Announcement
TO:RI is an atmospheric first-person experience set on an abandoned island. Explore a train station that holds dreams and memories of isolated existence. Journey through an ethereal story about the essence of being.
Wishlist and retweet!
Not sure how many likes this has (I have all metrics blocked). But last I heard 13k? What's interesting is that it didn't really amount to much. 100 more followers maybe? I don't track this stuff. These days everyone goes viral and people move on to the next thing extremely fast.
I created this for myself a while ago. It's a explorable game version of the album New World Disciples by
@desertsandvapor
, album art by
@zer0trashwave
. Sometimes I boot it up and vibe around. It even has a quest to find search the desert for clues to find the New World.
Might show this at Tokyo Indies tomorrow in Akihabara. Other than some polishing, the experience is complete and lasts about 5 minutes. Expect a public release within the next month.
🔊
Thrilled to announce that I have been awarded the $5000
@GDoCExpo
grant to help develop TO:RI. As an individual, this will radically transform my game dev practice. Thank you GDoCExpo and
@nomorerobotshq
for this award. More details in my blog post.
'll be participating in the
@GDoCExpo
September 18-21 and premiering a new project I've been working on for the last year. The 9th annual celebration of Game Devs of Color will feature new voices and games that connect an uplifting community of creators from around the world.
Walked across all of Tokyo. Last time I did this it was west to east. This time I did south to north. Tamagawa to the Arakawa. Long walks like this are where all my best ideas come from. It's a creative pilgrimage that I try to do at least a few times a year.
Was hoping to premier the trailer for my project TO:RI in an upcoming festival direct but it didn't make the cut, so expect a quiet trailer release and Steam page soon.
I'll be delaying this project indefinitely and pausing dev on it for the next two weeks. Releasing it now would mean cutting the most poetic feature I've been tirelessly building. I'm not making a product. Deadlines are great for managing scope, but sometimes I love feature creep
I go on summer vacation the 7th of August so I will be releasing this by then so I don't have to think about it anymore because it's gotten in the obsessive polishing phase now.
The Light Of Our Yearning
Experimenting with a film grain / scratches video overlay and locking the framerate to 24fps (not sure if twitter compression will make it noticeable). Still needs a lot of work
I won't be using this effect for this project but I think it looks really good. It's a posterization effect on top of lots of other effects. Finding an art style is often just messing with post processing until they collide into something special. I'll use it in a future project
Might be hard to tell from video compression. I'm experimenting with a grainy woodblock overlay effect. I want it to feel like the image it's inspired by.
I love moments like this in development. Where I start experimenting with a bunch of post processing and an unexpected combination of values creates a surreal visual effect. The process is so much fun.
Thanks everyone for all the kind comments on the previous tweet. It's from a small experimental game inspired by this image. My games are experimental & focused on short, experiential atmospheres. This isn't strictly a horror, but there is a strong sense of unsettling dread.
I go on summer vacation the 7th of August so I will be releasing this by then so I don't have to think about it anymore because it's gotten in the obsessive polishing phase now.
The Light Of Our Yearning
Lately have been embracing the title Artist rather than Game Dev. I prefer it. Games are art, no question. I view my process as making art using game engines. I also dabble in other forms of creating not tied to games. Artist is more holistic and applies to all aspects of life.
Drinking mechanic implemented. For research purposes I will need to study the auditory and visual effects of heavy drinking so I can better implement this. There is a laboratory near my place called 7/11 which will help with my research efforts. Cheers.
Part of the feature I'm building. I want the game to live on forever. The world continues to exist and grow whether you're there or not. This is a sped up version of what would take 6 months realtime to happen.
I'll be delaying this project indefinitely and pausing dev on it for the next two weeks. Releasing it now would mean cutting the most poetic feature I've been tirelessly building. I'm not making a product. Deadlines are great for managing scope, but sometimes I love feature creep
Tomorrow I will be performing a new interactive experience I built titled 'Astral Ascension' in Tokyo. It will be an audio visual ambient, drone, noise, IDM, and electronic set. I'm not sure if people are ready for this. I'm not sure if I'm ready for this. 🔊
Details below
Working on an effect where the wind picks up suddenly and slows down. So I can do gusts of random wind on terrain details for a subtle dynamic atmosphere
Threw some random excerpts from the poem The Sunset, Woven of Soft Lights by Katharine Lee Bates and the machine thingy made an art. Created using Laten3Visions by
@advadnoun
Made a website. It's minimal right now but it's nice to have full control over every aspect. There's a blog you can subscribe to by sending me an email (blog subscriber only games maybe 🤔). Check it all out.
Excited to announce that my game SOLASTALGIA has been selected as one of the final showcase games of the Aware Game Awards at BLON Animation and Games Festival in Klaipėda, Lithuania.
Thank to everyone for trying my game last night at Tokyo Indies. Always great to connect with others that appreciate these small atmospheric experiences. A few people said it reminds them of games by
@taleoftales
which means a lot to hear.
Might show this at Tokyo Indies tomorrow in Akihabara. Other than some polishing, the experience is complete and lasts about 5 minutes. Expect a public release within the next month.
🔊
Thank you everyone who came to
@tokyo_indies
and tried out Spacetime Continuum of Sound. Some impressions.
"Unlike anything I've ever experienced"
"Surreal, very dream like"
"Should be in a museum"
"Extremely immersive"
"I'll be thinking about this for a while"
A Phytogram print I made. It's technique that uses the internal chemistry of plants for the creation of images on photographic emulsion. I plan on spending the summer foraging plants along the rivers and refining the method.
Spent most of the day finding sounds to put in the environment. But in the end I found the best choice was no sound other than your faint, scared breathing.
