I like to encourage people to invest in their own ideas. After all, ideas are much the same kind of stuff as beliefs, and beliefs are the heart's divine integration of thoughts and feelings. What better way to honor all that makes you tick, with the gift of your own heart's divinity? While there are many ways to create a more fully realized sense of self, manifesting something personally meaningful from scratch often yields the greatest rewards. The trick, of course, is to release expectations of outcome, abandon fear and jump in will all cylinders firing.
I could speak of this in almost any context, art, writing, love, gardening, business, music, etc. But today, I really want to write about creating software, because now is the best time ever to extend dreams into the real world, through technology.
Years ago, concepts like wide access to 3D printing and creating your own mass-appeal software were a mere blip on the horizon. Only an elite few even knew where to begin, much less become "producers" themselves. Now, practically everyone in the world has an easy online portal to develop new technology ideas. The creation interface has been simplified to accommodate even grade school level enthusiasts, production costs have decreased exponentially, and distribution can be as easy as a five-minute upload. And if an idea provides a solution that makes sense to you, it will likely make sense to others as well. Technology, more than any other force, is what shapes culture into being. And times they are-a-changing', fast. There's never been a better time to participate in the construction of reality, as we collectively dance on the burning edge of its creation.
Nothing could be more true when it comes to game development. When I started many years ago, it was phenomenally difficult and expensive to make a video game. Today, what might have taken a team of 10 people a full year to create, can be handled by just a few, or even one, at a fraction of the time and cost. Currently, there are over 100 game apps a day being released, made possible by a technology infrastructure designed to give tremendous creative power to the individual "Maker". That's what we are called these days, Makers…I love it.
It took a long time to get to this point however, and looking back, the journey was more difficult than most people realize (I was going to split this blog into two posts, but I think whole story needs to seen at once).
My history of developing video game software goes all the way back to the late nineties, aka, the "ancient days" of the first great polygon-pusher, the Sony Playstation. While I was always amazed at the collective production horsepower of every team I was ever involved with, work life back then was, to put it mildly, less than supportive of our creative talents. Basically, we spent most of our long days doing the "trial and error" slam dance of engineering gymnastics, as the team's code-warriors toiled over fundamentals of how the damn thing worked. Creative input was kept to a bare, pragmatic minimum and just getting the basics accomplished was a sort of minor miracle back then. Not exactly the building blocks of excellence, I'm afraid. Personally, being a manager responsible in part for keeping the haggard troops alive and motivated, I did not protest, but instead worked ridiculously hard to "set the right example", at one point never putting in less than 80 hours a week, nor grabbing a day off (weekends, holidays, bleeding out my eyeballs, whatever) for almost a full year. Regardless of procuring a fairly reasonable paycheck, this was not a very good living. The conditions were just too rough, people got sick, went crazy, lost their husbands, wives…it was bad.
I'd also like to be clear: I am grateful for the relationships that were created during that time, and give thanks to the many of you who still know me today as your friend. Namaste!
Sadly, the company I was working for at the time adopted this "scorched employee" mentality as the new normal for production, as did many others, setting a dangerous precedent whose effects reverberated throughout my career. And as a result, some of the final products I worked on reflected the lack of care, creativity and completion needed to be great, and, in fact, were just barely profitable. Always overdue and over budget, every game company I worked for from that point on seemed to fall to the dark side, devolving into factories designed to push out sequels, ports and derivative titles. Being surrounded by game professionals, the lack of insight as to what creates a great game experience was truly bewildering, even as companies like Nintendo routinely attributed their massive success to treating the process like creating a work of art. And that's just it…to me it seemed that two distinctly different camps had formed within the industry, those focused on creating an artistic monument to the current state of technology, and those that focused solely on getting something out the door with the least amount of effort. Most of the latter (several of which I worked for) are now out of business, while the former have grown to dominate an industry that now generates more annual revenue than Hollywood.
But before I get lost in the woe-was-me-ness, it was under these difficult circumstances that I became motivated to change things. While Nintendo had clearly established its presence as a creative fountainhead, with little exception, most other companies were suspiciously vacant of the vital creative energy so many people associate with making great video games. Now, that's a huge accusation considering the volumes and volumes of work produced since then. I could get on the phone right now and immediately engage in some pretty heated tit-for-tat with a number of respected and seasoned pros, who would deem that statement to be absolutely ludicrous. But that's just it, the problem with many video game developers is they think they are being creative, even when they are simply reiterating the same small number of concepts using a different skin. Which, is most of the time….different package, same contents. If you do a search for video games that should be considered "works of art" the list is quite small (One of my favorites, btw, is a gem known as Ico! ). The list of great games that genuinely educate, elevate consciousness or attempt anything in the way of breaking through established philosophical boundaries is even smaller. What I found myself immersed in, all those years ago, was a brilliant industry that had convinced itself that it was so smart, that it didn't need to take risks.
So I did. Or at least, I tried to. In the last days of one particular company, I'd somehow convinced our entire production team to mutiny against the dominant paradigm (on it's last dying breath, btw) to focus on a game design I created involving Jim Woodring's impossible-to-describe universe of Frank. The protagonist, a hinduism inspired cat-like creature who never learns anything, would have to find ways to die in order to be reincarnated to the next, more fabulous/horrible plane of existence. We got all of two weeks into that project before being shut down. I still want to play this game.
Years later I got the thumbs up from legendary the pop-surrealist Tim Biskup to create a prototype 3D stacking game based on his wildly successful "Stack Pack" creature series. Not surprisingly, even though the demo was seamless and just screams Work of Art! a financial backer did not appear and the project was shelved (sniff, sorry Tim).
