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		<title>Toll Jam</title>
		<link>http://www.untoldentertainment.com/blog/2012/05/15/toll-jam/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/05/15/toll-jam/#comments</comments>
		<pubDate>Tue, 15 May 2012 06:43:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4560</guid>
		<description><![CDATA[Five minutes after the clock struck eight, signalling the end of TOJam, i broke out in hives. Itchy little bumps erupted on my hands and my feet. As i walked around in a daze, manouevring myself to the first floor for a slice of well-earned pizza, the hives crept up the sides of my neck [...]]]></description>
			<content:encoded><![CDATA[<p>Five minutes after the clock struck eight, signalling the end of TOJam, i broke out in hives. Itchy little bumps erupted on my hands and my feet.  As i walked around in a daze, manouevring myself to the first floor for a slice of well-earned pizza, the hives crept up the sides of my neck to my cheeks. </p>
<p>During the weekend-long game jam, i suffered a litany of physical afflictions.  While staying up around the clock on Saturday night, i blew a blood vessel in my left eye.  i discovered a number of impacted, ingrown hairs on my bum from sitting, intensely, and not switching positions often enough.  i had a few regrettable bowel movements &#8211; the less said about those, the better. And somewhere around the time my eye blew out, i started feeling my chest constrict.</p>
<p>The thought crossed my mind, more than fleetingly, that i may have been having a heart attack.  And that worried me &#8230; less because of the attack, but more because i was having one alone in an empty room at a community college, while pulling an all-nighter making a video game.  When i DO have my first heart attack, i want to be near my family, cuddling them while clutching my chest and gasping in pain.  Instead, i&#8217;d <em>forsaken</em> my family that weekend to become that chubby idiot who dropped dead in his chair at TOJam and ruined 24-hour access for the rest of us.</p>
<p>It couldn&#8217;t possibly go down like this &#8211; could it?  i started to think of the times people said to me &#8220;don&#8217;t work so hard &#8211; you&#8217;ll give yourself a heart attack!&#8221;, which i always equated with &#8220;don&#8217;t pull faces, because your face might stay like that&#8221;. It was only then, reflecting on the greasy food i&#8217;d been eating and the insane pace i&#8217;d been keeping, that i began to think that yes &#8211; <em>this</em> body fat percentage and <em>this</em> amount of stress could very well cause a heart attack for a guy in his mid-30&#8242;s.  30-something men do have heart attacks. That&#8217;s totally a thing.</p>
<p>It likely wasn&#8217;t one, though. i figure the culprits were the 2 litre bottle of Pepsi i&#8217;d sipped slowly the day before, and the rest of the caffeine i&#8217;d ingested during my &#8220;3 Coke Night&#8221;.  That&#8217;s kind of like the supposed &#8220;Three Dog Night&#8221; that the band named themselves after, wherein (apocryphally) Inuit (or &#8220;Eskimos&#8221;, if you&#8217;re American and ignorant) endure nights so cold that they have to cozy up to <em>three</em> sled dogs for warmth.  i cozied up to three cans of Coca Cola Classic that night, and all i got was this stupid ersatz heart attack.
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		<title>Summer in Smallywood Launches on the iPad</title>
		<link>http://www.untoldentertainment.com/blog/2012/05/05/summer-in-smallywood-launches-on-the-ipad/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/05/05/summer-in-smallywood-launches-on-the-ipad/#comments</comments>
		<pubDate>Sun, 06 May 2012 01:12:47 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[The Centre]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4555</guid>
		<description><![CDATA[The educational graphic adventure game we produced for The Centre for Skills Development &#038; Training, Summer in Smallywood, has gone mobile! Download Summer in Smallywood for FREE from the iTunes app store! Now you can work at Canada&#8217;s most lacklustre amusement park while learning about essential workplace skills, all on a device that fits in [...]]]></description>
			<content:encoded><![CDATA[<p>The educational graphic adventure game we produced for The Centre for Skills Development &#038; Training, <b>Summer in Smallywood</b>, has gone mobile!</p>
<div class="displayed">
<p><a href="http://itunes.apple.com/ca/app/summer-in-smallywood/id519833859?mt=8" title="Summer in Smallywood"><img src="http://www.untoldentertainment.com/blog/img/2012_05_05/smallywoodIPad.jpg"></a></p>
<p><a href="http://itunes.apple.com/ca/app/summer-in-smallywood/id519833859?mt=8" title="Summer in Smallywood">Download Summer in Smallywood for FREE</a> from the iTunes app store!
</div>
<p>Now you can work at Canada&#8217;s most lacklustre amusement park while learning about essential workplace skills, all on a device that fits in your pocket! (provided you have a very big pocket).</p>
<p>The iPad release of Summer in Smallywood was developed with Adobe AIR, from the all-new &#8220;talkie&#8221; web version that launched weeks earlier at <a href="http://www.summerinsmallywood.ca">summerinsmallywood.ca</a>.  Smallywood is powered by UGAGS, the Untold Graphic Adventure Game System, which runs our most popular and anticipated adventure games, including <b><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></b> and the upcoming <b><a href="http://www.spellirium.com" title="Spellirium">Spellirium</a></b>.
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		<title>Cake Artist</title>
		<link>http://www.untoldentertainment.com/blog/2012/05/05/cake-artist/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/05/05/cake-artist/#comments</comments>
		<pubDate>Sat, 05 May 2012 23:39:22 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Commissioned]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[TVOntario]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4550</guid>
		<description><![CDATA[TVOntario asked us to execute their concept for a game for early elementary school-aged children to help them follow instructions, and to learn certain art terminology (colour, texture, shade/value). TVO took care of the coding, concept, script and audio, while Untold Entertainment delivered the art and design (taking our cue from TVO&#8217;s existing characters and [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/cakeArtist/featured.jpg" alt="Cake Artist by TV Ontario and Untold Entertainment" /></div>
<p>TVOntario asked us to execute their concept for a game for early elementary school-aged children to help them follow instructions, and to learn certain art terminology (colour, texture, shade/value). TVO took care of the coding, concept, script and audio, while Untold Entertainment delivered the art and design (taking our cue from TVO&#8217;s existing characters and live action set). </p>
<div class="displayed">
<p><a href="http://www.tvokids.com/games/cakeartist"><img src="http://www.untoldentertainment.com/games/cakeArtist/screenshot.jpg" alt="Cake Artist"></a></p>
<p><a href="http://www.tvokids.com/games/cakeartist">Play Cake Artist at TVOKids.com!</a>
</div>
<p>Cake Artist was a fun little project that demonstrates our ability to deliver on any aspect of game production. You can trust Untold with your entire project, or focus us where you need us the most.</p>
<p>Give us a call and tell us about your next project!
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		<title>Man vs. Beast</title>
		<link>http://www.untoldentertainment.com/blog/2012/05/05/man-vs-beast/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/05/05/man-vs-beast/#comments</comments>
		<pubDate>Sat, 05 May 2012 23:23:08 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Commissioned]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Target Marketing]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4540</guid>
		<description><![CDATA[Target Marketing and Communications is an award-winning agency based in St. John&#8217;s, Newfoundland. They asked Untold Entertainment to build an expandable web banner game for their client Newfoundland Travel and Tourism, to promote hunting and fishing on the Rock. We don&#8217;t often do a lot of ad banner stuff, and are morally a little torn [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/manVsBeast/featured.jpg" alt="Man vs. Beast by Target Marketing and Untold Entertainment" /></div>
<p>Target Marketing and Communications is an award-winning agency based in St. John&#8217;s, Newfoundland. They asked Untold Entertainment to build an expandable web banner game for their client Newfoundland Travel and Tourism, to promote hunting and fishing on the Rock.  We don&#8217;t often do a lot of ad banner stuff, and are morally a little torn on the concept of hunting for sport &#8230; but Target&#8217;s concept was so delightfully bent that we <em>had</em> to take the project!</p>
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<p>Depending on where the ad banner is displayed, <b>Man vs. Beast</b> allows you to choose a hunter or angler character, and square off against an animal in a Mortal Kombat-style fighting game. This meant that the usually 8-foot-tall moose had to be cut down to human-size, and the Atlantic salmon and trout had to be &#8230; scaled up a tad.</p>
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<p>The result was a fun little diversion with some light blocking strategy &#8211; a perfect time-waster for the mostly middle-aged men the province hopes to attract for hunting trips.  The intended audience is not packed with core gamers, so we wound up cutting our idea for the &#8220;finishing move&#8221;, where you punch the moose and it turns into a plaque-mounted trophy and a chest freezer full of steak.</p>
<p>Untold Entertainment took on both the build and the &#8220;Field &#038; Stream&#8221;-style art direction for this project.</p>
<p>Got a game idea for your online ad campaign? Untold Entertainment brings the fun, turning your humdrum web banners into engaging interactive content. Give us a call and tell us about your next project!
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		<title>Ryan Goes Overboard</title>
		<link>http://www.untoldentertainment.com/blog/2012/04/29/ryan-goes-overboard/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/04/29/ryan-goes-overboard/#comments</comments>
		<pubDate>Mon, 30 Apr 2012 02:28:02 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Project Overboard]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4528</guid>
		<description><![CDATA[Feeling the pressure to top last year&#8217;s TOJam collaboration with Cassie on Ponycorns, i&#8217;ve cooked up something new for 2012 that could bring joy to many more people. It&#8217;s called Project Overboard: The opinions i&#8217;m about to express are my own, and haven&#8217;t been filtered through or approved by the Project Overboard team. Spreading the [...]]]></description>
			<content:encoded><![CDATA[<p>Feeling the pressure to top last year&#8217;s TOJam collaboration with Cassie on <a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Ponycorns</a>, i&#8217;ve cooked up something new for 2012 that could bring joy to many more people.  It&#8217;s called Project Overboard:</p>
<p><center><br />
<iframe width="560" height="315" src="http://www.youtube.com/watch?v=On4qdBc3gzE" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p><em>The opinions i&#8217;m about to express are my own, and haven&#8217;t been filtered through or approved by the Project Overboard team.</em></p>
<h2>Spreading the Love Around</h2>
<p>Project Overboard is great, because it benefits lots of people.  It benefits folks in and around the Toronto game scene who can&#8217;t ordinarily participate in a game jam, because they don&#8217;t have art or programming abilities.  It benefits the at-risk children and youth who get to go to summer camp with the money we (might) collect from game sales.  It raises the profile of <a href="http://www.tojam.ca">TOJam</a> (although, at 400 participants this year, they probably don&#8217;t need the exposure!)  </p>
<p>But what am <em>i</em> hoping to get out of the experience?  Project Overboard is going to be a ton of work, and it would be a lot easier for me to find some five-year-old somewhere and make another crayon game.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/van.jpg" alt="black van"></p>
<p>Black van + candy = new game jam partner.
</p></div>
<p>i&#8217;ve run Untold Entertainment for five years, and the company still has only one full-time employee: me.  i left my corporate job on the threshold of being groomed for management, but i came away particularly <em>ungroomed</em>.  i&#8217;ve always wanted to see Untold grow to a <em>team</em> of people, but it&#8217;s almost a blessing that it hasn&#8217;t, because i wouldn&#8217;t know how to properly manage that team.</p>
<h2>There&#8217;s No &#8220;Ay Yi Yi&#8221; in &#8220;Team&#8221;</h2>
<p>My first big flop as a leader, and a manger of people, came when i took my first stab at developing <a href="http://www.spellirium.com" title="Spellirium">Spellirium</a>. Armed with some government funding, yet tied to some government time restrictions, i had to assemble my team of artists and programmers in a scant six weeks &#8211; all while holding down a work-for-hire project as the sole employee of Untold Entertainment.  i cobbled together a group of complete strangers with whom i&#8217;d never worked before.  What could go wrong?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/workers.jpg" alt="migrant workers"></p>
<p>Let&#8217;s make a game, random truckload of migrant Libyan workers!
</p></div>
<p>Those initial four months of development were like a slow-motion explosion in a munitions factory, really.  i&#8217;ll tell you all about it later in a Spellirium post-mortem.</p>
<p>i learned many lessons that summer, but one key lesson was that <em>i&#8217;m a lousy manager</em>.  i&#8217;m too nice, too permissive, too easily pushed over. i lead people into the fray without a clear enough battle plan.  i also don&#8217;t trust people enough to delegate tasks to them, because i&#8217;m afraid they&#8217;ll screw things up.  But that last one is not a lesson in learning to better delegate; some of the folks i&#8217;ve worked with really <em>would</em> have screwed things up. The lesson there, i&#8217;m convinced, was to somehow find people i could trust <em>so that</em> i would feel comfortable delegating to them.</p>
<h2>Finnegan, Begin Again</h2>
<p>Project Overboard is, for me, a do-over. As with Spellirium, i&#8217;m slapping together a team (a much larger team this time) of people i&#8217;ve never worked with before, and in a very short timeframe.  i&#8217;m putting humility and brotherly love aside for this project: i&#8217;ve christened myself Creative Director, and i&#8217;m calling the shots on the game.  Project Overboard is a dictatorship, not a democracy.</p>
<p>A colleague of mine clued me into the difference between <em>artisans</em>, who make creative decisions in their work, and <em>craftsmen</em>, who are told what to do, but who are charged with doing it very very well.  One of the expectations of the Project Overboard team that i communicated in our planning document is that ours is a team of <em>craftsmen</em>, not <em>artisans</em>.  i&#8217;m the designated artisan on the team. We&#8217;re all going to be craftsmen, by <em>building</em> a game together very very well.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/woodworker.jpg" alt="woodworker"></p>
<p>Hand-crafted video games: you can feel the old-timey goodness.
</p></div>
<p>My chief reason for claiming creative control of the project is that many jam teams waste their time trying to be nice to one another, without designating a single person who has veto power to choose a direction and run with it.  The results are often telling of a design-by-committee approach. Not to pick on them too much, but at last year&#8217;s TOJam, friends of mine created <b>Bacon Shark</b>: a shark made out of bacon wearing a jetpack who is <em>from the future</em> reverses through a ruined platformer level, trying to un-crash himself through broken objects to avoid causing a time paradoxes (announced by the burrito-eating Paradox God), after having set off an atomic mayonnaise bomb. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/baconShark.jpg" alt="Bacon Shark"></p>
<p>Bacon Shark: a strong case for appointing a Creative Director on a jam game.
</p></div>
<p>The plan with Project Overboard is that i will develop a full GDD (game design document), break it all down by task, and assign those tasks to my game production team.  When TOJam starts, we&#8217;ll all begin burning through our respective lists, building assets and integrating them into the build. It&#8217;s the difference between following a set of Lego instructions, and building your own Lego monstrosity.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/atat.jpg" alt="Lego AT-AT"></p>
</div>
<h2>Letting Go</h2>
<p>Project Overboard will also help me with my issue of not trusting people enough to delegate to them. i really have no choice: i MUST delegate to people.  The audio team is going to be halfway across town recording voice over, and even though i&#8217;d <em>really</em> like to be in the studio directing, i have to be on-site with the dev team building the game.  i&#8217;d love to spearhead our marketing effort, but i&#8217;ve put together an entire marketing unit for that; every marketing effort i put forth is an opportunity i take away from them.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/sheep.jpg" alt="Sheep"></p>
<p>Behold, my wildest fantasy. (Er &#8230; cloning, i mean.  Not a menage-a-trois with two sheep.)
</p></div>
<p>By the end of Project Overboard, <em>someone</em> will have screwed up. (It might even be me!)  Another colleague told me that one out of every ten employees is good.  1 in 10.  That&#8217;s an extremely bad ratio if you&#8217;re like me, and you constantly need to hire contractors for projects. (To put a fine point on it, i initially hired only six people to work on Spellirium.  Those are bad odds.)  But since we&#8217;re all working on Project Overboard for free, i now have a financially risk-free opportunity to work with thirty other people, to figure out who&#8217;s worth working with on future projects when the stakes are higher, and the money&#8217;s coming out of <em>my</em> pocket.</p>
<p>Once i know who i can count on, after seeing everyone in action on Project Overboard, i&#8217;ll be able to get past that reluctance to trust people enough to delegate. The trust will be there. Delegation will follow.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_28/funkadelic.jpg" alt="Funkadelic"></p>
<p>Free your mind and your ass will follow.
