On Making Two Games at Once and Other Creativities

Games Development, Games Writing

Sometimes you need to move at a slow and steady pace towards progress, dipping your toes in the pool and inching in little by little until you’re used to the chilly water — and sometimes you need to just launch yourself off a rock, plunging straight into the center of the lake with the hope that you’ll make it back to shore.

Guess which one I’ve been doing over the last month or so.

I’ve realized for a couple of years now that I wanted to write and build narratives for games. And so, I’ve been learning about the art of game narratives, which is beautifully varied and complex — ranging from heavily scripted games like The Last of Us to completely wordless experiences like Journey, with a vast number of other variants along the outskirts and in between.

While I’ve been exploring game narratives, I have also been toying around with making interactive narratives myself. Or rather, I have been noodling on a single interactive text, a Twine* adaptation of the classic French folk tale, “Bluebeard.” Having written a retelling of the story, in which I explored a number of alternative endings, I figured it would be a relatively straightforward process to add gameplay choices that branch off to each of those endings.

Spoiler: It was not that easy.

After a period of struggling — not only over the process, but also due to the frustrations of trying to maintain a creative life amidst daily obligations — I realized I needed an extra push to help me get to done. Fortunately, I stumbled across The “Finish It” Narrative Game Jam** in May. The focus of the jam was to complete an in-progress narrative game or interactive fiction project between May 12-31. This seemed like a perfect way to push myself toward finishing my current project, and I immediately signed up.

A day or so after signing up for the Finish It Jam, I was told about the Greenlight Jam by a game writing friend. The Greenlight Jam featured a unique format, having multiple deadlines over the course of about a month (May 16th to June 19th), focused on the various stages of game design, from ideation to prototyping, production, and final release of the game. Drawn in by this concept, I had an Ah, what the hell moment and signed up before even considering the fact that the two jams overlapped or the incredible amount of work that would be involved.

And I’m so glad I did.

Continue reading on The Narrative Thread.

Cool Tools: Blending Hand Drawn Art with pixsy

Games Development

Bitsy is a super simple game development tool and, as such, has some limitations. Fortunately, a number of folks who love the tool have developed hacks to achieve additional results — one of which is pixsy by ruin. Pixsy is essentially a program that converts any image (a photo or sketch) into pixel art.

Here’s how I’ve been using it in What Lies Underneath.

Continue reading on Itch.io.

Development Process: Ideation and Prototyping for What Lies Underneath

Games Development

What Lies Underneath is a small narrative game built using the Bitsy game maker (created by Adam Le Doux), an open source tool designed to be simple enough for just about anyone to make their own games.

I’m sure I would have sat on the idea and pondered it for a much longer time, if not for the Greenlight Jam. The jam is designed to have participants work through each stage of the game development process — from ideation to prototyping, production, and release of the final product.

Thus far, I’ve worked through the first two stages, ideation and prototyping, for the game, which I’ll share a little about here.

Continue reading on Itch.io.

Making Games: Bluebeard Goes Live

Games Development, Games Writing

Over the past month, I’ve been working on a couple of game projects — an interactive tale based on a classic folk tale and a narrative adventure. The first of these has been completed and launched and the second is currently in development. 

Bluebeard: An Interactive Tale

After oodles of work, I finally completed my first Twine interactive tale. Bluebeard: An Interactive Tale is based on the French folk tale, “Bluebeard,” relating the story of a young woman who weds a wealthy man harboring deadly secrets.

The interactive tale features a branching narrative with a total of seven possible endings. 

It’s been an interesting process adapting a linear tale into a text game with multiple endings (which I plan to write more on later). Along the way, I’ve learned a lot about crafting branching narratives, and I’m so proud of this project. 

Play the Tale

What Lies Underneath – Development Process

What Lies Underneath is a small narrative game built using the Bitsy game maker (created by Adam Le Doux), an open source tool designed to be simple enough for just about anyone to make their own games.

The game is being developed as part of the Greenlight Jam, which is designed to have participants work through each stage of the game development process — from ideation to prototyping, production, and release of the final product.

Thus far, I’ve worked through the first two stages, ideation and prototyping, for the game, which I shared a little bit about on Itch.io, where you can also play the prototype of the game.