Global Game Jam


About three weeks ago I participated in the Global Game Jam, specifically I was at the Nordic Game Jam in Copenhagen. I should have written about it earlier, but I’m just too lazy busy making games.

I worked on the game pictured above together with Erik Svedäng and Bernhard Schulenburg. It was great fun and it genuinely felt like a jam! Download (it is far from finished!).


This is the awesome crew I hung out with. Petri, Jonas, Joel, Jonatan, Erik, Martin, Bernhard, Heather (and me); you are all awesome! Thank you very much, and see you soon!

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I Can Has Bananas

I Can Has Bananas is a mobile game (prototype) that was developed in five days for a mini course in mobile game development. Today I finally found some time to finish it, hurray! The coolest thing about it IMHO is the fact that it can be played with only one button (press 5 to release and 5 again to grab, the swinging is automatic), making it a really hectic mobile game without being awkward to control.

It requires CLDC 1.1, MIDP 2.0 and a decent screen resolution (>= 240×320). Graphics by Georg Fornander, Desirée Rydén, Dennis Hansen and Jacob Alenius. Code by Kian Bashiri (that’s me). SOFE 2009.

Also included in the zip is a devlog I continuously updated under the four crunch days, it might be an interesting read for some.

DOWNLOAD GAME

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Creativity pitfalls to watch out for

I’m very interested in the creative process and everything that surrounds it. Hugh McLeod’s fantastic How To Be Creative was a great starting point (highly recommended reading!) and most of the following “findings” are directly derived from his list. I’m not sure if this is of any value to anyone, some of it you might even find stupid (and I’m sure I will too in a few years). Having said that, these findings are of great importance to me and they have helped me when I’ve been in though spots. Just maybe there’s something here for you too?

1. Swinging wildly between loving and hating your own work is normal
For an introductory University class in game design we were required to buy the book ‘Ernst Adams and Andrew Rollings on Game Design’. I don’t regret buying it, though I can’t say I have returned to it more than a couple of times since I first read it a few years ago. This one passage about the importance of analytical competence from the very first chapter stuck in my mind though:

“It is very difficult to effectively criticize your own work. You can be excessively hard on yourself and become convinced that all your work is worthless, or you can be blinded by familiarity and unable to analyze your own work in an unbiased fashion. Inexperienced designers often err in both directions, swinging wildly from one to the other.”
[Andrew Rollings and Ernst Adams on Game Design (New Riders Publishing, 2003) ]

I have found myself doing this a lot. Just remembering this passage and knowing that it’s normal and that it will most likely get better with experience, helps. You have to understand your behavior to be able to change it, right?

2. Being good at anything is like figure skating – the definition of being good at it is being able to make it look easy. But in never is easy. Ever. That’s what the stupidly wrong people conveniently forget. [Gaping Void: How To Be Creative, #3. Put the hours in]
I love this quote. It’s so easy to forget that we are surrounded by finished projects. The ads we see all over town or the music we listen to or the TV-series we follow are, of course, highly polished productions and the only things we experience ‘work in progress’ are our own creations. It’s easy to subconsciously jump to the conclusion that things are created perfect. This is specially evident when I ask friends for feedback on my work in progress games and they get all hung up on the place holder graphics or they complain about this piece of text which is missing a font, when what I wanted was feedback on the core gameplay mechanic.
Many times I have made the mistake of comparing my WIP games and concepts with finished productions, of course this other two-years-in-the-making game will have more well-designed gameplay and of course this poster I saw on the subway will have prettier typography.

Another damaging thing about this kind of thinking is that if you are under the false belief that a masterpiece is a masterpiece from the moment it is created (or thought off) then you go and search for Big Ideas. “All I need to make the next Shadow of the Colossus is to come up with an equally unique and fantastic idea! Hm, let me think…”.
Now I know better. I no longer believe in big ideas, I believe in small ideas that grow big. We all understand that a beautiful drawing starts out as bunch of color blocks and that it is then repeatedly refined til it is nearly photorealistic, but for some reason it’s harder to realize that this applies to ideas and designs too.

3. Things are made slowly and in pain [Gaping Void: How To Be Creative, #4]
This was mine and Henrik Nåmark’s mantra for when we made YHTBTR and several other projects together. None of the games I have made were fun to make the whole way through, there were always, at least at one point, a difficult struggle to even keep the project alive and many times I didn’t succeed (although I’m getting better and better at that). And it’s not just me, every game developer I know struggle with this, all the time. It might sound like I’m stating the obvious, but I’m saying it because it’s so easy to forget that the struggle is an unavoidable (?) part of the process that everyone deals with, there’s no need for you to doubt your love for game development (or whatever creative thing you do).