</p></div>
<p>That&#8217;s the self-improvement benefit that Project Overboard holds for me: i&#8217;m tightening up control and authorship in one area, while relaxing my sphincter a bit when it comes to enacting the plan and leading the team. When the project is finished, and we&#8217;ve (hopefully) built <em>whatever it is we&#8217;re gonna build</em>, i&#8217;ll loop back and let you know how it all turned out.</p>
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		<title>Drunken Tropical Meandering Defeats Child&#8217;s Imaginative Dreamscape</title>
		<link>http://www.untoldentertainment.com/blog/2012/04/22/drunken-tropical-meandering-defeats-childs-imaginative-dreamscape/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/04/22/drunken-tropical-meandering-defeats-childs-imaginative-dreamscape/#comments</comments>
		<pubDate>Sun, 22 Apr 2012 15:56:03 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4519</guid>
		<description><![CDATA[Sissy&#8217;s Magical Ponycorn Adventure, the weekend-long game i co-authored with my five-year-old daughter Cassandra, has proven to be noteworthy, but not awardworthy. After being an Indiecade finalist and a Mochis nominee, Ponycorns has suffered two more awards show defeats. Last night at the Canadian Videogame Awards, in addition to losing the Best New Character award [...]]]></description>
			<content:encoded><![CDATA[<p><b>Sissy&#8217;s Magical Ponycorn Adventure</b>, the weekend-long game i co-authored with my five-year-old daughter Cassandra, has proven to be <em>note</em>worthy, but not <em>award</em>worthy. After being an Indiecade finalist and a Mochis nominee, Ponycorns has suffered two more awards show defeats.</p>
<p>Last night at the <a href="http://canadianvideogameawards.com" title="Canadian Videogame Awards">Canadian Videogame Awards</a>, in addition to losing the Best New Character award to <b>Deus Ex: Human Revolution</b>, Ponycorns was bested by <b>Margaritaville Online</b> for the best Casual/Social Game prize.  Margaritaville Online is a Facebook game based on the debaucherous, alcohol-soaked lifestyle of professional hobo-minstrel Jimmy Buffet (not to be confused with multi-billionaire investor <em>Warren</em> Buffet, a mistake can&#8217;t be the first to have made). </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_22/buffets.jpg" alt="Jimmy and Warren Buffet"></p>
<p>Only ONE of these men made his fortune singing about piña coladas.  Can you guess which one?
</p></div>
<p>The Margaritaville developers <a href="http://www.explodingbarrel.com/" title="Exploding Barrel Games">Exploding Barrel Games</a> showed incredible grace and poise by taking the stage to accept their award, and opening their blazers to reveal &#8220;i friggin&#8217; love Ponycorns shirts&#8221; (<a href="http://untoldentertainment.com/store/">get yours</a> in the Untold Store!)  The shout-out was much appreciated, and was the best possible way to <em>not</em> win an award.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_22/barrel.jpg" alt="Exploding Barrel Games loves Ponycorns"></p>
<p>(Photo by <a href="https://twitter.com/#!/NightStormDraco" title="NightStormDraco on Twitter">Scott White</a>)
</div>
<p>It was a very heart-warming gesture.  Of course, since these are clearly bootlegged Ponycorns T-shirts, we have duly sent Exploding Barrel Games a notice of copyright infringement insisting on the removal of the shirts from their bodies <em>forthwith</em>.</p>
<p>The 2011 Canadian Videogame Awards show airs on City TV and G4TVCanada on April 28th and 29th.
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		<title>Ponycorns Pulls in Two CVA Noms</title>
		<link>http://www.untoldentertainment.com/blog/2012/04/12/ponycorns-pulls-in-two-cva-noms/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/04/12/ponycorns-pulls-in-two-cva-noms/#comments</comments>
		<pubDate>Thu, 12 Apr 2012 16:36:33 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4512</guid>
		<description><![CDATA[We&#8217;re tickled to announce that Sissy&#8217;s Magical Ponycorn Adventure is a finalist for TWO categories in the Canadian Videogame Awards! Yaaaaaaayyyyy!!! Ponycorns has placed in the following categories: Best Social/Casual Game Best New Character (Sissy) With the launch of Sissy&#8217;s Magical Ponycorn Adventure on the Apple iPad and Blackberry Playbook last June, 5-year-old Cassandra Creighton [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re tickled to announce that <b>Sissy&#8217;s Magical Ponycorn Adventure</b> is a finalist for TWO categories in the <a href="http://www.canadianvideogameawards.com/enfinalistsfrfinalistes/">Canadian Videogame Awards</a>!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_04_12/ponycorn_creators.jpg"></p>
<p>Yaaaaaaayyyyy!!!
</p></div>
<p>Ponycorns has placed in the following categories:</p>
<ul>
<li>Best Social/Casual Game
<li>Best New Character (Sissy)
</ul>
<p>With the launch of <b><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></b> on the <a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?mt=8">Apple iPad</a> and <a href="http://appworld.blackberry.com/webstore/content/45781/">Blackberry Playbook</a> last June, 5-year-old Cassandra Creighton became the world&#8217;s youngest commercial game developer.  Ponycorns became a viral hit and has won fans worldwide with its hand-drawn crayon art, voiceover, characters and puzzle design by the imaginative kindergartener.  Ponycorns players have <a href="http://ponycorns.com/donate.html">donated generously</a> to Cassie&#8217;s college education fund, and have flocked to the Untold Store to pick up <a href="http://www.untoldentertainment.com/store/">Ponycorn swag</a>.  Cassie continues to dream up new game designs with mixed media design documents that incorporate crayons, markers, glue, buttons, and feathers.</p>
<p>The Canadian Videogame Awards ceremony takes place on Saturday, April 21st, 2012.
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		<title>Sissy&#8217;s Magical Ponycorn Adventure</title>
		<link>http://www.untoldentertainment.com/blog/2012/04/02/sissys-magical-ponycorn-adventure-2/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/04/02/sissys-magical-ponycorn-adventure-2/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 16:16:52 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4504</guid>
		<description><![CDATA[Play Sissy&#8217;s Magical Ponycorn Adventure!]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/sissy/featured.jpg" alt="Sissys Magical Ponycorn Adventure by Untold Entertainment" /></div>
<div class="invisible"><img src="http://www.untoldentertainment.com/games/sissy/thumb.jpg" alt="Sissys Magical Ponycorn Adventure by Untold Entertainment" /></div>
<div class="displayed">
<p><a href="http://www.ponycorns.com"><img src="http://www.untoldentertainment.com/games/sissy/screenshot2_turtle.jpg" alt="Sissys Magical Ponycorn Adventure by Untold Entertainment"></a></p>
<p><a href="http://www.ponycorns.com">Play Sissy&#8217;s Magical Ponycorn Adventure!</a>
</div>
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		<title>Could Scratch be the Key to Maintaining Canada&#8217;s Video Game Lead over the UK?</title>
		<link>http://www.untoldentertainment.com/blog/2012/03/28/could-scratch-be-the-key-to-maintaining-canadas-video-game-lead-over-the-uk/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/03/28/could-scratch-be-the-key-to-maintaining-canadas-video-game-lead-over-the-uk/#comments</comments>
		<pubDate>Wed, 28 Mar 2012 16:55:09 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Scratch]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4495</guid>
		<description><![CDATA[In 2010, Canada overtook the UK as the world&#8217;s third-largest video game developer, thanks in large part to an ecosystem of government grants and tax breaks. This support has angered some critics who see it as wasteful government spending, but smart people know which way the wind blows: since we don&#8217;t manufacture things any more, [...]]]></description>
			<content:encoded><![CDATA[<p>In 2010, Canada overtook the UK as the <a href="http://www.1up.com/news/canada-overtakes-largest-game-maker" title="Canada Overtakes U.K. as Third Largest Game Maker">world&#8217;s third-largest video game developer</a>, thanks in large part to an ecosystem of government grants and tax breaks.  This support has angered some critics who see it as wasteful government spending, but smart people know which way the wind blows: since we don&#8217;t manufacture things any more, it&#8217;s in wealthy countries&#8217; best interest to stimulate industries with well-educated and highly-paid knowledge workers who pay a lot of taxes and generally raise the property value of the entire nation.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/nerds.jpg"></p>
<p>Nerds: good for the economy.
</p></div>
<p>The <a href="http://www.guardian.co.uk/uk/2012/mar/21/budget-2012-tax-breaks-animation-video-games">UK&#8217;s recently-announced 2012 budget</a> makes new allowances for animation and video game tax breaks &#8211; a move clearly made to help the United Kingdom regain its foothold and, possibly, the coveted third place spot. But the Brits have another ace in the hole that i think puts them in a better position to leave Canada in the dust in a few decades: Scratch.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/scratchInterface.jpg"></p>
</div>
<p>Scratch is a programming language from the Lifelong Kindergarten group at the Massachusetts Institute of Technology.  It&#8217;s designed for kids, but it&#8217;s primarily a learning tool, and has seen use in first-year Computer Science programs. Scratch allows you to snap together LEGO-like blocks of code (computer instructions) to control graphics, sounds, and interactivity. (Indeed, the man who led the development team behind Scratch, Mitchel Resnick, also built the original programmable bricks that eventually became the foundation of the LEGO Mindstorms robotics sets.)</p>
<p>You can upload your creations to the Scratch website, along with the millions of projects that are already there. Best of all, you can download anyone else&#8217;s Scratch project and take it apart, remixing any of the project&#8217;s code, sounds or assets into your own file.  Scratch is free, and it runs on Mac, PC and Linux computers.</p>
<h2>Enter Skynet</h2>
<p>i&#8217;ve said, time and again, that i believe kids should be taught how to program computers from a very young age.  It&#8217;s looking more and more like the children of developed nations will exclusively use computers as their primary windows into the worlds of work and pleasure, and i&#8217;d rather see a generation of people who can make computers work for them, rather than a terrifying dystopia where the machines themselves gain more and more control (see Apple) until we&#8217;re just banally pushing a single button like George Jetson, unable to harness the amazing power and possibility these machines provide. The more kids learn to tinker with machines and write computer code, the less likely we are to flip the script on this master/slave relationship between humans and machines. </p>
<p>(If that all sounds a bit dire, talk to any mechanic who used to tinker with cars prior to 2000.  You can&#8217;t tinker with cars any longer, because their systems are controlled by computerized instead of mechanical processes.  If we don&#8217;t keep up, we get left in the dust.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/terminators.jpg"></p>
<p>It starts with putting all of our information on the cloud &#8230;
</p></div>
<h2>The Livingston-and-Hope of a Nation</h2>
<p>Finding that in two short years, the UK had slipped from #3 to #6 in world video game development rankings, the UK&#8217;s Minister for Culture commissioned a report from Ian Livingston (President of Edios) and Alex Hope (Co-Founder of Double Negative, an effects shop) last year to figure out <em>what was going on</em> and <em>how to fix it</em>.  The <a href="http://www.nesta.org.uk/library/documents/NextGenv32.pdf">resulting findings</a> determined that the problem was seated squarely in (mis)education:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/twelvePercent.jpg">
</div>
<p>Twelve percent is a lousy number. And i <em>defy</em> Ontario to run a similar report on its schools and get a better score.  As anemic as the UK&#8217;s placement rate is, anecdotally, i <em>guarantee</em> you it&#8217;s far worse here in Ontario.  i can&#8217;t vouch for the rest of the country, but what we have here in this province is a system akin to jacking a wounded football player up on painkillers so he can finish the game. Eventually, the torn hamstring of a weak education system will bring us down, and Canada will feel its cushy #3 position slipping just as the UK recently has.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/popcorns.jpg"></p>
<p>And then the UK will do a touchdown dance or something. i dunno &#8230; my metaphor doesn&#8217;t cross the pond all that gracefully.
</p></div>
<p>Half of Livingston and Hope&#8217;s twenty recommendations pertain to elementary-level schools, the first among them being</p>
<blockquote><p>Bring computer science into the National Curriculum as an essential discipline.</p></blockquote>
<p>We have no such concept here.  i&#8217;ve spoken with a number of companies who are developing material for the Prometheus Smartboards that are present in many of the Toronto District School Board&#8217;s classrooms, who have told me that they&#8217;ve met with resistance from parents and educators if they mistakenly called any of their projects &#8220;games&#8221;.  There&#8217;s a sensitivity to the word &#8220;game&#8221; here that suggests games are an anathema to learning &#8211; that somehow games are preventing kids from getting a good education.  You need to trojan-horse your way into many schools by using terms like &#8220;interactive storytelling&#8221; and &#8220;interactive digital media&#8221; to fly under the anti-game sentiment radar.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/smb.gif"></p>
<p>It&#8217;s a um &#8230; interactive physics simulation with a protagonist from the skilled trades that explores the Quiller-Couch conflict of man vs. nature.
</p></div>
<p>Conversely, here&#8217;s what the Livingston-Hope Report says:</p>
<blockquote><p><b>Recommendation 3:</b> Use video games and visual effects to draw in greater numbers of young people to computer science and STEM (Science, Technology, Engineering and Mathematics).</p></blockquote>
<p>Among the learning languages and toolsets the report recommends for schools is MIT&#8217;s Scratch.  Get &#8216;em while they&#8217;re young &#8211; don&#8217;t wait until they&#8217;ve graduated high school. Ontario&#8217;s colleges do a great job of using video games to draw in great numbers of young people, but to what end?  Our strategy is more akin to Honest John luring Pinocchio to Pleasure Island so the boy can smash windows and smoke cigars and make 3D models in Maya with impunity.  But we wind up with the same result: a big pile of jackasses who are only fit to work in the salt mines.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/donkeys.jpg"></p>
<p>We thought we were going to call the shots on the next Splinter Cell game for UbiSoft! Hee-HAW!
</p></div>
<h2>Artificial Intelligence</h2>
<p>Will the UK regain its #3 video game industry position two decades from now by investing in education?  It&#8217;s possible.  But i think the UK&#8217;s efforts should serve as a cue to Canada to investigate its own education system to ensure that the video game economy we&#8217;ve nurtured through funding and tax credits isn&#8217;t just serum flowing through an IV meant to keep the patient alive, while we fail to <em>feed</em> the patient or change his bedpan &#8230; or show any care or concern over whether the patient will one day leave the hospital and walk on his own.</p>
<p>Canada needs its own Livingston-Hope report, with a commitment to act on its findings.  The Ministry of Education in Ontario in particular should take a hard look at schools&#8217; programs and success rates, and start denying accreditation to diploma mills in both private and public colleges.  The Minstry should audit the <em>use</em> of technology in elementary schools, rather than the <em>existence</em> of it.  (You can put a Smartboard in a classroom, but you can&#8217;t make it drink.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/smartboard.jpg"></p>
<p>We&#8217;re paid actors!  Handheld devices like Smartphones are banned in most elementary schools, and <a href="http://www.cbc.ca/news/canada/toronto/story/2012/02/13/toronto-oecta-wifi.html">the Ontario teachers&#8217; union wants to ban wifi too</a>!
