MolyJam 2012

A couple weeks ago I took part in a rather quirky gamejam that started out as a joke, quickly escalating into a global event across dozens of countries. If you’re unfamiliar, there’s a parody account of the wildly ambitious world famous game designer Peter Molyneux, naturally named Peter Molydeux (naturally), who tweets the most absurd game ideas with the intent to both make us smile and to make us think. So next thing you know someone from Double Fine jokes about having a gamejam to bring his ideas to life, and suddenly I’m in a room with a hundred other people making games with the intent to change the world (or not).

Having been the programmer and artist on recent past gamejams, I decided this time I didn’t want to code so that I could focus on just the art. Chelsea of course was already on my team, but we needed a programmer, preferably one who could work in Flash. We ended up scoring three more guys: a programmer, a project lead / programmer, and a designer. An editor from Joystiq was creeping behind us for like an hour while we brainstormed, so you can read his various mentionings of us here.

48 hours later, our team of 5 came out with something fairly cool: A game called Run Love Run, which is a 2-player co-op game where both players must move in sync with each other in order to progress further. Moving and jumping independently causes you to fall apart (and eventually break), so there’s a fun challenge in jumping when your partner would jump, and having your partner jump when they think you will.

Play Run Love Run at runloverun.net!

Since Chelsea and I were for the most part only doing audio and art respectively, we finished a little early and decided to quickly jam out another game in the 3 or so hours remaining for the event. The game is a single button experience game called crowscare, the spacebar being your only means of interaction. We ended up going with this tweet about a game in which you are a scarecrow in a world with just one bird. The time limit of 3 hours made decisions fairly easy (“Pick the quickest thing”), so we had just enough time to add in a last minute camera zoom effect that helps sell the narrative we were going for.

Play crowscare here!

All in all, there were over 300 games created that weekend, almost all of which are playable from the official gamejam website. A lot of the same popular themes ended up being picked by many, though each interpretation is unique, from pigeons saving depressed rooftop-bound businessmen, to bowing pins that become more human each time they’re struck down.

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Bean on the Radio

Last month I was asked by the NPR program On The Media to speak for a bit about personal indie games. It was a pretty fun experience and a good chance to help spread knowledge about the underground world of emotional gameplay to people who would otherwise never know about its existence. Joining me were the amazing Anna Anthropy and Sebastian Janisz, interviewed for an hour (and unfortunately condensed down to 10 minutes on the air).

This was my first time being on the radio, and while it was recorded ahead of time for editing, I still thought it was magical to sit in front of a microphone and know millions of people would have the chance to hear us talk about games while they drive to work, go out for groceries, or sit unpleasantly while stuck in traffic. On top of that, I was the only one in my booth in San Francisco; Anna was in Oakland across the Bay, Sebastian was in LA, and our host Brooke was in NY conducting the questions. Cool stuff.

I talked mostly about …But That Was [Yesterday], so it was nice to know I still believe today what I believed back when I created it in 2010.

You can stream the segment below, click here to download, or click here to go to On The Media’s page. Enjoy!

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The Creators Project

Strangers gather to watch a strange indie game about basketball

This past weekend I was honored to be able to demo BasketBelle at The Creators Project event at Fort Mason in San Francisco. There were a couple other games there from Jason Rohrer and Mark Essen, but most of the draw of the crowd was to see a bunch of live bands and large scale art installations.

With short notice about being included in the event, I worked pretty solid for a week to try and finish the third level of the game. I also worked in a fancy mode that uses an Xbox360 controller to navigate the menus as well as play the game (sorry, no native support; just using JoyToKey).

I watched plenty of people tackle the first level, many of whom had fun trying to trick the blob into letting its guard down. Those who got to level 2 (also available during IndieCade in October) spent a while trying to wrap their heads around the puzzles. And for the small few who got to level 3, I could see in their eyes the determination to finish the demo. It was quite rewarding to see people nod their heads to the beat of the music, indicating they both enjoyed what they heard and found a clue to beating the level as well.

If you haven’t had a chance to play the game yet, it may be of note that I have nothing major planned in the near future other than working on BasketBelle and getting this thing up and running (with the exception of moving into a new space, but that takes like a day, right?). I’ll of course continue giving little updates as I hit the milestones. The end is um… nearish! :D

Pics from the event below!