By the mid 2000's my whole perspective was beginning to change. I was sick of all trivial games, even the one's with artistic merit. Basically, I was no longer interested in working on anything but software that somehow contributes the greater good of humanity. My last project, before taking a very long break, was the Inner Active Health Project, a 501 c3 non-profit that used video game technology to bridge the mind-body gap, which I eventually handed over to the Center for Transformational Neurophysiology. They continue to run IAHP to this day.
This past year, I independently released my first science education game, Isopod, to rave reviews. It's the first action game ever, I believe, that uses real critters, in real environments, interacting as they would in real life backed by real science, written by real scientists. Whew! The game is 100% my own vision, with no investors, no bosses and, most importantly, none of the structural limitations that, prior to this time, could have prevented it coming in to being. It's in schools all over the world now, and I look forward to the life changing shifts that will happen as a result. What a ride. What I've learned is this: There has never been a better, easier or more relevant time to put your own ideas to the test. Invest in yourself. Your heart demands it!
Interlock: To connect together, so that the individual parts affect each other in motion or operation, creating something beyond the sum of the components. Flow: Complete absorption in what one does, characterized by feelings of energized focus, full involvement, and enjoyment in the process.
Showing posts with label Game Developement. Show all posts
Showing posts with label Game Developement. Show all posts
Tuesday, February 26, 2013
Tuesday, February 12, 2013
2013
For over a decade now, I've been investing brainspace in what eventually became known to popular culture as "The Mayan Apocalypse", essentially the end date of the Mayan calendar's largest cycle. I traveled to Mexico and spent some time talking to local shaman of the Yucatan, followed the discussions of prominent voices from all different perspectives via the mighty 2012 group on Tribe.net, and kept close tabs on the sensible, scientifically grounded work of my anthropologist friend Dr. John Hoopes. John, by the way, is one of the very few people in the world who has access to the most important of all Mayan artifacts, "The Dresden Codex". To be honest, despite all the hoopla (apologies, John) I had no worries about "end of the world" scenarios unfolding in 2012. Like most big stories in our sensationalism-driven culture, only a small bit a truth remains after they are warped and twisted by relentlessly over-hyped consumer media. It is ironic however, that while TV, theater and radio played up the possibility of some kind of convenient catastrophic event, twenty thousand kids die every day from hunger, or more accurately, from not being able to purchase readily available food. The greatest sins of the world continue to be unseen in a quiet, ongoing daily apocalypse, and I, for one, am glad to wrap up this "end of the world" rubbish and move on to more salient issues.
All of that said, I could not have prepared myself for the massive personal changes in heart, mind, body and soul that took place during the course of this remarkable year. At some point I would like to write about 2012 from each perspective, if for nothing more than to create an archive of thoughts and feelings while they are still very fresh. It's also worth saying that I don't kid myself about my writing skills. In a way I feel like I'm just beginning to find a voice for the first time ever…which falls quite neatly into the idea that 2012 was not a punctuated mass apocalypse of any sort, but it was a opportunity for personal rebirth. I know many friends and associates who feel the same way, and I'd like to think those of us affected are all part of collective upgrade that humanity needed so desperately.
For now, I'd like to just briefly touch on what lies ahead for 2013. It's going to be a big year. In 2012 I started a small one -person software design studio Xylem and Phloem, and released my first educational game ISOPOD to excellent professional reviews, as well as tremendous love and support from Apple itself. ISOPOD was even nominated for the prestigious CYBILS Children's Literary Award, which is quite an honor considering they usually only deal with books. If you have or know a child (10 and up) with an iPad and an interest in science, this is a great app, and one of many more to come.
But the real purpose of making ISOPOD, as I have come to see, was to open doors and create new possibilities. I created ISOPOD essentially by myself, and even though there were moments were I felt I was being pushed beyond my limits, the end result spoke volumes. Vetting the value of one's ideas that can be accomplished "solo", is an absolute necessity to finding the right kind of support for bigger ideas. Basically, big money needs to have big confidence before it will do big things.
And this next project is just flippin' huge.
Xylem and Phloem (now a small team) is proposing a massive educational software undertaking that will transform every book, website, curriculum, and most importantly, every educational app out there into a "gamified" cooperative classroom learning experience. As I write this, we are in negotiation with one of Silicon Valley's biggest names, and the future is looking quite good, knock on the proverbial wood. That's about all I'm going to say on that, for now.
But hey 2013, what else you got?
I've also become a mentor for UCSC's flagship IDEASS program (Impact Designs: Engineering and Sustainability through Student Service) and I'm excited to help guide a group of talented student engineers as they create their first cross-platform science app, available by the end of this summer. You can be certain that it will gamify concepts of sustainable building practices, facilitating an understanding of fairly complex environmental issues via the exquisite beauty of game theory. I love this kind of work, and I feel like it is something that I'm well prepared to handle.
Another exciting manifestation of ISOPOD's critical success is that I've been asked to be a part of the creative team designing exhibits for an emerging children's discovery museum, here in Santa Cruz. Some of what I'll be doing is contributing to the conceptual development of these exhibits, but a big part will be actually building-visualizing the ideas in 3D. Again, what an amazing gig. A giant, scale-relative Strawberry plant jungle, and all the creatures you might find there may soon be leaping from my head to a physical space near you. How cool is that?
And there's more. "Your Turn Football", a game I helped create with some old colleagues of mine is due to be released in the next few weeks. I'm anticipating a very good response (despite blowing the release date to coincide with Football season…good reasons, I promise) as it is the first turn-based, multi-platform sports game ever made. Think "Words WIth Friends" meets The Superbowl. While I'm not a huge fan of Football, it is the creation of these "first time" experiences really gets me jazzed.
And of course, then there are the projects I can't talk about, even little bit. All I can say is, right now is the most intense burst of creative energy I've had in years, perhaps ever. My heart has been cracked open, and what flows in and through, is the desire to do the Best Work of my life.
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