</div>
<h2>Baby Steps</h2>
<p>The good news is that we&#8217;re taking some steps in the right direction.  The joint OCAD/U of T program, which pairs the University of Toronto&#8217;s game programmers with the Ontario College of Art&#8217;s artists, is having its <a href="http://ontariointeractive.com/?event=level-up-student-showcase-2012-hosted-by-ocadu-and-uoft">second annual student showcase</a> soon. The game developers from UOIT (the University of Ontario Institute of Technology) a few towns over are once again joining forces to present their games as well, along with students from Seneca College, Humber College, and the Hervé Velasquez School for the Digitally Inclined.  Eventually, i would like to see ALL of the schools in the region combine their graduate shows into one big event, which could double as a job fair and a one-stop shop for Ontario (and even national and international) companies seeking to hire new talent. This show means we&#8217;re almost there!</p>
<div class="displayed">
<p><a href="http://ontariointeractive.com/?event=level-up-student-showcase-2012-hosted-by-ocadu-and-uoft"><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/LevelUpRound2Poster.jpg"></a>
</div>
<p>In April, the TIFF Nexus group is holding a New Media Literacies conference to try to get kids and educators who give damn about this stuff to meet up and learn from each other. There are lots of great components to this day, including panels and talks from developers, funders and researches.  The highlight of the day (for me, because i&#8217;m teaching it :) will be a hands-on Scratch workshop geared at introducing the tool to teachers so they can bring it back to their classrooms or kids&#8217; groups and start mucking around with it right away.  (TDSB teachers: did i mention that Scratch is on the Board&#8217;s approved list of software, and that getting it installed in YOUR lab/classroom/library is just a phonecall away??  Run, don&#8217;t walk!)</p>
<div class="displayed">
<p><a href="http://ontariointeractive.com/?event=tiff-nexus-the-new-media-literacies-conference"><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/nexus.jpg"></a>
</div>
<p>The UK might be feeling the sting of losing a leading position in the video games industry, but with the recent incentives announcement and the education recommendations in the Livingston-Hope Report, they&#8217;re on the right track to building a sound infrastructure.  i worry that Canada, generally (and Ontario specifically) is building a house of cards that&#8217;s only one election away from pulling funding and seeing it all topple over.</p>
<p>The incentives and funding the country and its provinces have offered are an important component to accelerating Canada&#8217;s lead in the industry, but education is a crucial pillar that is being largely overlooked here. i firmly believe that the first step to investing in the future is sitting down at a computer with an eight-year-old, and showing that kid how to make a cartoon cat walk across a computer using a snap-together code loop in Scratch. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_03_28/scratchCat.jpg">
</div>
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		<title>The Six Most Infamous Puzzles In Adventure Game History</title>
		<link>http://www.untoldentertainment.com/blog/2012/03/02/the-six-most-infamous-puzzles-in-adventure-game-history/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/03/02/the-six-most-infamous-puzzles-in-adventure-game-history/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 15:18:22 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4456</guid>
		<description><![CDATA[1. Getting the Babel Fish into Your Ear The Hitchhiker&#8217;s Guide to the Galaxy, 1984 Probably the most well-known puzzle of any on the list, the babel fish puzzle is renowned for walking the fine line between fun frustration (or &#8220;funstration&#8221;), and pure seething evil. Displaced Earthling Arthur Dent has been zapped aboard a hostile [...]]]></description>
			<content:encoded><![CDATA[<h2>1. Getting the Babel Fish into Your Ear</h2>
<p><b>The Hitchhiker&#8217;s Guide to the Galaxy, 1984</b></p>
<p>Probably the most well-known puzzle of any on the list, the babel fish puzzle is renowned for walking the fine line between fun frustration (or &#8220;funstration&#8221;), and pure seething evil.  Displaced Earthling Arthur Dent has been zapped aboard a hostile alien ship.  In order to understand alien languages, he has to put a babel fish in his ear.  In the book on which the game is based, Arthur&#8217;s friend Ford just hands him the fish.  But in the game, a few more steps are required.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/babel.jpg" alt="Babel Fish"></p>
</div>
<p>The <b>Hitchhiker&#8217;s Guide to the Galaxy</b> text adventure, co-authored by Douglas Adams, puts the fish in a vending machine and gives the player a limited number of turns to acquire it before the game becomes unwinnable. From the <a href="http://everything2.com/title/Babel+Fish+puzzle" title="Babel Fish puzzle at Everything2">Everything2</a> entry on the puzzle:</p>
<blockquote><p>After the player presses the button, the fish is vended, but with such force that it flies across the room and into a hole. The sequence of events for the novice player goes as follows:</p>
<p>Above the hole is a hook, from which the player eventually decides to hang his dressing gown; this causes the vended Babel Fish to hit the gown and drop to the floor&#8230;</p>
<p>&#8230; where it falls down a drain (&#8216;press button and catch fish&#8217; is not a valid input). The player may then decide to block the drain with his handy towel, which causes the fish to hit the gown, drop to the floor, and land on the towel&#8230;</p>
<p>&#8230; where it is cleaned away by a cleaning robot that dashes into the room, and dashes out again via a small panel. At this point the player realises that the game is toying with him or her. Undefeated, he or she may choose to block the panel with Ford Prefect&#8217;s satchel*, at which point the Babel Fish flies into the gown, drops to the floor, the robot picks it up, runs into the satchel, and throws the fish in the air&#8230;</p>
<p>&#8230; where it is cleaned away by another cleaning robot, one tasked with maintaining the upper half of the room. It is this additional puzzle that caused players the most anguish, as the solution is not at all obvious &#8211; it involves placing some junk mail on Ford Prefect&#8217;s satchel, which, when sent flying through the air, occupies the second cleaning robot enough for the Babel Fish to arc gracefully into the player&#8217;s ear.</p></blockquote>
<p>The game&#8217;s publisher, Infocom, actually sold T-Shirts for people who managed to solve the puzzle:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/babelFish.jpg" alt="Babel Fish T-shirt"></p>
</div>
<p>It&#8217;s a small sadness that, thanks to the Internet, a phenomenon like this couldn&#8217;t really happen again.</p>
<h2>2. Guessing the Gnome&#8217;s Gname</h2>
<p><b>King&#8217;s Quest, 1984</b></p>
<p>1984 was apparently a good year for infuriating adventure game puzzles.  In the original King&#8217;s Quest outing, Sir Graham meets a gnome who challenges him to guess his name.  The obvious answer is &#8220;Rumplestiltskin&#8221;, since most of the game&#8217;s characters and story elements are cribbed straight from Grimms&#8217; Fairy Tales.  But no &#8211; that&#8217;s not the answer.  Written on a piece of paper in the witch&#8217;s house (the witch from Hansel and Gretel, whose person, house, and note have nothing whatsoever to do with the gnome), are the words &#8220;sometimes it&#8217;s wise to think backwards.&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/witch.jpg" alt="Babel Fish"></p>
<p>That&#8217;s what you get for NOT MAKING ANY SENSE.
</p></div>
<p>Connecting the gnote to the gnome requires more than a small a leap of faith, to say nothing of logic.  But no matter: many intrepid adventurers made that leap, strode boldly up to the gnome, and guessed &#8220;nikstlitselpmuR&#8221;, which is &#8220;Rumplestiltskin&#8221; spelled backwards.  But &#8220;no&#8221;, the parser responds &#8211; &#8220;that&#8217;s not the correct answer&#8221;.</p>
<p>A million things go through your mind at this point.  Does the <em>game</em> have it wrong?  Did the creators of King&#8217;s Quest forget that oft-unpronounced &#8220;t&#8221; in &#8220;Rumplestiltskin&#8221;?  Or did you get the verb wrong?  You try &#8220;ANSWER NIKSTLITSELPMUR&#8221; and &#8220;SAY NIKSTLITSELPMUR&#8221; and &#8220;TRY NIKSTLITSELPMUR&#8221;. Or maybe you were wrong the whole time?  Maybe the note has nothing to do with it?  And if that&#8217;s the case, then <em>what&#8217;s the answer??</em></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/gnome.png" alt="King's Quest I Gnome"></p>
<p>This had better be good, old man.
</p></div>
<p>&#8220;What is the gnome&#8217;s name?&#8221; was, by far, the most-asked question of the Sierra Customer Service Hotline.  That&#8217;s because the solution to the puzzle is unfair and infuriating.  Here it is.  You&#8217;re supposed to write the alphabet forwards and backwards:</p>
<p>ABCDEFGHIJKLMNOPQRSTUVWXYZ<br />
ZYXWVUTSRQPONMLKJIHGFEDCBA</p>
<p>For each letter in RUMPLESTILTSKIN, you need to find the corresponding letter in the backwards alphabet.  So R maps onto I, U maps onto F, and so on.  The gnome&#8217;s name &#8211; <em>obviously</em> &#8211; is IFNKOVHGROGHPRM.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/hair.jpg"></p>
</div>
<p>Guessing the gnome&#8217;s name is a great example of how unfair, unpleasant and unforgiving puzzle design could be in the early days of adventure games. It&#8217;s very telling that in future releases of King&#8217;s Quest, NIKSTLITSELPMUR was accepted as a valid answer. Back in the day, the biggest difference between the approach of Sierra designers like King&#8217;s Quest&#8217;s Roberta Williams and designers at the rival Lucasfilm/LucasArts shop is that the Lucas designers seemed to want the player to actually succeed!</p>
<h2>3. Microwaving the Hamster</h2>
<p><b>Maniac Mansion, 1987</b></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/hamster.jpg" alt="Maniac Mansion hamster"></p>
</div>
<p>In the original <b>Maniac Mansion</b>, you could steal Weird Ed Edison&#8217;s pet hamster and, as either Razor or Syd, put the little critter in the microwave and make it pop.  If you hand the resulting goop back to Ed, realization of what it is slowly dawns on him, and your character spends the rest of the game as a tombstone in the backyard.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/tombstone.png" alt="Maniac Mansion death"></p>
<p>What did i just say about LucasArts designers wanting you to succeed &#8230; ?
</p></div>
<p>When the game was ported to the NES, LucasArts endured a rigorous censorship process that is fascinatingly chronicled by Douglas Crockford in <a href="http://www.crockford.com/wrrrld/maniac.html" title="The Expurgation of Maniac Mansion for the Nintendo Entertainment System">The Expurgation of Maniac Mansion for the Nintendo Entertainment System</a>.  While the word &#8220;pissed&#8221; and the Michaelangelo statue had to go, the hamster-in-the-microwave schtick stayed &#8230; that is, until the wrong person at Nintendo caught wind of it.  The puzzle was excised from the European version, and all future pressings of the cart.   </p>
<h2>4. Drinking with Boos</h2>
<p><b>Return to Zork, 1993</b></p>
<p>Before Internet memes made arrow-in-the-knee jokes ubiquitous, another memorable line from a video game lodged itself in the minds of gamers like a Rick Astley tune. This puzzle involves getting Boos to repeatedly pour you a drink, dumping it in the plant, and waiting until he&#8217;s soused enough to steal his keys. Each time Boos pours, he asks &#8220;Want some rye?  COURSE ya do!&#8221;  It&#8217;s Boos&#8217;s exuberant <a href="http://en.wikipedia.org/wiki/Silliwood" title="Silliwood on Wikipedia">Silliwood</a> performance and the puzzle&#8217;s repetition that makes the moment stand out.  </p>
<p><center><br />
<iframe width="420" height="315" src="http://www.youtube.com/embed/iHKKq7kMF8w" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>Here&#8217;s the rest of Boos&#8217;s toast, which i thought was a Zorkism, but have now discovered that it&#8217;s an old <a href="http://madjennyflintsmadtales.blogspot.com/2008/01/heres-tae-us-whas-like-us.html">Rabbie Burns drinking song</a>:</p>
<blockquote><p>Here&#8217;s tae us<br />
Wha&#8217;s like us<br />
Damn few,<br />
And they&#8217;re a&#8217; deid<br />
Mair&#8217;s the pity!</p></blockquote>
<h2>5. Reading the Creation Account</h2>
<p><b>The Neverhood, 1996</b></p>
<p>Mair&#8217;s the pity that for its amazing visuals, <b>The Neverhood</b> wasn&#8217;t a better adventure game.  One of its most maddening puzzles wasn&#8217;t really a puzzle at all.  Early in the game, Klaymen discovers The Chronicles of Neverhood, a Biblical-ish account of the creation of the game&#8217;s clay universe.  Comprising eight books, the Chronicles sprawl out across 38 separate screens in the game.  Most dutiful adventure game players brought up on Infocom&#8217;s &#8220;feelies&#8221; were convinced that the Chronicles must contain important information about how to solve certain puzzles in the games, and read each and every section of the wall.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/neverhood.jpg" alt="Neverhood Chronicles"></p>
<p>Well, gosh &#8211; THIS is gonna be fun.
</p></div>
<p>The horrible truth is that the Chronicles exist only to flesh out the game&#8217;s backstory, and have <em>nothing whatsoever</em> to do with any in-game puzzles.  The player is merely supposed to walk to the far end of the 38 screens to pick up an object, and then hoof it back to the beginning of the hallway.</p>
<h2>6. Creating Fake ID</h2>
<p><b>Gabriel Knight 3: Blood of the Sacred, Blood of the Damned, 1999</b></p>
<p>Much has been written about the death of graphic adventure games, but one of the most influential articles on the subject is <a href="http://www.oldmanmurray.com/features/77.html" title="Who Killed Adventure Games?">Who Killed Adventure Games?</a> by Old Man Murray, who details an idiotic puzzle in the third Gabriel Knight adventure that has the player assembling a fake ID of a man with a moustache in order to impersonate a man who <em>doesn&#8217;t have a moustache</em>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_26/gk3.jpg" alt="Gabriel Knight 3"></p>
<p>Hmm &#8230; i&#8217;m clearly gonna need some double-sided tape, and a cat.
</p></div>
<p>Concludes Murray:</p>
<blockquote><p>Who killed Adventure Games?  I think it should be pretty clear at this point that Adventure Games committed suicide.</p></blockquote>
<h2>USE mouse ON comments section</h2>
<p>What are the most interesting, shocking, funstrating or memorable puzzles from your adventures?
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		<title>The 5 Funniest Moments in Graphic Adventure Games</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/24/the-5-funniest-moments-in-graphic-adventure-games/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/24/the-5-funniest-moments-in-graphic-adventure-games/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 14:08:43 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4401</guid>
		<description><![CDATA[One of the areas in which graphic adventure games have most other games beat is that they&#8217;re actually funny. Reliant on plot, character, and writing in general, graphic adventure games have provided some of the most solid laughs in video game history. These moments have stuck with me through the years, and are as funny [...]]]></description>
			<content:encoded><![CDATA[<p>One of the areas in which graphic adventure games have most other games beat is that they&#8217;re actually funny. Reliant on plot, character, and <em>writing</em> in general, graphic adventure games have provided some of the most solid laughs in video game history. These moments have stuck with me through the years, and are as funny and enjoyable as any oft-quoted line from any famously comedic movie or teevee show.</p>
<h2>5. Inspector Hector Wakes Up Pantsless</h2>
<p><strong>Hector Badge of Carnage Episode 1: We Negotiate with Terrorists</strong></p>
<p>Humour is very subjective, and while fat foul-mouthed Inspector Hector might not be everyone&#8217;s cuppa, i found him <em>hilarious</em>. Here, Hector intercepts a shady deal in the park, and tries to claim the cash with <em>no idea</em> what he&#8217;s supposed to be exchanging. The fun begins at 4:40 (remember to cue it up):</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/bNA3yIbnLxI" frameborder="0" width="560" height="315"></iframe></center></p>
<h2>4. Ben Gets Some Answers</h2>
<p><strong>Full Throttle</strong></p>
<p>After a decade of playing Mr. Nice Guy in adventure games and finding non-violent solutions to problems wherever possible, along comes tough biker Ben. After kicking down the door, Ben shows the bartender who&#8217;s boss in no uncertain terms (gag ends at 0:15):</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/F4KpdqRaldI" frameborder="0" width="420" height="315"></iframe></center>With head-ripping fare like <strong>God of War</strong> to taint a modern-day gamer&#8217;s viewpoint, it&#8217;s easy to miss what was so surprising and funny about this moment. But if you had spent your gaming life playing characters like King Graham, who would lose game points for violently resolving problems (like stabbing the goat in the first <strong>King&#8217;s Quest</strong>),<br />
the first two interactions in Full Throttle definitely put a smile on your face.</p>
<h2>3. The Freelance Police Save the Day &#8230; Sort Of</h2>
<p><strong>Sam and Max Hit the Road</strong></p>
<p>The original outing of the freelance police strikes a tone that the subsequent teevee series and later 3D Telltale installments failed to regain. Half of it is in Bill Farmer&#8217;s sarcastic, lackadaisical Bogart voice for Sam (the character has been voiced by two different actors since, and neither of them quite nail it), and the other half is in the writing. The Telltale games boast Sam and Max-<em>esque</em> writing, but they never quite reach the bar that the comic&#8217;s creator Steve Purcell sets with the original.</p>
<p><strong>Max:</strong> Mind if i drive?<br />
<strong>Sam:</strong> Not if you don&#8217;t mind me clawing at the dash and shrieking like a cheerleader.</p>
<p>This intro cutscene sets up the utterly original cheerily psychotic pair of thugs, letting us know for damn sure that we&#8217;re not in Daventry any more.</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/4yWnnk9fyJE" frameborder="0" width="420" height="315"></iframe></center></p>
<h2>2. Larry Wins a Cruise</h2>
<p><strong>Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)</strong></p>
<p>Larry Laffer bluffs his way into a teevee studio with a forged lottery ticket, and accidentally winds up on the set of The Dating Connection. And his luck doesn&#8217;t stop there. (the gag ends at 4:08)</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/BfEkpCF-nkw" frameborder="0" width="420" height="315"></iframe></center></p>
<h2>1. Guybrush gets a Job</h2>
<p><strong>The Secret of Monkey Island 2: LeChuck&#8217;s Revenge</strong></p>
<p>After being mugged for all his riches, mighty (and now bearded) pirate Guybrush Threepwood needs money to charter a ship. The only paying job in town is already held by a talented sous-chef who shows no sign of quitting. After some crafty inventory work with the local vermin, Guybrush arranges a staffing change. The whole puzzle culminates in one of those hilarious off-screen conversations that LucasArts games are famous for, and ends in a killer punchline delivered by the restaurant owner. (the gag ends at 2:30)</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/HakgV7r81bc" frameborder="0" width="420" height="315"></iframe></center>What are some of your favourite funny moments from graphic adventure games?