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new indie life

March 6th, 2012: The day I left Namco, spoke at GDC, and went indie. What a day.

So If you haven’t heard already, this past week was one of those milestones of my life that will likely be brought up multiple times in the future. I got to speak at GDC, rubbed elbows with some of the finest individuals in the gaming world (many with whom I fangirled hard), and once again became reinspired to keep on making games (hopefully good ones).

MORE IMPORTANTLY,
I also became a fulltime independent game developer
.

So yeah, that happened. Why so sudden? Well, let’s just say I had a good 2 years at Namco and now it’s time to try something new :D

What does this mean for me?
I will now have all day, every day, to work on all of the games that I’ve wanted to make since forever. This excites me to levels I have trouble typing, so let’s just say this is gonna be good. I just recently completely filled the first sketchbook of my life, a book that happens to be crammed with countless game ideas I’d love to figure out how to make.

What does this mean for you?
You will likely see an increase in productivity from me, not just in game releases, but in additional content (like those Behind The Bean things I keep saying I’ll release at regular intervals). Keep an eye on this blog as well as my Twitter thing to stay informed!

Wait, what did you do at Namco for 2 years?
I was an artist, but also a designer and marketer. 90% of the work I did will not see the light of day, but I did have a blast doing what I did. I was actually lead artist on an iOS title for 6 months leading up until my departure. That game is called Rocket Fox, so look for that in the near future. The full list of games I can talk about having worked on are:

  • House of Glass, iPad
  • BIT.TRIP BEAT, iPhone/iPad
  • BIT.TRIP BEAT BLITZ, iPhone/iPad
  • Heli-Awesome, iPhone/iPad
  • Rocket Fox, iPhone/iPad (releasing soon)

So despite being madly motivated to jump into some exciting game ideas, the top and only priority, first and foremost, is to finish BasketBelle. I can’t make any promises, but I don’t see this thing taking more than a month or two to finish. How exciting! :D

To everyone who’s been playing my games, I’m doing this for you. I’m also making games for the rest of the world, but fans come first.

Now go make something cool!

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To What End

Click Here to Play!

To What End explores the idea of braving the unknown while combating a constant sacrifice to complete the journey. This in turn begs one to question what a journey is, and to what end one will go to know where the path leads.

Additional Links:
- Official Game Website
- Original Global Game Jam Entry Version

Around the Web:
- Coverage: [BitMob]

Fast Facts:
Release Date: Jan. 2012
Development time: 48 Hours
Made During: Global Game Jam 2012, San Francisco
Role: Artist, Programmer, Co-Designer
Team Members: Chelsea Howe, Michael Molinari (that’s me!)
Family Members Involved: 4 (5 including Doggie)
Endings: I don’t know, 4? Infinite?
Contains At Least One Heart: Obviously ♥

Screenshot Attack!

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The Reality of Reality [TV]

If you haven’t seen episode 2 of The Next Game Boss, please watch it above. Once you’re done, continue reading for wonderful spoilers! :D

I’ll wait.

Continue reading

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Now Starring in a Reality TV Show (…what?)

With the launch of IGN’s new YouTube channel dedicated to all things games, a new reality TV show has been born (kind of), called The Next Game Boss. Basically, six teams of indie game devs compete to take home some kind of amazing software prize package. I had the honor of being a contestant on the show, solely representing the only one-man team, “Team Bean” (naturally).

Over the course of each episode (new episodes to air every Tuesday at noon PST), the teams will be tackling various challenges in the world of game development, one team to be eliminated every show. I dare not spoil anything else, so go ahead and watch the first episode (video embedded above)!

How exciting! Tune in each week to see what new craziness we have to deal with, and be sure to root for Team Bean! For a list of all episodes from this season, click here.

#TeamBean

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Behind The Bean: Episode 2 – The End of Us

It’s been a little while (6 months? Seriously?), but the next installment of my Behind The Bean series is now up! This one focuses on my Global Game Jam 2011 entry The End of Us, made in tandem with Chelsea Howe, who also happens to be the special guest in this video as well. We actually recorded the audio for this in September 2011, but I kind of got busy/lazy and didn’t get around to the visual part until recently. I also thought it would be fun to put some drawings in there when we were talking about things that couldn’t be represented with game footage, so there are 39 images interspersed with footage, including a full playthrough towards the end.

