you can just watch this YouTube video of it:

Previous Parts

Part 1 - Let's Typing Some English
Part 2 - Rabbit Girl in the Miracle Zone
Part 3 - the white chamber Mac OSX Port
Part 4 - Kairo trailer

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Welcome to the home of Locked Door Puzzle, the independent game development studio of Richard Perrin located in Bristol.

My primary focus is on creating expressive games that explore different forms of interactive storytelling.

For contact details check the about page.