The anatomy of a Christmas card

December 19th, 2011 by sicher

As an attempt to start up some new family traditions we decided to create a gingerbread house for Christmas. That project eventually merged into this year’s Christmas card project.

This is the kind of project that has the potential to go totally banana out-of-bounds. It almost did and we’re getting to that soon. For now, let’s see how it all started out on the good side.

Filling the window frames with melted sugar got us some nice tinted window panes.

Also did a Christmas tree and later some chairs (not in this picture).

I decorated the walls before gluing the whole thing together (with burnt sugar). In case you wonder about the weird placement of the window on the gable – it’s half a stair above the ground floor to let light into one of the two staircases. :)

At this moment I started spraying frosting onto the roof. Big mistake – big mistake! The eggwhite I used to glue the decorations with softened the roof and it caved in (no picture on that – too frustrated to bring out the camera).

So, I had to bake a new roof, this time decorating it before glueing it to the house. The icicles are added after the roof’s put into place though. To add finish, we added a marzipan snow man, frosting chimney smoke and some LED lights inside the house.

This is the picture used as a base for the card. From here, all we needed was the residents – and a nice environement. As you see, Henry was at his best photo-shoot mood.

The hat Lotta was putting on snowman’s head unfortunately held up its shape badly, but you can’t have everything.

I tried hard not to look like a total idiot. Don’t know how well I fared.

For some reason I didn’t wear shoes on my picture and I had already started working on it so I didn’t want to reshoot. I added the shoes separately.

Okay, time to bring all of this into Pixelmator. I googled up a stock snowy landscape image, gauss-blurred it and dropped it in. I think it does a pretty decent job putting us all in a nice winter wonderland.

Mission accomplished!

What a creative mind can do with Tipp-Ex

December 9th, 2011 by sicher

One day I found a copy of the old classic game “Guild of Thieves” on sale on Amazon through one of their merchants. The game was described as complete and the price was reasonable so I bought it.

The game arrived a week later and when I opened the box, it was in good condition and everything was there – except one item. A special dice, one with one side blank.

I obviously wanted the complete original package (as advertised) so I sent an email to the seller:

Hi, I ordered a copy of “Guild of Thieves” for the Amiga. The description said it was “used, very good” which it is. However, the game should have included a small dice which was not present and I believe the description did not mention any missing items. If you could refund me some amount for this inconvenience I’d be happy.

I got an answer the following day:

Sorry we didn’t know this came with a dice. We will send you a dice out immediately. Sorry for the inconvenience.

I felt I had to clarify a bit. The game is a collector’s item and to be complete all original items had to be there, any old dice wouldn’t do. I typed up an answered:

Oh, if you have that dice it’s fantastic. It’s supposed to be a special dice where the face with three dots is blank (see pic below).

I didn’t receive any answer but a week later a small envelope arrived.

In the envelope was a small zip-lock plastic bag…

… and in the plastic bag – was this:

I honestly want to be a better designer

November 4th, 2011 by sicher

Background: The fall of 2008 I was working on a large project for Avalanche Studios. The project was canned in the wake of the financial meltdown and I ended up without work. Our son was 8 months at the time and I took the opportunity and left for a parental leave that lasted almost a year. I spent that year thinking back at my time in the game industry so far and I made many brutal realizations about my work. I saw a couple of apparent problems and started to think about how to deal with them.

A year later I started working at Pixeltales and stayed for about 6 months. During that time I was fortunate enough to be able to put some of the thoughts I’ve been having into practice. I worked on the design of a peculiar action puzzle game. It never saw the light of day, but I tried to deal with the design process in the way I had come to realize was the only honest way to do it. Before talking about what that is I want to summarize what I had come to see as clear signs of bad design process:

  • Hard design problems that appear during the process are pushed into the future with the words: “Let’s deal with it when we get to that feature.”
  • Hidden problems will require hard meticulous work to find. Work that is not done properly.

