roundaboutgame:

TWO DAYS TO GO!

One of the things we’re including in the Deluxe Edition is “The Making of Roundabout”, a huge compendium of art, stories, and the full Roundabout screenplay.

Check out how completely rad this is! Not only does it include the full 87 page shooting script from Roundabout, we’ve also annotated it with our stories and notes. On top of that, Panzer has also put together these brilliant art pages that talk about the origins of our characters, our logo, some behind the scenes pics - pretty much anything you could ever want!

If you haven’t already, you’re probably going to want the Deluxe Edition. Not only does it include “The Making of Roundabout”, it comes with the soundtrack, bonus unreleased videos and cut FMV, seven playable prototype and early builds showing the progression of the game, and Georgio Cam: the first-person April Fools Experience. All for only $5 more!

Pre-order Roundabout Deluxe Edition right here!

(P.S. If you already bought Roundabout but want the Deluxe Edition now, don’t panic! We’ll be releasing it as a separate add-on purchase at launch too!)

Usually don’t post a lot of GIFs here, but this is the most brilliant use of the short looping animation I’ve seen to to date. 

Artist Kevin Weir Creates Ghostly Animated GIFs Using Archival Photos from the Library of Congress

From the Paris Review:
“I was always thinking about how I would become a great novelist. 
I just didn’t think that I would write crime novels. I thought that I would be a literary writer, whose creative duty is to describe the world as it is. The problem is that I never enjoyed books like that. I only enjoyed crime stories. So more than anything, this fascination with writing was an issue of identity. I had a fantasy of what it meant to be a writer: the sports cars, the clothes, the women.
“But I think what appealed to me most about it was that I could assume the identity of what I really loved to do, which was to read. Nobody told me I couldn’t write a novel. I didn’t live in the world of graduate writing schools. I wasn’t part of any scene or creative community. I happened to love crime novels more than anything, so I wrote a crime novel first. I didn’t buy the old canard that you had to start by writing short stories, and only later write a novel. I never liked reading short stories, so why the fuck should I want to write one? I only wanted to write novels.”
—James Ellroy, The Art of Fiction No. 201

From the Paris Review:

“I was always thinking about how I would become a great novelist. 
I just didn’t think that I would write crime novels. I thought that I would be a literary writer, whose creative duty is to describe the world as it is. The problem is that I never enjoyed books like that. I only enjoyed crime stories. So more than anything, this fascination with writing was an issue of identity. I had a fantasy of what it meant to be a writer: the sports cars, the clothes, the women.

“But I think what appealed to me most about it was that I could assume the identity of what I really loved to do, which was to read. Nobody told me I couldn’t write a novel. I didn’t live in the world of graduate writing schools. I wasn’t part of any scene or creative community. I happened to love crime novels more than anything, so I wrote a crime novel first. I didn’t buy the old canard that you had to start by writing short stories, and only later write a novel. I never liked reading short stories, so why the fuck should I want to write one? I only wanted to write novels.”

James Ellroy, The Art of Fiction No. 201

A great time was had by all at the PAX Brain Dump 2014 last weekend at PAX Prime in Seattle.  Thanks to the fine list of speakers, who each got five minutes to share their “One Weird Trick” to development. Afterward we got to talk to folks who came up to ask questions one-on-one. 

Particular thanks due to Nels Anderson, who ended up joining the session at the last minute when someone dropped out.

Quite a range of ideas were shared, suitable both to game developers and gamers alike.  If you want to get a sense of what everyone talked about, I have uploaded the slides at the below link.  (Not all slides have notes, but many of them do.) 

http://paranoidproductions.com/miscwritings/PAXBrainDump2014Web.ppt

I always seat our speakers in a the front row in the order they will speak - so above you’ll see (from left to right) Bernie, Ellen, Sylvain (who took the picture from on stage), Deborah, Nels (missing from the first shot), Katie, Jeff, and Eka.  Thanks all!

If you’re at PAX Prime on Monday, come out and see us reveal all the secrets!  “The Brain Dump:  9 Creators Reveal the “One Weird Trick” to Game Development.” 

Nine speakers, five minutes each, tricks galore - above will give you a little bit of an idea what you’re in for. 

Come find us in the Sphinx theater at the top of the Sheraton at 11:30am!

It’s back!  After a riotous good time in 2013, The Brain Dump returns to PAX Prime this year for another rapid fire session with accomplished game developers.  Everyone gets their own five minutes to talk on the theme of "One Weird Trick" to Game Development.  And no two tricks are alike, I assure you.
Who’s in the lineup?  Well let’s see, we’ve got:
Jeff Agala - Creative Director at Klei Entertainment, makers of Don’t Starve, Mark of the Ninja, and freshly on Steam Early-Access game Invisible, Inc.
Katie Chironis - Designer extraordinaire who I got to know at Microsoft where she worked on things like D4, Ori and the Blind Forrest and who is now out in the indie world. 
Sylvain Dubrofsky - Senior designer at PopCap Games, whose illustrious past includes everything from Rock Band to Peggle.
Chandana “Eka” Ekanayake - Art Director at Uber Entertainment, where he’s led the art efforts on everything from Planetary Annihilation to Toy Rush.
Jared Gerritzen - Man of many roles, previously studio head at Zombie where he launched Blacklight Retribution, now mixing things up at Major League Gaming. 
Deborah Hendersen - A user research lead at Microsoft, where she’s worked on everything from State of Decay (a personal favorite, naturally) to forthcoming titles like Quantum Break and Scalebound.
Ellen McLain - Accomplished voice actor who you may know best as the voice of some disturbed robot called GlaDOS in some little game called Portal. 
Bernard Yee - Veteran producer and executive, recently working on Plants vs. Zombies, now the producer over at Oculus VR’s Seattle studio. 
The session is Monday at 11:30AM in the Sphinx hall - if you’re at PAX, swing by and say hi and listen to all the trickery. 

