Glitch Feed


need … more …
November 30, 2006, 8:41 am
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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It’s 2 am. The air is wet and cold yet you persist, crawling down the back alley towards that single lantern. A simple light illuminating a worn, metal door brings you forward out of the darkness. To that beacon of hope you slither till your body crashes into the door that is unforgiving and seemingly unwilling to allow you to indulge in your painful addictions.

Your fist pounds upon the barrier and it responds with a dull echo, and then silence. Your addiction is forcing your limbs to move, forcing you out into a cold night that might otherwise kill any lesser man. It eats away at your body and denies you the rest and peace you acutely desire. You need more.

And who am I to deny you of “more”? Your addiction is your problem, but you bring me business and public approval. I am here to give you what you want, what you cannot live without.

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Relevent Game Design episode ONE
November 19, 2006, 12:36 am
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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The following are game design concepts developed by myself along with the enigmatic yet lovable Stephanie. Using some form of periodical as our source, we chose an article and then designed a core game concept based upon what was being written.

You might notice that this challenge was published about two weeks ago. At that time we claimed we would have our resulting labors published, a paltry seven days later. Those finely edited works would then be ready for all you in blogoland to consume, digest and worship.

Your cries have been heard! We apologize for causing you to hold your breath longer than physically possible. To those faithful readers who have survived that whole suffocating thing, may we present to you: Relevant Game Design episode ONE!

Note: we publish the following so that these concepts may be discussed, debated, applauded, whatever. Public opinion is always appreciated. These projects are not closed off to anyone who would like to join in. When we announce our second design project, we hope that those who wish to join in will do so!

JUMP IN!

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GLITCH FEED IS OFFICIAL!!!
October 25, 2006, 11:48 pm
Filed under: Glitch Feed

trite

Ha.

I’d been considering registering Glitch Feed as an official student group at the University of Michigan for quite awhile, when fate graced me for my judicious delibera-procrastin-ation.

While running in ellipses, it occurred to me that although Glitch Feed is a forward-thinking group, it is still only in its infancy. Following any protocol could seriously damage whatever spark of ingenuity inspired the group in the first place. As a result of our recent brush with the banality of mainstream game development, Glitch Feed will not be recognized by the MSA. Not only will we be unlisted in the litany of student associations on campus, but we will also be unqualified to apply for MSA funds.

The lack of publicity will hopefully attract an interesting crowd, while the lack of funding will, if anything, only encourage the current malcontent with the game industry at large. Because we aim to be an underground/alternative group, accepting any boons from the target of our ‘movement’ would be sacrilege.

Please post your thoughts, raise your objections, and calm me down.

~Steph [the over-zealous conspirator]



Cultural relevance as the main course
October 23, 2006, 11:42 am
Filed under: Game design, Glitch Feed, Glitch Feed Game Development, Relevant Game Design

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Stephanie and I always seem to line our conversations with some sort of commentary on the interactive digital medium more commonly known as video games. These thoughts go far beyond the typical trolling of “man, games today suck, why do they suck?” “I dunno, we should make a cool one.” “Yeah, a wicked cool one, man! With guns and wicked awesome graphics.”

Such statements are impossible because Stephanie would never say ‘wicked’ during casual conversation, and secondly because we each have sworn an oath to never use “awesome graphics” as a means to a successful gaming project. I consider there to be a chasm sized distinction between awesome (ultra realistic) graphics and exceptional art direction, but those truths are for another post.

We had a moment of clarity, Stephanie and I. The tumult of graphics and erroneous plot gave way and we re-discovered one of the factors responsible for holding the medium back from being a recognized and significant art form. Cultural relevance is a facet that is needed to legitimatize any artistic medium. The inability or unwillingness to comment on, question or analyze society by any critical method is what forces video games into cultural obscurity.

Suddenly, any fictional narrative we were considering felt devalued. In our haste to spin an epic tale, we had lost sight of what made Glitch Feed’s perspective different from everyones else’s. The core of the gaming experience must be transfigured by focusing upon the base concept. Graphics, sound, game-play, even story all suffer if the concept is poor.

In an effort to focus ourselves onto what we consider to be important in game design, Stephanie suggested a series of projects focusing on developing the concept and core game-play before anything else.

Hit the jump to see how we (and you) will make this manifesto a reality!

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Expensive, shiny plastic disc
October 14, 2006, 1:12 am
Filed under: Retro Gaming, Sega Saturn

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Fellow geeks, fall before that which is Radiant Silvergun!

Purchased in Osaka at a store called, Super Potato, I now legally own one of the (if not the) greatest SHMUP of all time. (I also got a Saturn to play it on, kewl)

All this and more for the friendly trade in value of my future first born daughter. At least it wasn’t my soul.

– roos retro

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The world is prettier in black and white
October 13, 2006, 12:50 am
Filed under: Awesomeness, Game design, Totally Random

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Here is an interesting little gem that has just come through the tubes.

The game is called Limbo, and I want it.

I find the aesthetic quality of this game to be inspiring and sublime. Join that with the aged to perfection, side scrolling genre, you will find your computer wrapped in an indescribable super nova of god like brilliance. There is also a short trailer, but it only summons more questions that cannot be answered.

Digging around the interweb, I have found the masterwork is being created by an industry veteran, Arnt Jensen, a Danish artist and game designer who is/was looking to hire some C++ coders (Steph! Its your calling!)

Check it out! Now lets all hold our breath together and maybe it will come faster, than the second coming.

Limbo Game
-roos



Comming Soon.
October 2, 2006, 8:59 am
Filed under: Glitch Feed Game Development

We’re on the brink of a revolution here, people.

steph.



Someone is finally taking this seriously
October 1, 2006, 12:00 pm
Filed under: Awesomeness

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So, who is going to be in New York on October 7th? Anybody?
Should you be in the Big Apple I recommend you hit up the MoMA and see the premiere of, 8 BIT, a documentary about art and video games.

Taken straight from the horse’s mouth:

“8 BIT is a hybrid documentary examining the influence of video games on contemporary culture.

A mélange of a rocumentary, art expose and a culture-critical investigation, 8 BIT ties together seemingly disconnected phenomena like the 80’s demo scene, chiptune music and contemporary artists using machinima and modified games…

More and trailer after the jump…

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Alyx, I am so sorry…
August 31, 2006, 12:00 am
Filed under: Awesomeness, Gaming as Usual, Totally Random

… Valve didn’t give me a hug button :(

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Scrap Paper Game Design
August 29, 2006, 9:22 pm
Filed under: Game design, Glitch Feed Game Development, Mods, Opinions

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At work, some of my best thinking is bleed onto shitty scrap paper.

The situation was that I had to be at the restaurant at 7 AM to serve some large party their breakfast. Afterwards I was to wait 4 freaking hours for lunch to come around so I could serve that to them as well.

Had I known I was to risk my life to mind numbing boredom, I would have brought something to do, like Mad Libs. Alas, I was unable to paint my world with colorful adjectives that involve bowel movements, so I sought alterna-forms of entertainment, like writing.

Odd part was I actually had to argue with my boss in order gain access to some unlined, shitty paper pad. Her question to me was, “Why?”

How do you explain that? For fucks sake, uhhh, because I want to roll a straw and snort coke up it.

Continued post jump>>

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