4. You can’t force creativity
At least I can’t. At SOFE, where I study game programming, we have this thing called Game Concept Challenge. For seven weeks we’re going to work in small teams to make a prototype of a game design we believe in. It’s a huge deal here and I really wanted to have a solid, inspiring idea for it, but I couldn’t come up with anything that fitted.
The weeks went by and even though I really thought about it, I just couldn’t come up with an idea that was exciting enough and that would fit the requirements. I tried standing on my head, I tried getting high on sugar, I tried sitting on the floor surrounded by papers and crayons but nothing worked. (I need better creativity exercises!) The day of the deadline came and I hadn’t come up with anything particular so I settled for a mediocre idea that was at least interesting from a programmer point of view to construct. A few days later I had a fantastic idea. (Watch this space! :) )

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Independent Games Festival

I still can’t believe it. You Have To Burn The Rope is nominated for IGF’s Innovation Award! I thought I had a fair chance of making it in the browser game-category, but the Innovation Award, that’s crazy! (What  happened to the browser game-category, anyway?) I’m so proud I’m about to burst. Mostly I’m just happy I get to go to the IGF, I’m going to meet all of my heroes! (Some of them I’m even competing against! Jason Rohrer! Auriea Harvey & Michaël Samyn!)
Congratulations to all the other finalists! I’m looking forward to beer-ing (I just made that word up) with you.

YHTBTR has taken me (and Henrik) to fantastic places. Hugh MacLeod, author of the inspiring Gapingvoid : How To Be Creative, writes “The idea doesn’t have to be big. It just has to be yours” . It is uncanny how much this resembles how YHTBTR was made and the thoughts that went through my head at that time;

We all spend a lot of time being impressed by folk we’ve never met. Somebody featured in the media who’s got a big company, a big product, a big movie, a big bestseller. Whatever.

And we spend even more time trying unsuccessfully to keep up with them. Trying to start up our own companies, our own products, our own film projects, books and whatnot.

I’m as guilty as anyone. I tried lots of different things over the years, trying desperately to pry my career out of the jaws of mediocrity. Some to do with business, some to do with art etc.

One evening, after one false start too many, I just gave up. Sitting at a bar, feeling a bit burned out by work and life in general, I just started drawing on the back of business cards for no reason. I didn’t really need a reason. I just did it because it was there, because it amused me in a kind of random, arbitrary way.

Of course it was stupid. Of course it was uncommercial. Of course it wasn’t going to go anywhere. Of course it was a complete and utter waste of time. But in retrospect, it was this built-in futility that gave it its edge. Because it was the exact opposite of all the “Big Plans” my peers and I were used to making. It was so liberating not to have to be thinking about all that, for a change.

It was so liberating to be doing something that didn’t have to impress anybody, for a change.
It was so liberating to be doing something that didn’t have to have some sort of commercial angle, for a change.
It was so liberating to have something that belonged just to me and no one else, for a change.
It was so liberating to feel complete sovereignty, for a change. To feel complete freedom, for a change.
And of course, it was then, and only then, that the outside world started paying attention.

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Metro Rules of Conduct


Metro Rules of Conduct is officially released :) Play here. Download.

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Swedish Game Awards Kick-Off 2009

A few weeks ago I talked about the design process behind You Have To Burn The Rope at the Swedish Game Awards 2009 Kick-Off. In two words it was crazy awesome! The room was full of creative, cool people including the SGA team itself (which I can’t thank enough for everything they do for Swedish gaming!). It’s a shame it has to be an Event for cool people to gather like this, I wish my university had the same spirit.

Be sure to check out the other talks too! Both Alexander Fast of Boingo (SGA 2008 Best Execution) and Johan Pilestedt of Magicka (SGA 2008 Game of the Year) talked about their respective struggles. Tobias Sjögren gave some great advice on pitching to distributors.

Oh and I almost forgot! This video features a brand new, sexy audio logo by Henrik Nåmark (who made the music for YHTBTR)! Kind of a funny coincidence.

(The talks are in Swedish!)

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Educational Badminton Smuggler

In the distant future, the 6th of August 2010, badminton
is banned from Neo-Sweden. As the oppressed population
mourn in silence, too afraid to object, a small resistance
group strive to keep the sport alive. It is a lifestyle
only fit for the toughest of people.

The rain is pouring down, you stand in a back-alley in
Gamla Gamla stan, Central Stockholm II, wearing a cape
large enough to easily hide at least a racket or two.
There’s a large metal door on the wall to your left,
you hear footsteps on the other side…

Educational Badminton Smuggler is an extremely short text-adventure edutainment I wrote as a first assignment in C++ class. It’s little more than a play with function pointers but then I sort of got carried away with the story. I got the title from the Video Game Name Generator. It’s really silly and probably full of typos and grammatical errors, be warned!

Download

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No More Sweden and You Have to Fertilize The Egg in Super PLAY

Sexy glossiness Holy sh-t! Tommy Preger was kind enough to write about No More Sweden and the games we made there in the current issue (#151, 2008) of Super PLAY. The titles are even written on that glossy, sexy cover! How cool is that?

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Rocket Belt Rawr

I’m in the middle of moving and have basically nothing more than the computer left in my room. In an hour or so it will be tucked down in a cardboard box too. So I’ll keep this post short and to the point – go play Rocket Belt Rawr and the other TIGSource Bootleg Demakes Competition entries!

Play game (Download)

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Prototyping on

There’s been so much rain lately that I’ve got three games (7-day prototypes) in line. They are

  • Rytmisk, the platform/ rhythm game I wrote about earlier. It’s been done a long time, still waiting for the music.
  • All-star Police Typing, a story heavy typing game. Working together with a (previous) classmate who’s writing the story.
  • Rocket belt rawr, which is pictured above. Kind of an impulse decision since I’m waiting for the story and music for the two other ones, which are of course of priority. I’m in the middle of moving to the south of Sweden, but hopefully I’ll have time to shape this one up to enter the competition.
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