This creates an accumulating “snowball” of problems, questions and unknowns that cause severe problems with the projects: delays, cuts, excessive crunch… you know the drill.

Now, there is unfortunately no silver bullet available that will make these production problems magically go away. But I believe we designers can do better. Much better!

I have seen a couple of articles lately (here’s a good one) talking about industry wide disrespect for designers. I have heard the argument that “anyone can be a designer”. I think I know why that is. It is our fault and it is up to us designers to do something about it. We need to evaluate what we are doing and how. Why? Because I believe that the following is true:

Designers are good at creating work (problems) for others. Designers are bad at providing the tools necessary for solving these problems.

In other words, the role of the game designer is not to create “ideas” for the team. It is to provide design. Those are two very different things. Design is not about dumping problems (the “ideas”) on other people and force them to do the actual design work.

I have heard designers say things like “this move doesn’t feel good, it has to be animated better so it feels right” – heck, I’ve said stuff like that myself! And you know what? That is a piece of utterly worthless feedback! If I work on a mechanic, I should know the purpose of it. If I can’t answer why it is in the design, what its function is, how could I ever know what to look for during implementation? It is lack of understanding that leads me to blurt out vague statements like “this has to feel cooler”.

It is my duty to properly drill into the designs. It is our job to sort out unknowns, find answer to questions and make sure that all those uncomfortable issues that appear during the drilling process are called out and dealt with. When our co-workers start to implement the design that we have created, we should give them the answers and tools they need.

When a programmer needs diagrams describing the flows of moves and metrics for speeds, distances and timings, I should be the one to turn to.

If a level designer needs pacing plans and a library of blueprints for combat encounter set pieces – I should create those tools because it is my job to understand the game and answer questions.

Now you might ask yourself just how to drill into design and how to deal with these kinds of problems? Luckily, there are some very smart people in the games industry that has put a lot of thought into just that. I would recommend you start by watching the following two speeches by the brilliant Jonathan Blow:

Truth in game design

Designing to reveal the nature of the universe (with Marc Ten Boch)

Puzzle gymnastics

November 2nd, 2011 by sicher

Do you like logic puzzles? I do! In this article I am describing an attempt to create some logic puzzles that requires “out of the box thinking” to solve. If that sounds intriguing, read on!

When I was a kid my father subscribed to “Reader’s Digest” (maybe he still does, I don’t know). I used to read it and remember particularly enjoying two types of articles. One kind was a type of story that typically told the thrilling story of some guy who went out into the wilderness, got stuck under a fallen tree and eventually had to carve his limbs off with a pocket knife to get loose and then crawl all the way home without bleeding to death.

The other kind of article I enjoyed was “IQ tests”. The tests they published was pretty standard ones where you had to try to figure out which image out of 3 or 4 that belonged in another series or images. To solve them you had to find how the series progressed – this was usually by rotations, additions and subtraction of elements in the pictures.

Now, I don’t particularly see the value of “intelligence tests”, but I do enjoy the puzzle aspect of them. As a kid I was very thrilled by these puzzles – they gave me a lot of fun challenges.

If you google for “IQ test” you will find many that are similar to the ones “Reader’s Digest” published. However, most of these tests are constructed following a few standard patterns (rotations, add, subtract etc) and I recently started thinking that it might be fun to try to construct similar puzzles – but without following the usual patterns. I started out and quickly realized that the process of creating puzzles like this is a great, fun and different challenge. Hopefully they will be fun for you too, trying to solve them.

So, here is a set of three puzzles. The objective in all three is to find out which image (A, B, C or D) that is supposed to replace the one(s) marked with ‘?’ in the image grid.

Please post feedback in the comments section. Enjoy!

Puzzle #1


Puzzle suggestions

Puzzle #2


Puzzle suggestions

Puzzle #3


Puzzle suggestions

The launch trailer for Battlefield 3 is out

October 22nd, 2011 by sicher

Big launch next week and now the launch trailer is out.