🔊
Good list of underground films to help you spark a unique visual audio aesthetic for your game.
I don't really play games for inspiration. Other media sources tend to inspire me way more.
Last month I walked across all of Tokyo. Took about 19 of hours over the course of two days. I took a train to the western edge of Tokyo and aimlessly walked to the eastern edge without relying on a phone or map. I wanted to feel lost. I wanted to discover and notice the city.
We are so hyped, this is our new game ... *drum roll*
PVKK: Planetenverteidigungskanonenkommandant
The game comes from a love of pressing satisfying buttons and a fascination of old cockpits.
Mix that with a bit of escape room and "Papers, Please" and you got PVKK.
polishing is kinda chill because a lot of the time is just doing small stuff like this but applied to everything so I'm constantly getting in lots of tiny accomplishments
I've been working on this project on and off for about a year. It's called Spacetime Continuum of Sound. An interactive sound art experience inspired by the work of Pauline Oliveros. This is sound as ceremony, a singing of the unsung depths of sound itself.
I will be showing a special shmup version of my game First Person Anomaly at the
@tokyo_indies
event in Akihabara tonight at 7pm. I will be tracking highscores too!
'll be participating in the
@GDoCExpo
September 18-21 and premiering a new project I've been working on for the last year. The 9th annual celebration of Game Devs of Color will feature new voices and games that connect an uplifting community of creators from around the world.
Nearly done the final trailer cut of TO:RI. Its kinda got an End of Evangelion feel to it. Aiming for the whole experience to have a melancholic tranquility vibe
I will be exhibiting 5 phytography prints at (03)0 in Shibuya until August.2. There will be 5 other artists displaying their work too under the theme of microflora. Come check it out if you're in the area.
RESIST RESIST RESIST is part of this bundle. I helped develop this as part
@INFINlTETEARS
. While the experience is already free, I thought it was important to include specific games related to Palestines fight for freedom. Please support this bundle.
There are moments where I'm making my game that move me so much. These moments are rare being close to the project and seeing it running hundreds of times from all angles. But sometimes all the variables line up. You find the perfect puzzle piece and you are in complete awe.
At tonights
@gaemzmu
meetup, I will be giving a small presentation on game making manifestos. They explore the personal, political, anti-commercial and alternative. Here is a point from the Realtime Art Manifesto by Auriea Harvey & Michaël Samyn from
@taleoftales
o u r f i r s t r e l e a s e
Explore the hazy::temporality of city::ephemera
A short experience inspired by artists Yayoi Kusama and photographer Hiroshi Sugimoto.
#artgame
#altgame
#indiedev
Very early prototype for a live music show I'll be performing in a few weeks. After lots of generative music experimenting I decided to use Proteus as the main inspiration. Basically will be creating a small island full of sounds that drive the visuals and then exploring it live.
This project is now complete and is called MOVEMENTS AND MODULATIONS. It has been handed off to other creative collaborators and you'll get to experience it later this year.
Do people go to a free art exhibition, look at all the work and then go to the artist and tell them that it was a boring, disappointing waste of time? I'm regularly surprised about the comments and reviews I read on people's game itchio projects. Seems like a strange thing to do.
Made an audio reactive video with the help of
@Lialialiacole
and
@Babycastles
Audio-Reactive AI-generated video workshop
Credits
Music - Twilight by Ketsa
Colorful Clouds runwayml model - ivoilic
10 years ago. One of those seminal pieces of writing that influenced what I make now. Things haven't changed much in terms of the hyper consumerist corporate games culture. Happy to see that new communities exist now that break away from all that.
There are so many evocative visuals in cinema that you rarely see in games. When games do try to replicate cinema, it's usually just generic big budget action. Take inspiration from this list. You can easily create an experience no one has seen before in a game.
Good list of underground films to help you spark a unique visual audio aesthetic for your game.
I don't really play games for inspiration. Other media sources tend to inspire me way more.
I will be at Tokyo Game Show for the business day on Thursday September 26. I'm not showing anything. Mostly there to support other small developers. If you're there and would like to meet up, feel free to DM me.
I have been working on this project quietly for over a year. It's a culmination of everything I've learned making short experiential games. It's highly experimental, evocative, ethereal and contains a dynamic story that is unique to how to engage with this small dense environment
Going to Kyoto Mar. 29 for Playtest Kyoto, a festival for experimental urban game. Excited to debut Urban Lens as a contributing artist. It's an app I created with
@the_nomi
that encourages observation of urban textures. We'll use Kyoto as our canvas to create clothing designs.
I will be showing a new interactive audio visual dance experience at
@tokyo_indies
(it's their 10th anniversary!) tonight at 7pm. Here is a preview image of the untitled project that definitely isn't inspired by some game about ducks.
I'll be co-hosting this event with
@the_nomi
in two weeks. If you're in the Tokyo area, come on out and let's chat about games and art. It'll be in a small cozy venue, max 15 people.
I applied to
@BriefsGE
micro-publishing initiative that gives out small grants for small digital games (just realized my application has a typo 😭). Today is the last day to submit for their theme 'Death'. Submit a pitch (100 words) for a jam sized game and get €1500 if chosen.
Yesterday I hosted the Tokyo edition of
@gaemzmu
experimental games meetup. It was a lot of fun and feel honored to keep this small community running. The Berlin Germany edition happened on the same day hosted by
@the_nomi
. Gaemz is going international. There are dozens of us!
You'll get to experience this soon as part of larger experience but I'm also considering turning this space into a VRChat club. Haven't looked into the specifics but if VRChat supports audio reactive swapping of prefabs (or manually), then I'll be turning this into a world.
Thoughtful comment from a video playthrough of my game city::ephemera. It brings me a lot of joy to read reactions like this that trigger warm memories