Demo for Monochrome Heights Available!

Games, Games Development

Awesome news, friends! Monochrome Heights, a challenging platformer with a unique mechanic created by Patrick Knisely of One Frog Games, now has a demo available (which he also updated recently)!

I’ve been working with Patrick to help develop and write the narrative for this game, in which Happy the robot must climb a tower to defeat an old comrade before she destroys the last of humanity. It is so amazing to see Patrick’s hard work as this game comes together.

Exploring the Potential of Poetry in Games

Games Development, Games Writing
Poetic art installation at the Memorial Art Gallery, NY. (Photo by Hudson Graves on Unsplash.)

Recently, I had the delightful experience of joining Syd (aka thechosengiraffe) for an interview on her stream (available to watch here). Together, we played Minecraft and discussed game development, poetry, and the writing life. Syd is a wonderful interviewer and her skills led us in a fantastic conversation.

One of the questions asked by the chat was whether or not I would ever consider blending poetry into one of the games I make — and I answered that I had not considered it. As much as I love both poetry and games, I didn’t have any concepts that made sense to me. And I also could not come up with many examples of games that incorporate poetry on the spot.

After the interview ended, I couldn’t stop thinking about the question. What games did I know off that included poetry? I found a few examples that specifically comprised either an interactive poem or the use of actual poetry in the gameplay. 

Continue reading on Infinite White Space…

A Home with Good Bones: An Interview with Jes Negrón, Retcon Games

Games Development, Journalism

Good Bones is the first title from RETCON Games, a one-person game studio founded by Jes Negrón in 2019. The point-and-click adventure game looks to be a cozy horror tale that delves into serious subjects, such as grief, abuse, and revenge.

Negrón has been in the media development game for a long time, with almost two decades of experience as a writer, editor, producer, and designer of various media, including books and games. She has weathered the storms of these industries, particularly following her departure from Riot Games. Negrón and Melanie McCracken jointly filed a gender-based discrimination class-action lawsuit against Riot in November 2018. However, the resulting funds from that suit combined with Negrón’s passion for telling her own stories provided her with the foundation to start up RETCON Games and complete the development of her first solo title.

I had the opportunity to speak with Negrón about her recently launched game, Good Bones, and how she approached the development process.

Continue reading on SUPERJUMP…

Ten Things That Made My 2022

Games Development, Games Writing

Let me be real: 2022 was another tough year in a variety of ways that I won’t get into. Lately, I’ve been trying to focus on the things I’m grateful for, rather than dwelling on the negatives. So, please allow me to highlight some of the fantastic, wonderful, and exciting things that I experienced or discovered over this last year.

1. I completed two tiny video games — What Lies Underneath and Bluebeard: An Interactive Tale. Each I constructed with different game making tools, representing different kinds of gameplay and storytelling, and I am proud of the work I did on both.

2. . . . and all of that hard work paid off, since the games I made earlier in the year helped me snag my first freelance work in the games industry. I am currently working a contract writer for Lost Lake Games on a project I can tell you nothing about.

And I am also working with Patrick Knisely, a solo dev in charge of One Frog Games. Together, we are working on building the story, world, and scenes, which will be incorporated into the gameplay for a platforming game tentatively titled Monochrome Heights (play the demo).

3. I sold my fourth poetry chapbook, titled Necessary Poisons, which will be published by Interstellar Flight Press later this year. I’ve been working on this collection of strange little poems since 2016, and I’m so grateful and delighted that it has finally found a home. (A cover reveal and release date will be be coming soon.)

Continue reading on The Narrative Thread.

Image of Twine cards with varying text, showing the connections and choice pathways between them

What I Learned Making My First Twine Game

Games Development, Games Writing

If you want to get into the profession of game development, the first thing folks in the industry will tell you is to start making games. Fortunately, there is an abundance of tools available for artists, designers, writers, and other creators to dive into the process and craft of making games. The first games you create don’t have to be perfect, nor do they even have to be good. The point is to just learn from your successes and failures, and then continue making games.

My journey into making games comes from my passion for storytelling. I’m fascinated by how games can create unique interactive narratives that cannot be experienced in a strictly linear format. When I thought about making my first game, I wanted to draw on my existing skills as a writer and create a text-based game built that allows the player to make choices as they move through the narrative. Hoping it will help other first-timers, here are a few of the lessons I learned on the journey of making my first game, Bluebeard: An Interactive Tale.

Continue reading on SUPERJUMP.