The video of my talk has now been posted online. Unfortunately, there was lighting on the screen that didn’t affect the presentation at the time, but did affect the angle at which the camera was sitting, so it blocks out a lot of what is happening on the screen for most of the talk.

Though it’s not ideal, I’ve posted the raw slides here so you can at least flip through them yourself to keep up with the talk if you wanted to see the imagery associated with it. Keep in mind that they’re mostly filled with images, and are 37mb in size. I didn’t expect to have to post them or care about file size when I was making the presentation.

A few more links that are relevant to what was spoken about, particularly later in the talk, are Chris Hecker’s “Achievements Considered Harmful?” talk, which also links to a post titled “Metrics Fetishism“. These are very interesting reads, and I’d encourage anyone who hasn’t seen them before to look over them.

The videos of other games played later in the talk (when speaking about art style and elegance) are of The Unfinished Swan and Fez.

I’m not going to link to the first video that was played to introduce the talk, because I’d rather not have it on the internet at the moment (it’s a few months old anyway).

 

This week I gave a lecture in Brisbane as part of the IGDA Brisbane Game On lecture series. The talk was generally about unconventional design and why it takes so long to get right, but also covers some of the history of Hazard in detail and why some of the core decisions were made. I will post a video of the talk when it is made available, though in the mean time, a writeup of it is available here: Anti-Game: The Minimalist Style, Elegant Puzzles, and Mindfucked Space of Hazard.

Included as part of the talk was a brief analysis of Portal 2 and why it didn’t work for me at all. Those following me on Twitter would know that I had a fair few issues with some of the design choices that were made in it, and though I’d love to post a very detailed writeup about it, I don’t have the time at the moment. I took time to cover some of it in this talk because the discussion was fairly relevant to the aesthetic and design choices of my own game.

I’ll also post this video of Jonathan Blow giving a playthrough of Braid with commentary, filmed at Game City last year, as it covers a whole lot of stuff that has also been important to me whilst working on Hazard. The video is a bit shaky, but if you can get over that, it’s well worth the watch. It’s over an hour long in total, so bookmark it and watch the whole thing when you have the time.

Since returning from GDC and DICE, things stepped up for me quite a bit, so I now have a whole lot of other stressful stuff to deal with in addition to the work required to finish the game. At the end of the day, it will be worth it to everyone who is waiting for it, it’s just going to take a little bit longer than I’d have previously anticipated.

I’ve now made most of the refinements required for the flow of the game, and things are feeling really nice with how it’s all progressing, but with every bit that gets refined and polished, others stick out as needing more work. Fixing all of these is important, because these are the things that make a game feel “right”.

I know this place gets quiet sometimes due to me getting caught up in work surrounding the game itself, but smaller updates and links get added to the Facebook page as they come around. It’s much faster to post a link with a short synopsis than it is to write thoughtful blog posts.

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