I’d imagine future BTB videos will come out much quicker, now that things are starting to settle down a bit. Besides, the only requests for future installments are all for the same game, so I wouldn’t want to take too long getting around to that one.

In the meantime, I have some wonderfully exciting things going on to start this year off, most of which I can’t share just yet. I’m still working through the finer details of BasketBelle, while playing around with some side experiments to keep the palette refreshing.

So, if you haven’t played The End of Us yet, you should probably do that first since every single detail is discussed in the video above. Enjoy! :D

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Dribbling into the Fall


The End of Us Pumpkin, carved by the always lovely Chelsea

Realizing it’s been almost two months since my last update, I thought it would be nice of myself to let you know I’m still working on BasketBelle and doing other stuff.

Rewinding two months…

IndieCade was a fantastic experience! I met way too many amazing, talented, and motivating people to list them all here, rivaling the wonderful time I had at GDC. You could say this was the subset of GDC I was most interested in (attended as many Indie panels as I could), so I had no choice but to enjoy my entire time in Culver City. I gave out a whole bunch of those buttons and business cards, though I didn’t quite get rid of my stash of swag, so I’m deciding what to do with the leftovers.

BasketBelle received some pretty nice feedback from everyone. Strangers and friends alike were really digging the visuals and music integration, while others were caught off-guard, expecting a straight forward sports game. Those who have played will likely agree that this is pretty far-removed from a sports game, one festival-goer referring to it as a “basketball biography.”

Upon returning home, I quickly jumped back into Flash to make some minor changes / additions based on player feedback, in time for submission to IGF. Judging is going on as we speak (:O), and results should be out … next year?

I attended TIGJam4 right around my neck of the woods a month ago. That was also pretty exciting to attend, mostly because I was completely surrounded by indies working on their babies, all in the same room. Some big names were there as well as carryover figures from IndieCade. I spent more time playing games and talking with others than I did working on BasketBelle, though I did manage to start progress on the next level of the game, which is coming along nicely at this point. We showed demos on the final night, so I had 3 minutes to jump around through areas of the game to show everyone, presumably for the first time. I got a bit of applause when I showed how drastically different level 2 was from 1, so that was a nice feeling. And level 3 was so unpolished (visuals and gameplay) that everyone silently smiled and nodded in agreement of knowing the feeling of always having something in progress. Good times.

It’s only going to get more difficult as the year presses on to continue steady progress on BasketBelle, what with all these tempting new games circling around me. If not titles from a Humble Bundle, then it’s a console game I’ve been waiting years to play. I’ve actually been playing a bit of Waves recently. Fantastic arena shooter, if you’re into playing for score (people still do that, right?). As far as Belle’s release window, I’m pegging it somewhere in the first half of 2012. I won’t make any promises, though I don’t want it to become the game I’ve worked on the longest (current record at 13 months).

If you missed it on my Twitter, I was interviewed recently for a very cool Tumblr that interviews indie developers of all shapes, sizes, and successes. I also shared a bunch of sketches from my games – most of which I’ve shown before, some never before seen, and a couple from an unannounced title. The author of the series just finished his first batch of 50 interviews, so it might be worth your while to check out the other juicy minds on tap there.

Also, G4TV filmed all the finalists for IndieCade, so I’m now on TV the Internet. Embedded below:

Direct Link Here if the player is having trouble (which it does more often than not for me)

That’s about it for now. My goal for the rest of this year is to get level 3 to a playable state, leaving the finale and other bits for next year. I’ve been working rather excitedly on the new music tracks, so those are coming along nicely, too.

Yay!

Now go do something fun.

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Indie Swag.

I figured since the public will finally be able to play BasketBelle at IndieCade this week, players might enjoy a little memento by which to remember their time. Bring on the swag!

What you see here are a bunch of business cards spanning all of the indie games I’ve made in the last couple of years. There are also limited edition button pins, so rare that you’ll have to get them directly from me. I’ll probably be hovering around BasketBelle for most of the weekend, so you shouldn’t have to look too hard.

See you there!

More shots of a pile of stuff I’m giving away:

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