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		<title>i Left My Slides in San Francisco</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/22/i-left-my-slides-in-san-francisco/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/22/i-left-my-slides-in-san-francisco/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 16:07:34 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4406</guid>
		<description><![CDATA[San Francisky? Well how did you get there? Did you walk n&#8217; did you flew? i&#8217;m very, very excited for all the shenanigans i&#8217;m about to get up to in the big windy apple that never sleeps &#8211; San Francisco &#8211; in less than two weeks&#8217; time. Here&#8217;s what&#8217;s on my plate: Flash Gaming Summit [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>San Francisky? Well how did you get there? Did you walk n&#8217; did you flew?</p></blockquote>
<p>i&#8217;m very, very excited for all the shenanigans i&#8217;m about to get up to in the big windy apple that never sleeps &#8211; San Francisco &#8211; in less than two weeks&#8217; time. Here&#8217;s what&#8217;s on my plate:</p>
<h2>Flash Gaming Summit 2012</h2>
<div class="displayed">
<img src="http://www.untoldentertainment.com/blog/img/2012_02_22/fgs.jpg" alt="" /></p>
</div>
<p>This will be my third time at the <a href="http://www.flashgamingsummit.com/">Flash Gaming Summit</a>, a great niche mini-con that precedes GDC by a day (Sunday March 4th 2012) . Last year, i moderated a panel on game monetization. This year, i have a talk all to myself:</p>
<blockquote><p><strong>Ponycorns and the Price of Popularity (4PM in the Fisher Room)</strong></p>
<p>For many indie game developers, having a hit viral game sounds like a dream come true. The reality is that, especially in the ad-supported free-to-play Flash marketplace, rampant fame comes at a price. The overnight success of Sissy&#8217;s Magical Ponycorn Adventure brought with it temporal, financial and emotional costs that were difficult to predict. Ryan Henson Creighton from Untold Entertainment talks about what success actually looks like, and what it&#8217;ll cost you. Learn how to prepare for tomorrow&#8217;s success today!</p></blockquote>
<h2>Fabulous Prizes</h2>
<p><strong><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></strong> is a <a href="http://www.flashgamingsummit.com/awards.html">finalist for a Mochi Award</a>! This is a great honour. Past winners have included <strong>Machinarium</strong>, <strong>Canabalt</strong>, and some web game about stickmen shooting zombies, most likely.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_22/oscar.jpg" alt="" /></p>
<p>i&#8217;m pretty sure this is what a Mochi award looks like.</p>
</div>
<h2>Game Developers Conference 2012</h2>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_22/gdc12.jpg" alt="" /></p>
</div>
<p>i&#8217;m thrilled to be speaking at GDC 2012 during the Independent Games Summit.</p>
<blockquote><p><strong>Ponycorns: Catching Lightning in a Jar</strong> (1:45 PM on Monday)</p>
<p>The ponycorns fanfare could easily have died off within a week, but Untold was determined to make as much noise as possible, given that initial spark. Attendees will learn about launching alternate revenue streams like the ponycorns merchandise store, preparing press kits, attracting mainstream media attention, entering contests, marketing with a non-existent budget, and following up with franchises or brand extensions, all in the name of amplifying initial interest in a project. When many speakers tell their success stories, they essentially talk about how they were struck by lightning. The take-away for the audience is to go out and somehow get struck by lightning too. Indie game developer Untold Entertainment Inc. was struck by lightning when their game Sissy&#8217;s Magical Ponycorn Adventure went viral, receiving worldwide attention and acclaim &#8211; most notably because it was co-developed by a five-year-old girl. In this exciting and surprising session, Ryan Henson Creighton reveals how to turn your game project into a lightning rod to attract success, and how to bottle that surge of success without letting even a single spark escape.</p></blockquote>
<p>Note that (as per my speaking contract :), this talk is completely different from the one i&#8217;m giving at FGS. The GDC talk is about attracting and amplifying attention, while the FGS talk is about what to do with that attention once you&#8217;ve got it (and, specifically, how much it&#8217;s gonna cost you).</p>
<h2>Spellirium Will Be Playable at the GDC 2012 Expo</h2>
<p><strong>(Esplanade Ballroom, South Hall &#8211; GDC Play Kiosk #K13 &#8211; Wednesday from 12pm-3pm)</strong></p>
<p>My final piece of great news is that <strong><a href="http://www.spelirium.com">Spellirium</a></strong>, the little graphic adventure/word puzzle game mash-up that could, will be exhibited during a very brief window Wednesday afternoon on the GDC show floor.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_22/gdcPlay.jpg" alt="" /></p>
<p>Since the event hasn&#8217;t happened yet, i travelled into the future to take this photo for you.</p>
</div>
<p>If you haven&#8217;t <a href="http://www.facebook.com/spellirium">Liked Spellirium on Facebook</a> or followed <a href="https://twitter.com/#!spellirium">@Spellirium</a> on Twitter, please help us out by doing so! We have a meeting with Steam during GDC 2012, and we&#8217;d love to show them how many people are interested in the game. Here&#8217;s <a href="http://www.untoldentertainment.com/blog/2012/02/18/help-put-spellirium-on-steam/">all you need to know about the game</a>.</p>
<h2>Ryan Henson Creighton to be Awarded San Francisco&#8217;s Key to the City</h2>
<p>&#8230; no. i&#8217;m making that part up.</p>
<p>But one day, San Francisco. One day.
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		<title>Monster Mondays &#8211; Spellirium Stone Creature</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/20/monster-mondays-spellirium-stone-creature/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/20/monster-mondays-spellirium-stone-creature/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 15:57:03 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4397</guid>
		<description><![CDATA[It&#8217;s Monster Monday! Well, technically, the monsters in Spellirium are called &#8220;creatures&#8221;, but Monster Mondays has a nice alliterative ring to it. This is an inked creature design by Darren Ward. We&#8217;re considering giving this guy a pair of legs to replace his spectral booty, and maybe reducing him to only two eyes. In combat, [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s Monster Monday! Well, technically, the monsters in Spellirium are called &#8220;creatures&#8221;, but Monster Mondays has a nice alliterative ring to it.</p>
<div class="displayed">
<p><img src="http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash4/422396_348733635149035_117256124963455_1142513_1815054187_n.jpg" alt="Spellirium stone creature" /></p>
</div>
<p>This is an inked creature design by Darren Ward. We&#8217;re considering giving this guy a pair of legs to replace his spectral booty, and maybe reducing him to only two eyes. In combat, he&#8217;ll probably petrify your letter tiles. Stone tiles can&#8217;t be swapped &#8211; you have to either build a word around them to eliminate them, or use a &#8220;thaw&#8221; power-up.</p>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg" alt="" /></a></p>
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		<title>Help Put Spellirium on Steam!</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/18/help-put-spellirium-on-steam/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/18/help-put-spellirium-on-steam/#comments</comments>
		<pubDate>Sat, 18 Feb 2012 16:27:33 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4381</guid>
		<description><![CDATA[Listen up! We&#8217;re making a really cool graphic adventure / word puzzle mash-up called Spellirium. It totally kicks ass, and it has an amazing post-apocalyptic &#8220;trashpunk&#8221; aesthetic that looks like this: Do you want to play this game? Do you want to play this game on Steam? Untold Entertainment has its first-ever meeting with Steam [...]]]></description>
			<content:encoded><![CDATA[<p>Listen up!</p>
<p>We&#8217;re making a really cool graphic adventure / word puzzle mash-up called <strong><a title="Spellirium" href="http://www.spellirium.com" target="_blank">Spellirium</a></strong>. It totally kicks ass, and it has an amazing post-apocalyptic &#8220;trashpunk&#8221; aesthetic that looks like this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_18/saloon.jpg" alt="Spellirium New Mound Saloon" /></p>
</div>
<p>Do you want to play this game? Do you want to play this game on <em>Steam</em>?</p>
<p>Untold Entertainment has its first-ever meeting with Steam two weeks from now at GDC (the Game Developers&#8217; conference) and to be honest, we don&#8217;t want to blow it. We&#8217;re nervous that Steam is going to take one look at our 31 Facebook Likes and 18 Twitter followers and think &#8220;hmm &#8230; this game that looks like it&#8217;s <em>made</em> from garbage is also going to <em>sell</em> like garbage.&#8221;</p>
<p>i&#8217;d love to get these follower numbers up to a level where the nice folks at Steam are gonna say &#8220;Hey! People are actually interested in this game! We&#8217;d like to distribute it on our platform.&#8221;</p>
<p>Are you interested in Spellirium? Do you realize it&#8217;s going to be the <em>greatest graphic adventure/word puzzle hybrid game you&#8217;ve ever played?</em> Please help us out:</p>
<ol>
<li><a href="http://www.facebook.com/Spellirium">Like Spellirium on Facebook!</a></li>
<li><a title="Follow Spellirium on Twitter" href="https://twitter.com/#!/spellirium">Follow Spellirium on Twitter!</a></li>
</ol>
<p>In return, we&#8217;ll roll out a whole development plan to keep you updated on how we&#8217;re doing, including special glimpses at character artwork, concepts, background designs, scripts, storyboards, and secrets about Spellirium.</p>
<p>If you want to know more about the game, ask me about it! i&#8217;ll answer all of your questions in the comments section, and have posted more detail below. Thanks SO MUCH for your support! We&#8217;re working very, very hard to make Spellirium a great game that you&#8217;ll enjoy.</p>
<p>- Ryan Henson Creighton<br />
President and Founder of Untold Entertainment Inc.<br />
(and the guy who&#8217;s going to delete this post before Steam sees it ;)</p>
<h2>More About Spellirium &#8211; Read Ahead Only if You Care!</h2>
<p><strong>Q:</strong> How do the graphic adventure and word puzzle bits interact?</p>
<p><strong>A:</strong> Instead of throwing a lot of item-based puzzles at you, Spellirium gives you a Boggle-like grid of letters on the right side of the screen. On the left, you see an enemy or a challenge that you have to solve by spelling words. Every challenge has a different solution.</p>
<p>Sometimes, you might have to make words with certain coloured tiles (GREEN words defeat the green creature). Or in certain directions (spell a word from left to right to move a character from left to right in a maze). Or maybe the words themselves matter (spell FIRE, FLAMES or INFERNO to torch something). Sometimes, you&#8217;re not allowed to move the tiles around, and you have to make words based on what the grid gives you. Other times, you may have to make words with double letters (to defeat twin creatures), or spell palindromes (to defeat a two-headed foe), or find rhyming words (to crack the code on riddle etched in a mysterious stone).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_18/brickWall.jpg" alt="Spellirium New Mound Saloon" /></p>
<p>In this challenge, each brick in the wall corresponds to a letter tile in the grid. Spelling a five-letter word at the top-left eliminates the five top-left bricks in the matching area of the wall. The goal is to knock out all of the bricks to escape the area.</p>
</div>
<p>You&#8217;ll walk around beautifully-drawn scenes, just like in a graphic adventure game. The game has a great story. You talk to characters, pick up items, and travel around the map &#8230; but every significant interaction boils down to a neat puzzle-within-a-puzzle where you spell words to succeed.</p>
<p><strong>Q:</strong>So it&#8217;s educational, right? It&#8217;s a game for kids?</p>
<p><strong>A:</strong>Well, kids don&#8217;t really enjoy word games very much. And there&#8217;s a difference between a game that&#8217;s educational because it <em>teaches</em> you something, and a game like Spellirium that <em>requires</em> you to be educated to really enjoy it. If you liked the idea of a mash-up game like <strong>Puzzle Quest</strong>, but grew tired after your 8000th game of match-3, you&#8217;ll like the variety that Spellirium offers. It&#8217;s a great game for old-school graphic adventure fans, and for people who enjoy games like <strong>Scrabble</strong>, <strong>Boggle</strong>, <strong>Words with Friends</strong>, <strong>Scramble</strong>, <strong>Text Twist</strong>, <strong>Wurdle</strong>, <strong>Spelltower</strong>, <strong>Scrabulous</strong>, <strong>Bookworm Adventure</strong>, and <strong>Puzzlejuice</strong>. If you like doing the newspaper crossword, or if you like games that demand more from your brain than from your muscles, you&#8217;ll rather enjoy Spellirium.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_18/salesGuy.jpg" alt="Sleazin' it up!" /></p>
<p>If you have a pulse and a pocketbook, you&#8217;ll enjoy Spellirium.</p>
</div>
<p><strong>Q:</strong>You mentioned a great story? i&#8217;ve heard that claim before.</p>
<p><strong>A:</strong>So have we! In fact, we&#8217;re so disillusioned by lacklustre game stories that we set out to write one that doesn&#8217;t suck. Here it is:</p>
<p>Spellirium takes place in the future, after a mysterious apocalyptic event that left the world buried. The survivors can have &#8220;modern&#8221; technology, as long as they can dig it up &#8230; but with no gas, electricity, or enriched uranium, they can&#8217;t do much with what they find. So they build houses with it. They use cars as walls, and satellite dishes as spittoons. This gives the game its neat-o &#8220;trashpunk&#8221; aesthetic, and it&#8217;s why parts of the world look like they&#8217;re medieval. The survivors have been busted back to the Dark Ages.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_18/ruins.jpg" alt="Spellirium: The Safestate Ruins" /></p>
<p>&#8220;Ruins&#8221; in Spellirium are actually buried skyscrapers.</p>
</div>
<p>Their biggest problem is that all forms of reading and writing are outlawed. If you dig something up with writing on it, you have to scrape/scratch/burn the letters off, or your findage will be confiscated and you&#8217;ll be put to death. You can&#8217;t write on anything, or even invent a new form of writing. You can&#8217;t even communicate with pictograms, because that&#8217;s a form of writing. So the people are technologically poor, and bound to stay that way.</p>
<p>You play a young tailor named Todd who&#8217;s holed up in a cloistered community with four men who call themselves the &#8220;Runekeepers&#8221; &#8211; a secret society that curates an underground library filled with junk with writing on it. When the Runekeepers leave on a mysterious mission and one of them turns up dead, Todd discovers a mysterious device that affects reality when he uses it to spell words. Todd teams up with an oddball clan of adventurers including a big blue monster, a hard-edged hunter, and a foppish bard. Together, they set out to find the missing Runekeepers and to save them from danger.</p>
<p><strong>Q:</strong> Sounds pretty serious?</p>
<p><strong>A:</strong> Humour is a hallmark of everything we do at Untold Entertainment. Spellirium is wry and witty. Just as the Monkey Island series is very dark thematically and graphically but is betrayed by a great sense of humour, Spellirium is similarly a dark fantasy game infused with sly, winking writing.</p>
