I like looking in on past projects every now and then, just to see what state they’re in and in some cases give them whatever additional media mileage I can (aka posting on my facebook status). Frozen Synapse is a semi turn-based strategy game that I was contracted to do some UI work for sometime last year, and while they ultimately did not choose to go with my design, it’s definitely shaping up to be a very interesting game from the guys at mode7 (I never asked them, but I wonder if this has anything to do with mode 7 technology?).
From Jordan Mechner’s blog:
I’ve got to learn to get more pumped up for these things. I was so blasé, I really brought the energy down in the room. I think they’d have been more excited if I hadn’t been there to demo it.
funny how reading his old journals has stuck a chord in me so many times. This one hit pretty hard especially, because I’ve gone through most of my formative years trying to never get excited about things. It stems from my parents’ academically strict upbringing; anything less than an “A” always felt like like a disappointment to them. Over the years my natural instinct was to stop trying, and to convince them that I wasn’t as smart as my previous grades would lead them to believe and that they shouldn’t expect a lot out of me. It worked. But it ultimately backfired because now I have an almost pathological fear of building anything I do up because I’m worried I can’t live up to people’s expectations.
I was required to write this message as a post event report to the sponsors and organizers, but it turns out it was pretty good catharsis for me. Ultimately I actually like sharing my thoughts and experiences with people, but it always feels so forced when people do it sometimes that I avoid it for fear of sounding too “gushy”. But since this was a “requirement” I felt that it gave me the green light to be all touchy feely about the event, one that I’m still very proud of. I did lose my Zune during the event though, so that sucks. Anyway.
Dear IGDA members, industry partners, and sponsors,
I write this to you almost two weeks after the first annual Manila Game Jam, in which some of you participated, organized, and sponsored. I still look back proudly on our collective achievement. It started off as a silly little idea but mushroomed into a remarkably successful event with 32 participants making 10 games over the course of a weekend. I hope you don’t mind that I paraphrase from my opening remarks during the closing ceremonies, which I had to cut off because I had gotten a little choked up towards the middle of it.
Ten years ago, I knew of two companies that were active in the local game industry: Anino Games and EPLDT contentdev. Both companies would win awards and gain some measure of international fame in those early years, but most importantly the people that came from those companies formed the core of what is now the current game development industry. People like Niel Dagondon (Anino Games), Gabby Dizon (Boomzap) and Paul Gadi (Gameloft Manila) and so many more are now our own industry stalwarts; the people who made the Philippine game industry what it is today. The relationships and knowledge that were collected in those two companies is simply quite astonishing, and it is something that the Manila Game Jam has tried to replicate.
More than a competition, the Manila Game Jam is a venue for local game developers to come together and share ideas and knowledge with the binding mantra that this can only help improve our craft. It is a venue for hobbyists and students to find out what it means to make a game, and for jaded industry veterans to remember what it was that made them fall in love with making games in the first place. Most importantly, I believe it is a venue for these people of a shared passion to make lifelong relationships.