It’s back!  After a riotous good time in 2013, The Brain Dump returns to PAX Prime this year for another rapid fire session with accomplished game developers.  Everyone gets their own five minutes to talk on the theme of "One Weird Trick" to Game Development.  And no two tricks are alike, I assure you.

Who’s in the lineup?  Well let’s see, we’ve got:

  • Jeff Agala - Creative Director at Klei Entertainment, makers of Don’t Starve, Mark of the Ninja, and freshly on Steam Early-Access game Invisible, Inc.
  • Katie Chironis - Designer extraordinaire who I got to know at Microsoft where she worked on things like D4, Ori and the Blind Forrest and who is now out in the indie world. 
  • Sylvain Dubrofsky - Senior designer at PopCap Games, whose illustrious past includes everything from Rock Band to Peggle.
  • Chandana “Eka” Ekanayake - Art Director at Uber Entertainment, where he’s led the art efforts on everything from Planetary Annihilation to Toy Rush.
  • Jared Gerritzen - Man of many roles, previously studio head at Zombie where he launched Blacklight Retribution, now mixing things up at Major League Gaming. 
  • Deborah Hendersen - A user research lead at Microsoft, where she’s worked on everything from State of Decay (a personal favorite, naturally) to forthcoming titles like Quantum Break and Scalebound.
  • Ellen McLain - Accomplished voice actor who you may know best as the voice of some disturbed robot called GlaDOS in some little game called Portal. 
  • Bernard Yee - Veteran producer and executive, recently working on Plants vs. Zombies, now the producer over at Oculus VR’s Seattle studio. 

The session is Monday at 11:30AM in the Sphinx hall - if you’re at PAX, swing by and say hi and listen to all the trickery. 

Also straight out of Gamescom, here’s 8+ minutes of gameplay from Remedy’s Quantum Break.  This focuses on gunplay at first, but gets to some of the unique time manipulation mechanics later in the trailer.  The game lands somewhere between Max Payne and Alan Wake, and if you like either of those, it’d be silly not to be tracking this game. 

As for the unique narrative stuff I worked on… you’ll have to wait ‘til later on that.  

In case you missed it - coming out of Gamescom was this swanky new Sunset Overdrive trailer with tons of new enemies in it. 

Yes, the game’s basically on 11 all the time. 

Me becoming enraptured with Lauren Bacall was very much tied to me falling in love with film while in college. 
I remember seeing her first in To Have and Have Not on VHS which I sought out primarily because it was a Howard Hawks film (he being a then-and-now favorite).  I was stunned at how perfect it was and how utterly unique she was.  I’m still surprised that movie is not more revered.  (And remember - she’s 19 in that film!)  Soon thereafter I programmed it at the University of Chicago’s Law School Films.  I remember we couldn’t show it in the Law School itself (because the UofC Law School administration hated us and always hijacked the theater with little warning).  We had to rent the Oriental Institute instead, but the movie still played fantastically. 
Then The Big Sleep of course - we put the above image on the cover of one of our LSF calendars.  Years later I would see the original “tamer” version of the movie at the Film Forum in New York - the cut where they realized her character was written too meek and had to be made strong and infinitely alluring because that is what she did. 
Later as I got into Douglas Sirk, and loved her in Written on the Wind, still probably my favorite Sirk film.  It showed how age just made her better.  People call that film a melodrama, but I think that does it a bit of a disservice.  It’s just good storytelling.  We showed that too, naturally.  
I cannot think of a more alluring movie star, a woman who dominated or at least stood toe-to-toe with every man she bothered to talk to.  There will never be another like her.    

Me becoming enraptured with Lauren Bacall was very much tied to me falling in love with film while in college. 

I remember seeing her first in To Have and Have Not on VHS which I sought out primarily because it was a Howard Hawks film (he being a then-and-now favorite).  I was stunned at how perfect it was and how utterly unique she was.  I’m still surprised that movie is not more revered.  (And remember - she’s 19 in that film!)  Soon thereafter I programmed it at the University of Chicago’s Law School Films.  I remember we couldn’t show it in the Law School itself (because the UofC Law School administration hated us and always hijacked the theater with little warning).  We had to rent the Oriental Institute instead, but the movie still played fantastically. 

Then The Big Sleep of course - we put the above image on the cover of one of our LSF calendars.  Years later I would see the original “tamer” version of the movie at the Film Forum in New York - the cut where they realized her character was written too meek and had to be made strong and infinitely alluring because that is what she did. 

Later as I got into Douglas Sirk, and loved her in Written on the Wind, still probably my favorite Sirk film.  It showed how age just made her better.  People call that film a melodrama, but I think that does it a bit of a disservice.  It’s just good storytelling.  We showed that too, naturally. 

I cannot think of a more alluring movie star, a woman who dominated or at least stood toe-to-toe with every man she bothered to talk to.  There will never be another like her.