<p><strong>Q:</strong> This is your big chance. Anything else i should know about?<br />
<strong>A:</strong> Spellirium is a feature-rich game with a lot of wild ideas. Here&#8217;s a feature list of stuff we haven&#8217;t talked much about (but we will on the Facebook/Twitter accounts that you&#8217;re about to click on! :)</p>
<ul>
<li>build, collect and track over fifty thousand words in an unlockable Dictionary</li>
<li>gather non-biodegradable landfill items and craft them into power-ups</li>
<li>buy new items using collected words as your currency</li>
<li>battle a variety of creatures, and store their info in your Bestiary</li>
<li>scavenge different items from creatures by bribing, scaring, or defeating them</li>
<li>learn special spells like ZAP and DELUGE to electrify or drown your enemies</li>
<li>share your best words on Twitter, and add your Twitter pals&#8217; words to your Dictionary</li>
<li>discover the shocking secret that holds the Land in thrall</li>
</ul>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_18/sketch-bestiary.jpg" alt="Spellirium: Bestiary Concept" /></p>
<p>An early Bestiary concept.</p>
</div>
<p><strong>Q:</strong> Where&#8217;s the trailer?</p>
<p><strong>A:</strong> We&#8217;re building out the story as we go &#8211; &#8220;shooting in sequence&#8221;, as the film term goes. That means we don&#8217;t have enough footage to make it appear as though the game takes place beyond the same three locations! We&#8217;re also trying to get the rights to a certain song to use in the trailer.</p>
<p>In the meantime, we have a few short, soundless video clips. This is probably the most informative one:</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/biX-N460Ilg" frameborder="0" width="560" height="315"></iframe></center>Thanks SO MUCH for all your support! We&#8217;re looking forward to showing you tons of great new stuff about Spellirium, and we hope you like us enough to make an impression on the folks at Steam!</p>
<ol>
<li><a href="http://www.facebook.com/Spellirium">Like Spellirium on Facebook!</a></li>
<li><a title="Follow Spellirium on Twitter" href="https://twitter.com/#!/spellirium">Follow Spellirium on Twitter!</a></li>
</ol>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg" alt="" /></a></p>
</div>
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		<title>5 Graphic Adventure Game Goofs (and How To Fix Them)</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/16/5-graphic-adventure-game-goofs-and-how-to-fix-them/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/16/5-graphic-adventure-game-goofs-and-how-to-fix-them/#comments</comments>
		<pubDate>Thu, 16 Feb 2012 17:09:09 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Spellirium]]></category>
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		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4360</guid>
		<description><![CDATA[It&#8217;s no secret that i love graphic adventure games. They&#8217;re the reason why i&#8217;m in this industry today. i&#8217;ve worked on a number of them (including Jinx 3: Escape from Area Fitty-Two, Heads, Summer in Smallywood, Sissy&#8217;s Magical Ponycorn Adventure, and the upcoming Spellirium), and have devoted considerable resources to developing UGAGS: the Untold Graphic [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s no secret that i love graphic adventure games. They&#8217;re the reason why i&#8217;m in this industry today. i&#8217;ve worked on a number of them (including <strong><a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/">Jinx 3: Escape from Area Fitty-Two</a></strong>, <strong><a href="http://appworld.blackberry.com/webstore/content/38777/?lang=en">Heads</a></strong>, <strong><a href="http://www.summerinsmallywood.ca">Summer in Smallywood</a></strong>, <strong><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></strong>, and the upcoming <strong><a href="http://www.spellirium.com">Spellirium</a></strong>), and have devoted considerable resources to developing UGAGS: the Untold Graphic Adventure Game System (our company&#8217;s answer to SCUMM), which has helped me to build that list of games. i&#8217;ve also written lots of articles about the genre (check the &#8220;Further Reading&#8221; section at the bottom of this post!)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/ugags.jpg" alt="" /></p>
<p>The UGAGS oeuvre to date.</p>
</div>
<p>Call me a snob, but i like graphic adventure games for the mere fact that their characters have something going through their minds other than &#8220;shoot&#8221;. i like that their plotlines boil down to more than just &#8220;kill mans&#8221; or &#8220;glorm points&#8221;. And i like standing in a room in a graphic adventure game, alone with my thoughts, without having to worry about time limits or pyrotechnics wizzing past my face every few seconds. As Monkey Island creator Ron Gilbert put it during his <strong>Maniac Mansion</strong> postmortem at GDC 2010,</p>
<blockquote><p>The magic of an adventure game is staring at the screen, wondering what to do next. It&#8217;s that quiet contemplation.</p></blockquote>
<p>With the <a href="http://www.untoldentertainment.com/blog/2012/02/09/double-fines-kickstarter-windfall-will-patronage-supplant-traditional-game-publishing/">massive Kickstarter windfall</a> for an unspecified graphic adventure game, Tim Schafer, Ron Gilbert and Double Fine proven that there is still a market and a fondness for the genre. That being said, there are some legitimate and persistent problems with graphic adventures. Here&#8217;s a short list of the most common ones, and my thoughts on ways in which we, as graphic adventure game designers, can fix them.</p>
<h2>1. Not Knowing What to Do</h2>
<p>True, it&#8217;s magical for a video game to leave you guessing, instead of ramming a tutorial down your throat at every turn like most modern games do. But if you get stuck enough, long enough, that magic turns to salty poop and you really just want to get unstuck. If the only recourse for the player to get unstuck is to consult GameFAQs, you&#8217;ve failed as a designer. i&#8217;ve abandoned numerous graphic adventure games because i &#8220;cheated&#8221;; solving the rest of the game became a lot less enjoyable and i gave up, thoroughly racked with guilt-derived stomach cramps.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/kq2.jpg" alt="" /></p>
<p>Throw the bridle on the snake to turn it into Pegasus. Why oh WHY didn&#8217;t i think of that??</p>
</div>
<p>But if the <em>game</em> gives you a way to cheat, or to get a hint, it&#8217;s somehow legit and i don&#8217;t feel as bad. It&#8217;s game-sanctioned cheating &#8211; a subtle, but powerful, difference. Modern graphic adventure games like <strong>Machinarium</strong> use an in-game help system.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/machinarium.jpg" alt="" /></p>
<p>Machinarium puts you through a twitch-based minigame before giving you a hint.</p>
</div>
<p>Another interesting way to handle this is to design your game such that the player can <em>never</em> get stuck. You just plod through the game, missing cues left and right, until you crash into the inevitable, unsatisfactory ending. But if you&#8217;re keen and clever and aware, you can strike out off the beaten path, do all the difficult things, and get a much better ending. Games that use this approach include <strong>Kult/Chamber of the Sci-Mutant Priestess</strong>, <strong>The Last Express</strong>, and <strong>The Colonel&#8217;s Bequest</strong>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/lastExpress.jpg" alt="" /></p>
<p>It&#8217;s possible to coast through The Last Express without ever figuring out whodunit, whatsgoingon, or whosthatladywiththegun</p>
</div>
<p>One year at GDC, i heard a woman speak who was an advocate for female gamers (if you know her name, speak up!) Her heartfelt conviction, ladies, is that if you buy a game and you can&#8217;t access all of the content on the disc because the designer won&#8217;t let you, take the game back to the store and ask for your money back. Years ago, this struck me as utter blasphemy &#8230; and yet here i am, developing Spellirium so that <a href="http://www.untoldentertainment.com/blog/2012/01/30/e-for-everyone-or-n-for-niche/">all of the challenges are no-fail</a>, and you can sail through the game from beginning to end without the game requiring you to be awesome. It&#8217;s awesome-optional. But for those players who DO excel, there are treats and rewards.</p>
<h2>2. The Pixel Hunt</h2>
<p>When graphic adventure games moved from using text-based parsers to entirely mouse-driven interfaces, they were distinguished from their parser predecessors by the term &#8220;point n&#8217; click&#8221;. This term was later twisted to the pejorative &#8220;hunt n&#8217; peck&#8221; because numerous graphic adventure games, in lieu of offering clever and interesting puzzles, would hide important items in a 2-pixel-square hit area so that the player&#8217;s only recourse was to slowly scan each and every location by trawling the cursor slowly over the screen in rows, like he was a human dot matrix printer.</p>
<p>Listen: i could be a very rich man today if i had built HOGs (Hidden Object Games). They&#8217;re immensely popular. But the entire genre is based on this one terrible flaw of graphic adventure games. HOGs, by definition, are pixel hunts. i can&#8217;t do it. i just &#8230; no. You know?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/hog.jpg" alt="" /></p>
<p>Finding the pair of tweezers in the messy bedroom is not my definition of a fun time &#8211; it&#8217;s my definition of every goddamn day of my life</p>
</div>
<p>How do you fix this problem? The obvious answer is to make bigger hit areas. But i&#8217;ve seen other games go even farther. Telltale&#8217;s Back to the Future on the iPad enables you to multi-finger diddle the screen to make all of the location&#8217;s hotspots light up. Like the &#8220;every player&#8217;s a winner&#8221; strategy i mentioned above, this seemed <em>too</em> broad and <em>too</em> giving. i mean, the game might as well be playing itself at this point, right?</p>
<div class="displayed">
<p><a href="http://www.penny-arcade.com/comic/2006/09/08"><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/pennyArcade.jpg" alt="" /></a></p>
</div>
<p>The more i thought about it, the more i thought back to adventure games where the only reason i got hopelessly stuck was because i didn&#8217;t know that that part of the screen was an exit to another location. The joy of an adventure game should be in being a character, playing through a story, and feeling clever for solving some problems &#8211; not in discovering that you can click that plant that looks like it&#8217;s part of the background.</p>
<h2>3. Cock-Blocking</h2>
<p>One of the most despised phrases in the annals of graphic adventure gaming is &#8220;you can&#8217;t do that &#8212; at least not now&#8221; which, if you&#8217;ve played through the King&#8217;s Quest series, you&#8217;ve read at least a few hundred times in your miserable existence. Graphic adventure game cock-blocking occurs when the designer has not thought through enough interaction possibilities, and has thrown up a vague, generic message to the player. This is essentially computer programming error code handling, with messaging that&#8217;s barely more helpful than <em>actual</em> computer programming error codes.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/eror.png" alt="" /></p>
</div>
<p>The reason why cock-blocking is so common is that it takes a lot of effort to account for every possible thing the player might try to do. Indeed, for games with a text parser, it&#8217;s nigh-impossible for the designer to anticipate every single combination of words, including gibberish, the player may hurl at the parser. With verb-based adventure interfaces like the one in <strong>Maniac Mansion</strong>, the permutations shrunk significantly.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/maniacMansion.jpg" alt="" /></p>
<p>Sidenote: this is the exact moment in Maniac Mansion when the majority of players wet their pants.</p>
</div>
<p>A corollary to item use cock-blocking is a situation where the player tries to use a long, rigid item to pry something off another something, but he doesn&#8217;t use the <em>correct</em> long, rigid item that the designer was thinking of. Stick &#8211; no good. Pole &#8211; no good. Broom handle &#8211; ding ding ding! Here&#8217;s how graphic adventure developer and wittily snarky pundit Ben &#8220;Yahtzee&#8221; Croshaw puts it in his <a href="http://www.adventuregamers.com/article/id,453">Depressingly Common Adventure Game Design Flaws</a> series (the rest of which i&#8217;ve avoided reading, for fear of being wittily snarked at for plagiarism):</p>
<blockquote><p>The best game I have ever played for intuitive puzzles has to be the aforementioned <strong>Zak McKracken And The Alien Mindbenders</strong>. There&#8217;s a whole horde of inventory items in Zak McKrack, and I could give a thousand examples of puzzles with several alternative solutions. How about using a monkey wrench to wake up the bus driver, but also being able to do the same with any other long, hard item in your inventory, AND having the option of waking him with a merry kazoo interlude instead? You can use a butter knife to get a cashcard from under a desk, but you can also use any of the several pieces of paper, all of which can also be used for drawing maps. Then, when you try to lever up floorboards with the butter knife, it&#8217;s obviously too flimsy, and you get left with a bent butter knife. Having so many possibilities and so many avenues to explore not only constantly rewarded the player&#8217;s intelligence but provided the vital encouragement needed to make them push through to the very end.</p></blockquote>
<p>Before Spellirium, UGAGS games got right around this problem by not offering any item interaction whatsoever. If you clicked on a hotspot, and you had the inventory item that interacted with it, you automatically used the right item. In Jinx 3, if you were carrying the spork, you could tap on the prison wall with it. If you held the banana, you could flush it down the toilet to create a flood. This covered off any puzzle design blunders that i may have committed. Left to his own devices, would the player really know he should tap on the wall with the spork? With auto-item use, i never had to worry about it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/jinx3.jpg" alt="" /></p>
<p>Why force the player to say &#8220;use keycard on door&#8221; when the interaction is obvious?</p>
</div>
<p>Since you can use items on hotspots in Spellirium, i&#8217;ve developed a new system to minimize cock-blocking. Given a hotspot like a locked door, i can obviously define what happens when you use the iron key on it. But i can also list other items the player might try to use, like the metal pole (to bash the door down?), and i can have Todd respond in kind: &#8220;This metal pole is too flimsy to bash the door down.&#8221; That makes the player feel good, because i&#8217;m acknowledging that he had a good idea, and it&#8217;s so much more satisfying than &#8220;i don&#8217;t understand that&#8221; or &#8220;i can&#8217;t do that.&#8221;</p>
<p>The next line of defense is generic item commands. If i haven&#8217;t written an item-specific response, the logic falls through to the hotspot&#8217;s generic response, like &#8220;i can&#8217;t use that to get through the door.&#8221; This is a little more frustrating than a specifically-written response, but at least it&#8217;s something. One game that i noticed did a LOT of work to provide an item-specific response for every imaginable item/hotspot combination is <strong>The Whispered World</strong>. Very well done.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/whisperedWorld.jpg" alt="" /></p>
</div>
<h2>4. No &#8211; Not THAT Paper</h2>
<p>A very common and frustrating mistake that adventure games make is to send the player off in search of something that is represented in the background artwork, but the background element is not wired for interaction. While it&#8217;s not a graphic adventure game, i was recently playing the abysmal Legend of Zelda: Skyward Sword, and a character asked me to go find a piece of paper &#8211; &#8220;ANY piece of paper&#8221;. The setting for this fetch quest was an academy packed to the teats with books, parchments, scrolls and papers of every imaginable kind &#8230; but i couldn&#8217;t pick any of them up. i had to go hunt down the <em>exact</em> piece of paper the game wanted me to find.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/zelda.jpg" alt="" /></p>
<p>Don&#8217;t surround the player with non-interactive books, and then ask him to find &#8220;any&#8221; piece of paper.</p>
</div>
<p>A related problem is the too-damned-interesting-background-art error. This is where you have something in the background that every player clicks on, but you haven&#8217;t written a description for it. And the player figures there MUST be something up with that video camera hidden in the plant. But there&#8217;s not.</p>
<p>In an attempt to address this, we&#8217;re developing a heatmap system for Spellirium where we can analyze players&#8217; clicks. If we notice enough heat on a particular area of the screen that we haven&#8217;t wired up for interactivity, of if there&#8217;s a hotspot that gets clicked non-proportionally to its relevance, we know we have some splainin&#8217; to do to the player.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/haloHeatmap.jpg" alt="" /></p>
<p>Heatmaps: they&#8217;re not just for Halo any more.</p>
</div>
<h2>5. The Pointless Conversation Option</h2>
<p>Again, while it&#8217;s not a graphic adventure game, there&#8217;s a lot we can learn from the steaming pile that is Skyward Sword. Throughout the game, non-player characters ask you to make a choice. &#8220;Link! Will you save my kitten from the tree?&#8221; You know that, as the hero, you kind of have to save the kitten. Yet you&#8217;re given the option to say &#8220;No.&#8221; And when you do that, the story does not move forward. You MUST re-engage the NPC. You MUST say &#8220;Yes&#8221; this time. You MUST save the kitten. What was the point of the interaction, other than providing the illusion of interactivity?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/emeraldCity.jpg" alt="" /></p>
</div>
<p>The reason why designers do this is, of course, to save work &#8211; a LOT of work. If, whenever you made a binary decision, the ramifications spun off wildly into two alternate timelines, you&#8217;d be building an impossibly large game. But i can&#8217;t stand it when it&#8217;s obvious during a conversation that no matter what i &#8220;choose&#8221; to say, the conversation is always going to go a certain way.</p>
<p>The solution is a trick of good creative writing. It&#8217;s fine for the conversation to always lead into the same funnel. It&#8217;s not fine for the player to know that. Through clever writing, you can make the player <em>think</em> he&#8217;s affecting the conversation, even when he&#8217;s not. If you&#8217;re crafty, you can even give the player a binary decision with two seemingly opposite inputs, but steer them both around to the same outcome. Consider this conversation snippet from Spellirium between Todd and Lorms:</p>
<p><strong>Todd:</strong></p>
<ul>
<li>Uh &#8230; okay. You can tag along, I guess. [C1]</li>
<li>It&#8217;s probably better if I go alone. [C1]</li>
</ul>
<p>[C1] (<em>Todd walks to the edge of the screen</em>)</p>
<p><strong>Lorms:</strong> Where are you going?</p>
<p><strong>Todd:</strong> I dunno. That way?</p>
<p><strong>Lorms:</strong> Do you have a plan? Do you even know how you&#8217;re going to find your friends?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_15/toddAndLorms.jpg" alt="" /></p>
</div>
<p>With one option, the player decides that Lorms can come with him. With the other option, the player decides to go it alone. Lorms is one of Spellirium&#8217;s main characters. Make no mistake: he&#8217;s <em>coming</em> on the journey. But despite what the player chooses, he feels like the game is honouring his choice, and the conversation and actions that flow from that point feel natural &#8211; <em>even if the player chooses two completely opposite responses</em>.</p>
<h2>The Sins of Our Fathers</h2>
<p>The graphic adventure game genre is far from perfect, but there are many things we can do as savvy designers to account for the crimes perpetrate on players past. We have been bad, but we will atone. But will it be enough to resurrect a genre that&#8217;s been on life support for the past twenty years?</p>
<h2>Further Reading</h2>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2011/06/28/how-the-graphic-adventure-video-game-genre-can-save-your-kids-tv-to-game-360-transmedia-strategy/">How the Graphic Adventure Video Game Genre Can Save Your Kids’ TV-to-Game 360 Transmedia Strategy</a></li>
<li><a href="http://www.untoldentertainment.com/blog/2011/06/07/i-touched-ron-gilbert/">i Touched Ron Gilbert</a></li>
<li><a href="http://www.untoldentertainment.com/blog/2010/07/14/six-ways-to-tell-stories-in-video-games/">Six Ways to Tell Stories in Video Games</a></li>
<li><a href="http://www.untoldentertainment.com/blog/2009/08/26/12-types-of-puzzles-in-graphic-adventure-games/">12 Types of Puzzles in Graphic Adventure Games</a></li>
<li><a href="http://www.untoldentertainment.com/blog/2007/10/15/chamber-of-the-sci-mutant-priestess/">Chamber of the Sci-Mutant Priestess</a></li>
</ul>
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		<title>Double Fine&#8217;s Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing?</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/09/double-fines-kickstarter-windfall-will-patronage-supplant-traditional-game-publishing/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/09/double-fines-kickstarter-windfall-will-patronage-supplant-traditional-game-publishing/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 15:54:40 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
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		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4353</guid>
		<description><![CDATA[There&#8217;s one photograph from my past i desperately want to find, but i fear it was lost to the voracious pagan god of bits and bytes years ago &#8211; another case for printing your digital photos as soon as you take them. It&#8217;s a picture of a fresh-faced young me, Ryan Henson Creighton, posing next [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s one photograph from my past i desperately want to find, but i fear it was lost to the voracious pagan god of bits and bytes years ago &#8211; another case for printing your digital photos as soon as you take them. It&#8217;s a picture of a fresh-faced young me, Ryan Henson Creighton, posing next to Tim Schafer, almost ten years ago. Tim has his jaw twisted up in his best Bill Murray impression, possibly trying to hide the fact that he&#8217;s uncomfortable being in the photo. i&#8217;m standing there with my best&#8221; OH MY GOD I&#8217;M GETTING MY PICTURE TAKEN WITH TIM SCHAFER&#8221; face on.</p>
<p>i can&#8217;t find the photo, but i scoured the internet for the closest thing to it:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_09/guys.jpg" alt="Two young black guys" /></p>
<p>(except that neither one of us was wearing a hat)</p>
</div>
<p>It was E3 circa 2003, during the little-known GDC-like conference portion of the event. Shamelessly geeking out by taking pictures with your long-time game design heroes was NOT the order of the day, but friends &#8230; i just couldn&#8217;t help myself. If you&#8217;ve seen pictures of the <a href="http://www.untoldentertainment.com/blog/2011/09/07/welcome-to-the-untold-entertainment-offices/">Untold Entertainment offices</a>, you&#8217;ll know it&#8217;s a veritable shrine to the glory days of LucasArts graphic adventure games, back when story and character development and humour ruled the day (in stark contrast to today, when all three of those elements are routinely botched and butchered &#8211; almost deliberately, it sometimes seems).</p>
<div class="displayed">
<p><img src="http://www.gamezebo.com/sites/default/files/imagecache/medium/news/MT-desk.jpeg" alt="Untold Entertainment Offices" /></p>
<p>No, visitor, i didn&#8217;t create those two games. But thank you for asking.</p>
</div>
<div class="displayed">
<p><img src="http://www.gamezebo.com/sites/default/files/imagecache/medium/news/signed-covers.jpeg" alt="Untold Entertainment Offices" /></p>
<p>Ron Gilbert signed my original Monkey Island game boxes in a similar surprise geek attack at GDC last year.</p>
</div>
<p>Before i accosted Tim, he was on a panel talking about the difficulty of financing video games in his new venture, Double Fine. This was pre-Psychonauts. i asked him a question from the gallery: &#8220;The graphic adventure genre had clearly tanked, and action games ruled the day. But if you look at the free-to-play Flash game ecosystem, you&#8217;ll see a lot of young designers creating graphic adventure games, and they&#8217;re quite popular with a certain niche. Would you ever consider building another one?&#8221;</p>
<p>Tim screwed up his face in thought. i paraphrase: &#8220;I &#8230; yeah, I&#8217;ve seen that. Those little adventure games are great. And it&#8217;s tempting, but &#8230; I think we need to move on from that genre, and do something different. We can make games with graphic adventure-like <em>elements</em>, like character dialogue and picking up items, but as for those old-school adventure games, i &#8230; i don&#8217;t think we can go back.&#8221;</p>
<h2>Tim Goes Back</h2>
<p>On Wednesday February 8 2012, Tim went back. Double Fine Productions launched a Kickstarter project asking for $400k to produce an old-school graphic adventure game and a making-of documentary, with creative involvement from Monkey Island creator Ron Gilbert. In 2 hours, the project had crossed the $100k mark, and Tim remarked on Twitter that that was more than the budget of the original Secret of Monkey Island. In just under 12 hours, donated funding had shot up past $500k: half a million bucks in good will and high hopes, built on a legacy of some of the most enjoyable and fondly-remembered moments in video game history.</p>
<p>These games, friends &#8211; <em>these games</em> are why i am in the industry today. The graphic adventure genre is far from dead, and i hope this groundbreaking experiment proves it. It&#8217;s a great comfort to me to see these guys pump life and attention and revival into the genre, even as we work to release <strong><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></strong> on new platforms, and toil away on <strong><a href="http://www.spellirium.com">Spellirium</a></strong>, our trashpunk graphic adventure/word puzzle game mash-up.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/spellirium.jpg" alt="Untold Entertainment Offices" /></p>
<p>God bless you, Timothy.</p>
</div>
<h2>Fame = Money. Who Knew?</h2>
<p>But what does this all actually <em>mean</em>? Have Double Fine proven that the standard publishing model for funding video games is dead and buried? It&#8217;s certainly coughing its death rattle, but i don&#8217;t think that&#8217;s the take-away here.</p>
<p>Is it that graphic adventure games are alive and well, and that we&#8217;re going to see a huge resurgence in the genre? Selfishly, i hope so. But the fact remains that the problems that sunk the genre to begin with are still present: lack of replayability, high cost of development for content players can chew through in a chicken minute, pixel hunting, nonsensical puzzle design, verbosity, randomly rubbing items together in the hopes of discovering a solution, and just plain ol&#8217; getting stuck with no hope of moving the game forward. Imagine if, in a first-person shooter, your gun jammed, and you couldn&#8217;t keep killing Nazis unless you learned how to take your whole rifle apart and put it back together, which inexplicably required some knowledge of colour theory. That&#8217;s what we&#8217;re dealing with.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_09/cod.jpg" alt="Untold Entertainment Offices" /></p>
<p>&#8220;You can&#8217;t do that &#8211; at least not now.&#8221;</p>
</div>
<p>i think the take-away here is that the video games industry has honest-to-goodness celebrities, and that we will pay those celebrities money to build games for us. It&#8217;s the dawning of a new age during which the video games studio system, a la the Hollywood studio system, is finally born, and personality becomes a business model. Here&#8217;s a short list of personalities and games that i would personally help fund:</p>
<ul>
<li>Rand Miller, creator of <strong>MYST</strong>, and one of the other heroes i accosted at E3 2003. Go create a Kickstarter and create a new IP, and i will give you my money.</li>
<li>Cliff Johnson. Your game <strong>The Fool&#8217;s Errand</strong> was awesome, and it made me feel smart whenever i solved one of your puzzles. You&#8217;ve been accepting pre-orders for the sequel, <strong>A Fool and His Money</strong>, since 2003, presumably to help you fund the game. You say you&#8217;re launching September of this year, but Wikipedia maintains <a href="http://en.wikipedia.org/wiki/The_Fool_and_His_Money">a chart of your scheduling slips</a>, and it&#8217;s embarrassing. What&#8217;s the problem, Cliff? Money? If so, then i think we&#8217;ve found your solution.</li>
<li>Ken and Roberta Williams. Come out of retirement and do something non-King&#8217;s Quest-related. i&#8217;ll toss you some dough.</li>
<li>Jane Jensen. <a href="http://www.oldmanmurray.com/features/77.html"> Old Man Murray blames <strong>Gabriel Knight 3</strong></a> for sounding the graphic adventure games death knell. Why not work on a fourth adventure, with help on game and puzzle design from someone else, while you take care of the story, characters and atmosphere that you write so well? (Check out Jane&#8217;s <strong><a href="http://www.graymatter-game.com/">Gray Matter</a></strong>to see what she&#8217;s been up to lately)</li>
<li>Brian Moriarty. You&#8217;re teaching at Worcester Polytechnic, and from the brief response to the fan email i sent you a year ago, it seems like you feel your game development days are over? <strong>LOOM</strong>was a major influence on Spellirium, and it shows &#8211; from the robed protagonist, to the post-apocalyptic-but-it-looks-medieval setting, to the weaving and shearing puzzles (i actually made my hero a tailor, in honour of LOOM). LOOM ended on a down note. It was supposed to be a trilogy, taking us through the Guild of Shepherds and the Guild of Blacksmiths in the next two installments. Go build a Kickstarter project. Buy the sequel rights from LucasArts, and MAKE ME MAH GAMES.</li>
<li>Ron Gilbert. You left us with one Hell of a cliffhanger with Monkey Island 2, before the franchise went in a different direction without you. How much money do you think it would cost to wrest the MI rights from TellTale, treat Monkey Island 3 and every game thereafter like Guybrush Threepwood&#8217;s fever dream, and built a direct sequel to your game? Put that amount of money on your Kickstarter project, and witness how much fans will pay to discover the real secret of Monkey Island.</li>
</ul>
<p>Game designers are my celebrities. i&#8217;m far more interested in the work of Al Lowe, Jordan Mechner or Eric Chahi than i am in Michael Bay, Charlie Kaufman or Steven Spielberg (<strong>The Dig</strong>/<strong>Boom Blox</strong> notwithstanding). And just as Joe Public will pay money for tabloids full of photos of their favourite celebrities, will pay to see their movies, will pay to buy their clothing lines, i will pay you to build games for me.</p>
<p>Who are your game design heroes? What do you want them to create for you, and how much will you pay? Thanks to Double Fine blazing the trail, you may well get your wish.
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		<title>Manufacturing Alexes: The Secret of Indie Game Success</title>
		<link>http://www.untoldentertainment.com/blog/2012/02/01/manufacturing-alexes-the-secret-of-indie-game-success/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/02/01/manufacturing-alexes-the-secret-of-indie-game-success/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 15:18:38 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4347</guid>
		<description><![CDATA[Alex approached me, wild-eyed, at an IGDA meeting one night. We had never really carried on a complete conversation, but we were acquainted with each other. On this particular evening, Alex had something very important to say to me. Judging from his expression, i could only surmise that the Russians had bombed Princess Diana. What&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>Alex approached me, wild-eyed, at an IGDA meeting one night. We had never really carried on a complete conversation, but we were acquainted with each other. On this particular evening, Alex had something very important to say to me. Judging from his expression, i could only surmise that the Russians had bombed Princess Diana.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/gasp.gif" alt="Gasp" /></p>
<p>What&#8217;s that, Alex? Archduke Ferdinand is stuck in the well??</p>
</div>
<p>But my predictive powers had failed me. i was wrong. When Alex opened his mouth, with a little foam forming at the corners of his lips &#8211; possibly rabies, i thought &#8211; it was to say the following:</p>
<p>&#8220;You <em>have</em> to play <strong>SpaceChem</strong>.&#8221;</p>
<p>He wasn&#8217;t kidding. Alex was just making a game recommendation to me, but the fervour with which he said it made me know he was serious, and that my family was quite probably in danger if i didn&#8217;t listen to him.</p>
<p>&#8220;You <em>have</em> to,&#8221; he said. &#8220;It&#8217;s BRILLIANT.&#8221;</p>
<p>He went on to describe SpaceChem as this smart little puzzle game that had you, essentially, <em>programming</em> solutions to problems. It sounded right up my alley. i couldn&#8217;t speak for the other people in our little group, but Alex wasn&#8217;t being selective with his recommendation &#8211; he was spraying it like a gatling gun, hoping to take a few of us out in his frenzied fire. Okay, okay. i told him i&#8217;d check it out.</p>
<p>When i got home after the IGDA event, there were incoming tweets from Alex. &#8220;<em>Did you try SpaceChem yet??</em>&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/fatalAttraction.jpg" alt="Fatal Attraction" /></p>
</div>
<h2>The Power of Christ Compelled Him</h2>
<p>i didn&#8217;t buy SpaceChem that night. i didn&#8217;t buy it after i met one of the developers in person at a conference in Seattle. i didn&#8217;t buy it until months and months later, during the Christmas sale on Steam.</p>
<p>But in the end, i bought SpaceChem. Sight unseen. And i bought it because of Alex.</p>
<p>Alex was an <em>evangelist</em>. We used to reserve that word for Protestant Christians who, by feverish word of mouth and big revival tents pitched in the desert, would win people over to their cause. Today, tech companies like Adobe have carved out actual job descriptions for evangelists to ballyhoo their brand message worldwide.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/revival.jpg" alt="Revival" /></p>
<p>SpaceChem can HEAL yeh. Be HEALED-a!</p>
</div>
<p>As an indie gamer working on a <a href="http://www.spellirium.com">new title</a>, i&#8217;ve been thinking back to Alex&#8217;s recommendation that night. i <em>want</em> guys like Alex to run into a crowd of people at an IGDA event and rant about how amazing <strong><a href="http://www.spellirium.com">Spellirium</a></strong> is. But that&#8217;s impossible, right? Alexes happen because someone tries your game, and likes it a lot, and decides to tell other people about it. It&#8217;s a grassroots thing. It&#8217;s like a game or a video going viral. You can&#8217;t exactly <em>manufacture</em> that kind of thing.</p>
<p>OR CAN YOU??</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/dramatic.jpg" alt="Dramatic" /></p>
</div>
<h2>Spreading Your Seed</h2>
<p>i&#8217;ve read some articles and have attended some lectures that purport to teach you how to <em>generate</em> virality, and they all came off as hokum. (Matter of fact, i think i&#8217;m GIVING one of those lectures at <a href="http://www.gdconf.com/news/gdc/gdc_2012_reveals_playdom_bozek.html">GDC this year</a>) But i&#8217;m a bit of a dreamer, so i decided to do a little legwork to find out how Alex, this usually mild-mannered and affable fellow i&#8217;d see at IGDA meetings, caught SpaceChem Fever.</p>
<p>After my lazy-ass sleuthing (Columbo could have saved SO much time with Twitter and Wikipedia), i pieced together this timeline of events:</p>
<ol>
<li>SpaceChem developer Zachtronics Industries emailed Valve to try to get the game distributed on Steam. It didn&#8217;t happen.</li>
<li>Zachtronics handled their own distribution and began to sell the game directly on their own website.</li>
<li>Zachtronics (presumably) emailed a number of game industry publications about SpaceChem. One of these was Rock Paper Shotgun.</li>
<li>Then-RPS writer Quintin Smith <a href="http://www.rockpapershotgun.com/2011/01/10/wot-i-think-spacechem/">reviewed SpaceChem</a>, calling it &#8220;an incredible game&#8221;.</li>
<li>Valve approached Zachtronics two days later, and agreed to distribute SpaceChem on Steam. Fancy how that happens.</li>
<li>Quintin wrote <a href="http://www.rockpapershotgun.com/2011/03/03/thats-gas-spacechem-available-on-steam/">another SpaceChem article</a>, in which he said this:<br />
<blockquote><p>Anyone who hasn’t yet tried the demo should physically drop what they’re doing to do so immediately. Yes, even if it’s tea. I don’t care if it’s tea and you’re drinking it directly above your child.</p></blockquote>
</li>
<li>An impressionable Alex read that article, was infected by Quintin&#8217;s ridiculous enthusiasm, and downloaded the demo.</li>
<li>Agreeing with Quintin&#8217;s assessment, Alex stormed up to us at the IGDA meeting, and attempted to infect us with his enthusiasm.</li>
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/eye.jpg" alt="28 Days Later eye scene" /></p>
</div>
<p><strong>Note:</strong> it helps that Zachtronics is behind <strong>Infiniminer</strong>, and that Infiniminer inspired <strong>Minecraft</strong>. This is analogous to AMPAAS overlooking Cuba Gooding Jr. for his performance in <strong>Jerry McGuire</strong> one year, and then giving him the Oscar for <strong>Snow Dogs</strong> the next.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/snowDogs.jpg" alt="Snow Dogs" /></p>
<p>&#8220;I&#8217;d like to thank Dog &#8230; &#8221;</p>
</div>
<p>(i don&#8217;t mean to say that SpaceChem is the game equivalent of Snow Dogs &#8230; i only mean that Quintin may have felt that in addition to building a brilliant game, Zachtronics deserved a little more attention for their <em>general</em> briliance, Infiniminer included.)</p>
<p>This all confirms something that i learned about the indie game dev scene a few years ago at GDC. i was getting tired of listening to the Casual crowd year after year &#8211; same speakers, same topics, same takeaways. i had never sat in on the Indie Games Summit because i mistakenly thought it would be a room full of students sharing tips on where to find cracked copies of Maya. It wasn&#8217;t until i actually broke down and attended the Summit that my eyes were opened.</p>
<p>It was there that i learned the secret to Indie Game Success.</p>
<h2>The Secret to Indie Game Success</h2>
<p>The indie game scene is a club. If you&#8217;re in the club, you get certain opportunities that you wouldn&#8217;t have otherwise &#8211; namely, you don&#8217;t get to attend the parties. So getting into the club somehow is the first step.</p>
<p>What&#8217;s so great about the parties? The parties are where the indies rub elbows with the games journalists. (And let me be clear, because i absolutely hate that designation: there&#8217;s a vast difference between a reporter exposing genocide in Malaysia, and a college student complaining about the drift mechanics in the latest Mario Kart game. In most cases, journalists they ain&#8217;t. But i&#8217;ll use that term here for ease, if nothing else.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/callOfDuty.jpg" alt="Call of Duty" /></p>
<p>There&#8217;s a massive difference between reporting from inside a war-torn country, and reporting from inside Call of Duty.</p>
</div>
<p>Here&#8217;s the thing about those journalists: they&#8217;re the king-makers. They are the love that covers a multitude of sins &#8211; and by &#8220;sins&#8221;, i mean complete lack of a marketing budget, a lousy distribution plan, and no localization strategy to speak of &#8230; all the bush-league errors that we indies make because we are, quite literally, three guys in a garage, and the garage is rented.</p>
<p>i&#8217;ve become convinced that it&#8217;s the <em>journalists</em> who make the most successful indies fabulous amounts of money. That&#8217;s partly because games &#8220;journalists&#8221; have this characteristic penchant for hyperbole that you don&#8217;t find in mainstream media. You&#8217;d never hear Roger Ebert say &#8220;OMG n00bs I JUST SAW HOWARDS END AND UR GONNA FILL UR PAMPERS OVER THIS ONE&#8221;, but it&#8217;s not out of place in a games magazine. If Roger Ebert ever told me &#8220;get ready to drop motherfucking TEA on your baby&#8217;s FACE because <strong>Tree of Life</strong> is AMAZING&#8221;, i&#8217;m sure my impression of Tree of Life would be higher than if Ebert hadn&#8217;t said anything. And i&#8217;m sure Ebert&#8217;s silly enthusiasm would be infectious, and i&#8217;d HAVE to run up to a group of people and scream &#8220;GO SEE TREE OF LIFE RIGHT NOW OR i&#8217;LL SHANK YOU IN THE KIDNEYS!!&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_02_01/ebert.jpg" alt="Roger Ebert" /></p>
<p>Listen to the man. Ebert will mess you up.</p>
</div>
<p>Games journalists are the vehicle by which mainstream gamers hear about (what they think are) worthwhile indie titles. They have an incredible amount of power. That&#8217;s how <a href="http://www.ponycorns.com">Ponycorns</a> made the rounds. i never would have seen the same amount of success with that game if the journalists hadn&#8217;t run through the streets with it impaled on a flaming stick.</p>
<h2>Take This, Brother &#8211; May it Serve You Well</h2>
<p>So the secret, once more, if you want to be a successful indie developer:</p>
<ol>
<li>Get in the club.</li>
<li>Make something excellent.</li>
<li>Buddy up with journalists and convince them to talk about your game as enthusiastically as possible.</li>
</ol>
<p>THAT&#8217;S how you manufacture Alexes. Organic word of mouth is great, but the effort you&#8217;d need to expend to personally seed enough people with infectious enthusiasm to make that fire catch is immense, and it&#8217;s probably an impossible task. You need a firestarter log. You need to spray butane on it. Games journalists are made of butane.</p>
<p><a href="http://www.spellirium.com">Spellirium</a> is a great game, so i&#8217;ve got that hurdle out of the way. Now i just need to run up to a group of games journalists at a GDC party and splatter my enthusiasm all over them &#8230; <em>Alex-style</em>.
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		<title>E for Everyone, or N for Niche?</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/30/e-for-everyone-or-n-for-niche/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/30/e-for-everyone-or-n-for-niche/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 14:28:58 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4328</guid>
		<description><![CDATA[tl;dr &#8211; i continue to make concessions for a non-word-gamer crowd in my latest word puzzle/adventure game Spellirium. Check the poll at the bottom if you think that&#8217;s a good idea or not. Here are the FACTS that i&#8217;ve learned about game pricing: If your game has a broad appeal, you can charge a relatively [...]]]></description>
			<content:encoded><![CDATA[<p>tl;dr &#8211; i continue to make concessions for a non-word-gamer crowd in my latest word puzzle/adventure game <b>Spellirium</b>.  Check the poll at the bottom if you think that&#8217;s a good idea or not.</p>
<p>Here are the FACTS that i&#8217;ve learned about game pricing:</p>
<p>If your game has a broad appeal, you can charge a relatively small amount of money for it and hope to make it up in volume.</p>
<p>If your game appeals to a small group of people &#8211; and, i mean, it REALLY appeals to that small group of people &#8211; you can charge a higher price, to make up for lost sales to everyone else, and to capitalize on your audience&#8217;s undying love of <em>whatever</em>.  </p>
<p><b>Angry Birds</b>?  99 cents.  <b>Sean O&#8217;Brien: Pro Windsurfer</b>?  Ten dollars.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/windsurfer.jpg" alt="Windsurfer"></p>
<p>Pay up, bitches.
</p></div>
<p>So here i am developing <a href="http://www.spellirium.com"><b>Spellirium</b></a>.  It&#8217;s a graphic adventure game, in the style of those LucasArts/Sierra Online games from the 90&#8242;s, that have been relegated to a very narrow corner of niche gamedom &#8211; nestled in-between train simulators and Japanese child-rearing games.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/princessMaker.jpg" alt="Princess Maker"></p>
<p>Pay up, bitches.
</p></div>
<p>But more than that, Spellirium is an experimental <em>mash-up</em> &#8211; a graphic adventure game mixed with a word puzzle game.  It&#8217;s <b>LOOM</b> meets <b>Boggle</b>. Niche meets niche. Narrow audience carved down to an even more narrow audience.  It&#8217;s like building a train simulator where you raise your train to be a little lady.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/animeTrain.jpg" alt="Anime Train Game Princess Maker"></p>
<p>Pay up, b&#8230; well, you know the drill by now.
</p></div>
<h2>Born 2 Spell</h2>
<p>So this game, on paper, is very very niche.  Like many indies do, i&#8217;m making the game that i would want to play.  You see, i grew up doing crossword puzzles. At eight years old, when other boys were thumbing through their dads&#8217; copies of Oui, i was floundering through PennyPress variety magazines, trying to solve the Fill-Its.  Other boys knew they had come of age when they finally beat up their old man after he lost the family car in a drunken poker game. My big coup was finally beating my mom at Scrabble.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/mags.jpg" alt="Magazines"></p>
<p>This is all quite possibly a function of growing up without a father.
</p></div>
<p>i ran into a <a href="http://www.untoldentertainment.com/blog/2010/07/27/were-doomed/" title="We're Doomed">lot of trouble</a> when i presented this game to the Casual crowd in Seattle.  The most common reaction i received was that Spellirium was &#8220;too smart&#8221; for the middle-aged mom audience that Casual catered to.  This was a huge blow, because the game was originally designed for that exact crowd, with nods to the dark fantasy that nerdy moms love.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/pern.jpg" alt="Dragonriders of Pern"></p>
<p>Think moms don&#8217;t like dark fantasy?  Guess again.
</p></div>
<p>i learned quickly that my biggest challenge with Spellirium would not be building the game, but marketing it.  How would i find the niche audience that would adore the game, and pay a little more money for it than usual because it <em>so suited their needs</em>?</p>
<p>My first attempt was to build a web game portal packed with word games, which i called <a href="http://www.wordgameworld.com">Word Game World</a> &#8211; the idea being that i could learn from the hundreds of other word games out there, meet and talk to my audience, and most importantly, control the ad inventory so i could push that audience to Spellirium.  My plan failed when marketing Word Game World became <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">as big a marketing challenge</a> as marketing Spellirium ever was.  </p>
<p>This all led me to face some tough questions.  Chief among them: did i overestimate the word game market?  Is the group of players who will enjoy my game really too small to support the cost of developing it?  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/ebgames.jpg" alt="EB Games"></p>
<p>Players camp out for the midnight launch of Spellirium.
</p></div>
<p>The success of <b>Scrabulous</b>, <b>Words with Friends</b>, <b>Text Twist</b>, and the critical success of indie games <b>SpellTower</b>, <b>PuzzleJuice</b> and <b>Wurdle</b> seem to suggest otherwise.  i was even wrong about <b>Bookworm Adventures</b>, Spellirium&#8217;s kissing cousin and the game upon which this entire project was predicated.  When the Casual crowd told me that word games didn&#8217;t &#8220;do well&#8221;, i thought for sure they were pointing to Bookworm Adventures, with its astronomical $700k budget, as a financial failure.</p>
<p>But <em>get this</em>: i learned recently that Bookworm Adventures has had two sequels. Generally, the existence of sequels indicates the financial success of the original, or at least <em>projected</em> financial success of future installments.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/titanic2.jpg" alt="Titanic II"></p>
<p>Er&#8230;
</p></div>
<h2>But What If i&#8217;m Dumb?</h2>
<p>Before Spellirium was playable and i&#8217;d describe the game to people, common objections included:</p>
<ul>
<li>What if i don&#8217;t know what words to make?
<li>i&#8217;m bad at spelling.
<li>i&#8217;m slow at making words.
<li>How do you (or i) know there are any valid words in the grid?
<li>Longest words are best words, right?
<li>What if you just can&#8217;t make a word?
</ul>
<p>Based on these fears, i&#8217;ve made a LOT of concessions in gameplay to cater to a crowd that wouldn&#8217;t really consider playing word games, and that doesn&#8217;t count &#8220;word game&#8221; as a preferred genre.</p>
<p><b>Q:</b> What if i don&#8217;t know what words to make?<br />
<b>A:</b> There are two features &#8211; the Dictionary and the Quicklist &#8211; that mitigate this.  The Dictionary stores all the words in the game.  You can add words from the Dictionary on to your Quicklist, which hangs off the side of the grid while you&#8217;re playing.  This way, Spellirium becomes sort of a build-your-own-word-search.  And of all the activities in the Pantheon of Word Games, even the (self-described) dumbest players can complete a word search.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/quicklist.jpg" alt="Spellirium Quicklist"></p>
</div>
<p><b>Q:</b> i&#8217;m bad at spelling.<br />
<b>A:</b> In an early Spellirum challenge, you have to shear a sheep by spelling words that have to do with cutting: SHEAR, CUT, CHOP, CLIP, TRIM, etc.  i&#8217;ve only completed five playtests, but 2/5 players have spelled &#8220;SHEER&#8221;, a homonym for &#8220;SHEAR&#8221;.  And they were confused when it didn&#8217;t work.</p>
<p>This led one tester to suggest i modify the game so that when you lasso a group of letters (like &#8220;BAED&#8221;), the game anagrams it until it finds a valid word in the Dictionary (&#8220;BEAD&#8221; or &#8220;BADE&#8221;). So it doesn&#8217;t matter whether you can spell or not -if <em>you</em> know there&#8217;s a valid word in the letters you lassoed, the game will accept the letters.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/tattoo.jpg" alt="Badly spelled tattoo"></p>
<p>Yes.  Yes, you are.
</p></div>
<p><b>Q:</b> i&#8217;m slow at making words.<br />
<b>A:</b> This was a very early concession i knew i&#8217;d have to make.  Many players hated the time pressure in the game, so i modified Spellirium to be turn-based.  The Spellcaster has a &#8220;health bar&#8221; at the top. Whenever you swap letter tiles, your health goes down.  The farther apart the letter tiles are, the more health you lose when you swap them.  Guessing at bogus words also dings your bar.  This turns Spellirium into a much more methodical, strategic game, and the time pressure has been removed completely.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/timer.jpg" alt="Chess timer"></p>
</div>
<p><b>Q:</b> How do you (or i) know there are any valid words in the grid?<br />
<b>A:</b> Obviously, this is a question that only non-word-game-players would ever ask. A few people have suggested that i run an algorithm in the game to highlight a valid word if a player can&#8217;t find one, much the same way that <b>Bejeweled</b> highlights a valid match after a few seconds of inactivity have elapsed.</p>
<p>Here&#8217;s the deal: the grid is 7&#215;7 tiles, and it uses a Scrabble-like distribution, favouring common letters (RSTLNEAIOU etc &#8211; all the 1-point tiles in Scrabble).  So essentially, you&#8217;re starting at a 49-letter anagram puzzle.  If you can&#8217;t make a single 3-8-letter word given FORTY-NINE TILES, there&#8217;s really not much i can do for you.  Go play <b>Gears of War</b>, and stop wasting my precious oxygen.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/neanderthal.jpg" alt="Neanderthal"></p>
<p>How spell &#8220;GRUNT&#8221;?
</p></div>
<p><b>Q:</b> Longest words are best words, right?<br />
<b>A:</b> Here&#8217;s another classic objection from non-word-game-players. This one is so pervasive that even the creators of PuzzleJuice conceded and make longer words worth more points.  As any proper Scrabble player knows, certain words are more difficult to make than others.  &#8220;MUCH&#8221; is a higher-value word than &#8220;ROOSTER&#8221;, because the letters &#8220;M&#8221;, &#8220;C&#8221; and &#8220;H&#8221; are found in fewer English words than more common letters like the ones that comprise &#8220;ROOSTER&#8221;. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/rooster.jpg" alt="Much Rooster"></p>
<p>MUCH ROOSTER
</p></div>
<p>But in his GDC 2011 keynote, Sid Meier revealed that if the odds were 60/40 that a player would win a given battle, and the player lost that battle, the player would complain.  &#8220;i had more guys&#8221;, the player would say.  Mathematically, it made sense.  Mathematically, the player should lose 4/10 times.  But it felt unfair to the player.</p>
<p>Likewise, most players don&#8217;t care a fig for letter distribution and probabilities. To them, it takes more mental effort to make a long word than a short one &#8211; Z&#8217;s and Q&#8217;s be damned.  Even worse, many players feel that the more <em>obscure</em> a word is, the more points it should be worth.  So PARSONS, which is an odd and somewhat outdated word, should be worth more points than the more common word PUNCH.  But in Scrabble scoring, PARSONS is worth 9 points, while PUNCH is worth 10 points (P3 + A1 + R1 + S1 + O1 + N1 + S1 = 9  vs P3 + U1 + N1 + C3 + H2 = 10).  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/punchParsons.jpg" alt="Punch Parsons"></p>
<p>PUNCH PARSONS
</p></div>
<p>Logistically, it would be very very difficult to award the player extra points for &#8220;obscure&#8221; or &#8220;clever&#8221; words.  &#8220;Clever&#8221; words, really, are the ones you can spell using as many high-value letters as possible (think &#8220;BUZZ&#8221;, &#8220;QUENCH&#8221;, and &#8220;JAVA&#8221;).  But the people &#8211; and i mean the E for Everyone people &#8211; want long words to trump challenging letter combination.</p>
<p><b>Q:</b> What if you just can&#8217;t make a word?<br />
<b>A:</b> i really bristle at this.  It&#8217;s like if i were building a first-person shooter, and i had a lot of non-FPS fans asking me &#8220;what if i can&#8217;t shoot a guy?&#8221;  There&#8217;s <em>no such thing</em> as not shooting a guy in an FPS.  You SHOOT GUYS in an FPS.  That&#8217;s what you <em>do</em>.  That&#8217;s like asking &#8220;what if i can&#8217;t jump?&#8221; in a Mario platformer,<br />
or &#8220;what if i can&#8217;t make car go?&#8221; in a racing game.  Spellirium is about MAKING WORDS. You MAKE WORDS.  What if you can&#8217;t make a word?  There&#8217;s NO SUCH THING.  That&#8217;s what you DO in this GAME.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/megaderp.jpg" alt="Megaderp"></p>
</div>
<h2>i&#8217;m Down On My Niche</h2>
<p>(<b>Note:</b> that heading doesn&#8217;t make a lot of sense if you pronounce it &#8220;nitch&#8221; .. but if you pronounce it &#8220;nitch&#8221;, <em>living</em> does not make a lot of sense, so please go directly to the nearest suiciditorium and kill yourself. Thanks kindly.)</p>
<p>As of now, i&#8217;ve only ever tested the game with non-word-game-players.  i love them all dearly, and i don&#8217;t want them to be offended, but for the sake of this article, i&#8217;m going to call them the <em>dumb</em> players (in the same way that someone who doesn&#8217;t know how to strafe in an FPS, or how to handbrake-turn in a racing game, is &#8220;dumb&#8221;). The dumb players are not the target audience. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/sonicderp.jpg" alt="Sonic Derp"></p>
</div>
<p>i was concerned because the game ground to a halt at the sheep challenge when the &#8220;dumb&#8221; players played. Many of them couldn&#8217;t think of enough synonyms for &#8220;CUT&#8221;.  This led me to make the biggest and most controversial gameplay concession of all: you <em>can&#8217;t lose</em>  If you play the game and can&#8217;t pass it for lack of ability, your energy eventually runs down and you <em>win anyway</em>.  This is based on something i heard one of the Casual folks say at GDC many years ago, while advocating for women gamers: &#8220;If you buy a video game and you can&#8217;t access ALL of the content on that disc, go ask for your money back.&#8221;  So in Spellirium, you&#8217;re never &#8220;stuck&#8221;.  You can always proceed through the game, see all the story bits, and play through all the challenges &#8211; even if you fail at them.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/conan.gif" alt="Conan"></p>
</div>
<h2>A Word From the Wise</h2>
<p>i&#8217;ve had one lengthy email conversation with a die-hard word game fan.  In stark contrast to &#8220;i can&#8217;t think of any words that mean &#8216;cut&#8217;&#8221; and &#8220;that&#8217;s how you spell &#8216;SHEER&#8217;, right?&#8221;, here&#8217;s what the target audience wants:</p>
<blockquote><p>if the challenges are a little more difficult than three- and four-letter words for SHEAR, then it could be a new adventure for traditional logophiles (like myself).</p>
<p>Say, something like&#8230; &#8220;Save the equines by naming all of the varieties&#8221;&#8230; HORSE, ZEBRA, COLT, DONKEY, ZEBRASS, JACKASS, CAYUSE, EQUID, ZEBRINE, NEDDY, ZEBROID, BRUMBY, ASS, MOKE, BURRO, CUDDY, JENNY, AIVER, FILLY, etc. Or maybe instead of shearing a sheep in a hurry, you can say &#8220;Save the sheep from getting sheared by giving up all of its buddies&#8221;&#8230; BUCK, DAM, EWE, RAM, HOGG, HOGGET, WETHER, LAMB, MULE, TEG, TUP, DOWNS, SLINK, BELL, SHEARLING, etc.</p></blockquote>
<p>The &#8220;dumb&#8221; players, after trying Spellirium, have all said to me &#8220;gee &#8230; i didn&#8217;t think i would enjoy that, but it&#8217;s quite fun, and i don&#8217;t usually like word games.&#8221;  So there&#8217;s a small victory.  But when the game is out in the wild with only its trailer and my under-funded marketing strategy to support it, how am i going to get non-word-game-players to even pick it up and try it?  One glimpse of those letter tiles, and they&#8217;ll be headed for the hills.</p>
<p>i&#8217;m at a crossroads.  Do i:</p>
<ol>
<li>Continue to make concessions to &#8220;dumb&#8221; players and make Spellirium playable by Everyone, and then risk &#8220;dumb&#8221; players not even bothering to try the game because it doesn&#8217;t LOOK like the kind of thing they&#8217;d enjoy
<li>Go hardcore and court the logophiles, making the game challenging and interesting (as above), and then risk not finding nearly enough hardcore wordies to buy the game and help me break even
<li>Strike some kind of balance.  And what IS that balance?
</ol>
<p>i leave it to you, dear readers!  Please help me figure this one out, and clarify your stance in the Comments section!</p>
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
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		<title>Spellirium Sneak Peek: Fighting the Fnoo</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/27/spellirium-sneak-peek-shearing-scrunches-the-sheep-2/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/27/spellirium-sneak-peek-shearing-scrunches-the-sheep-2/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 15:24:56 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4331</guid>
		<description><![CDATA[Today&#8217;s sneak peek video clip is a twofer: we&#8217;re showing off a bit of combat with a creature called a &#8220;fnoo&#8221;, which can only be damaged when you spell words with blue tiles. Later in the clip, you can see the Companion System in action: As various characters join your party, you can choose to [...]]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s sneak peek video clip is a twofer: we&#8217;re showing off a bit of combat with a creature called a &#8220;fnoo&#8221;, which can only be damaged when you spell words with blue tiles.  Later in the clip, you can see the Companion System in action:</p>
<p><center><br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/biX-N460Ilg" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>As various characters join your party, you can choose to bring one of them into battle with you.  Your Companion Character hangs out in the corner of the screen and, when clicked, unleashes some cool special power.  In this case, the Hunter blasts individual tiles out of the grid as you click on them.  This helps you set up better <a href="http://spellirium.com/2012/01/21/introducing-the-combochain-system-in-spellirium/">combos and chains</a> in case you get stuck.</p>
<p>The Hunter is unique, because she has TWO different abilities, and this is her back-up one.  We won&#8217;t reveal her primary ability until later, but just like everything in Spellirium, <em>it&#8217;s totally cool</em>.  </p>
<p>What do you think it could be??</p>
<p>Word.</p>
<div class="displayed">
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		<title>It&#8217;s Not an Educational Game</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/26/its-not-an-educational-game/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/26/its-not-an-educational-game/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 01:46:05 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4320</guid>
		<description><![CDATA[Now that we&#8217;re in a sort of golden era of video game idealism, when wild-eyed evangelists are spouting that games can change our lives, i think we should get a little tougher on our definitions so that we really can become a better industry. In particular, i&#8217;d like to drive attention what some people pass [...]]]></description>
			<content:encoded><![CDATA[<p>Now that we&#8217;re in a sort of golden era of video game idealism, when wild-eyed evangelists are spouting that games can <em>change our lives</em>, i think we should get a little tougher on our definitions so that we really can become a better industry. In particular, i&#8217;d like to drive attention what some people pass off as &#8220;educational games&#8221; which are, in reality, quizzes.</p>
<div class = "displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/que.jpg" alt="Que?"></p>
<p>¿Qué?
</p></div>
<p>There&#8217;s a vast difference between a game that <em>educates</em> a player, and a game that <em>requires a player to be educated</em>.  In the past year, i&#8217;ve sat down in front of a number of &#8220;educational games&#8221; which, right from the title screen, require me to prepossess certain specialized knowledge in order to succeed.  These game offers no training or instruction.  The only way i could learn anything from them was to guess and, if i was incorrect, hope that the game would show me the correct answers.  While there&#8217;s something to be said for learning-by-failing, i&#8217;m not convinced it should be your first line of defense while educating.</p>
<p>Here&#8217;s a great example: <b><a href="http://www.practicalmoneyskills.com/games/trainingcamp/ff/" title="Financial Football">Financial Football</a></b>.  This &#8220;educational game&#8221; is sponsored by Visa and the NFL, and the production values (for an educational game) are through the roof.  </p>
<div class = "displayed">
<p><a href="http://www.practicalmoneyskills.com/games/trainingcamp/ff/"><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/financialFootball.jpg" alt="Financial Footbal"></a></p>
</div>
<p>In the game experience, you fill the role of an unseen coach.  In order to successfully choose your team&#8217;s play from your playbook, you have to correctly answer a question about finances.  The clock ticks down as you face a multiple choice questions about 401k plans and mortgage rates.</p>
<p>B&#8230; but what if you don&#8217;t know anything about finances?  Isn&#8217;t the game supposed to teach you?</p>
<p>No!</p>
<p>Apparently, a traditional schoolteacher is supposed to print out the traditional, dry-as-toast lesson plan pdfs linked to from outside the game and teach you the underlying concepts using (presumably) the age-old one-two combo of blackboard lectures and worksheet print-outs.</p>
<div class = "displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/schoolmarm.jpg" alt="Schoolmarm"></p>
<p>The future is now!
</p></div>
<p>It&#8217;s a mistake to call something like Financial Football an educational game.  It&#8217;s a rich media <em>quiz</em>, meant to be the carrot-on-the-stick to cap off a few classes of deadly boring traditional schoolwork. This game is the equivalent of signing up for a course and walking in the first day to an exam.  We can do so much more with educational games!</p>
<p>(Note: If you&#8217;re a cynic like me, you&#8217;re already suspecting that Financial Football isn&#8217;t an earnest attempt at creating an educational game, but rather something Visa developed as a defense against accusations of predatory or unfair lending practices &#8211; the equivalent of McDonald&#8217;s funding Ronald McDonald House &#8230; an organization to help children &#8230; while the food they sell hurts children.)</p>
<h2>Watch and Learn</h2>
<p>i played an educational game recently that i feel got it right in a number of ways.  It&#8217;s <a href="http://click.linksynergy.com/fs-bin/click?id=S5athXGL5Y4&#038;subid=&#038;offerid=146261.1&#038;type=10&#038;tmpid=3909&#038;RD_PARM1=http%3A%2F%2Fitunes.apple.com%2Fgb%2Fapp%2Fplayful-minds-math-5-8-years%2Fid449569846%3Fmt%3D8"><b>Playful Minds: Math (5-8 years old)</b></a> from Gameloft. </p>
<div class = "displayed">
<p><a href="http://click.linksynergy.com/fs-bin/click?id=S5athXGL5Y4&#038;subid=&#038;offerid=146261.1&#038;type=10&#038;tmpid=3909&#038;RD_PARM1=http%3A%2F%2Fitunes.apple.com%2Fgb%2Fapp%2Fplayful-minds-math-5-8-years%2Fid449569846%3Fmt%3D8"><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/playfulMindsMath.jpg" alt="Playful Minds: Math (5-8 Years Old)"></a></p>
</div>
<p>A number of math-based mini-games &#8211; essentially quizzes &#8211; are scattered across different themed maps.  The game runs a short tutorial video explaining each new concept as it&#8217;s introduced. It provides tools for interacting with the elements that aid in figuring out the answer; for example, in the counting game, you&#8217;re asked how many <em>whatevers</em> there are on the screen. As you tap each one, the voiced-over character counts them with you.  If you get a question incorrect, the game doesn&#8217;t just throw a big red X in your face and move on &#8230; you keep trying until you&#8217;re correct.  The game will repeat the instruction for you if you&#8217;re confused.  It&#8217;ll replay that tutorial video.  You can tap a speaker button at any time to hear the instruction again.  </p>
<div class = "displayed">
<p><a href=""http://click.linksynergy.com/fs-bin/click?id=S5athXGL5Y4&#038;subid=&#038;offerid=146261.1&#038;type=10&#038;tmpid=3909&#038;RD_PARM1=http%3A%2F%2Fitunes.apple.com%2Fgb%2Fapp%2Fplayful-minds-math-5-8-years%2Fid449569846%3Fmt%3D8"><img src="http://www.untoldentertainment.com/blog/img/2012_01_26/playfulmindsCurrency.jpg" alt="Playful Minds virtual goods"></a></p>
<p>Hey, kids: add up the number of dollars your parents will have to pay to buy you these cool virtual goods!
</p></div>
<p>Are you developing an educational game, or a quiz?  Make sure that your game actually teaches something, and that it gives players interesting ways to explore and internalize the subject matter before you hit them with a time-limited gun to the head.  Let&#8217;s strive to create more games that use all the advantages of an interactive medium to teach before we test!</p>
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		<title>Spellirium Sneak Peek: Shearing Scrunches the Sheep</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/25/spellirium-sneak-peek-shearing-scrunches-the-sheep/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/25/spellirium-sneak-peek-shearing-scrunches-the-sheep/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 16:21:52 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4315</guid>
		<description><![CDATA[The challenges in Spellirium are ever-changing. Sometimes success will be based on the length of the words you spell. Other times, it&#8217;s all about colour. In another challenge, the direction of the word might be the key. Here&#8217;s an early production example of what we call a &#8220;word quality&#8221; challenge: spell words that have to [...]]]></description>
			<content:encoded><![CDATA[<p>The challenges in Spellirium are ever-changing.  Sometimes success will be based on the length of the words you spell.  Other times, it&#8217;s all about colour. In another challenge, the <em>direction</em> of the word might be the key.</p>
<p>Here&#8217;s an early production example of what we call a &#8220;word quality&#8221; challenge: spell words that have to do with cutting in order to shear a sheep.</p>
<p><center><br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/0XVH1_pEmJ8" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>Check back on Friday for a first glimpse of the Companion System in Spellirium!</p>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
</div>
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		<title>Spellirium Sneak Peek: Brother Doug Dies</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/24/spellirium-sneak-peek-brother-doug-dies/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/24/spellirium-sneak-peek-brother-doug-dies/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 13:19:45 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4308</guid>
		<description><![CDATA[The folks at Telefilm were kind enough to include Untold Entertainment in their GDC 2012 showcase, which involves playing a video reel to promote participating companies&#8217; work at the big Canada party in the middle of the week. Since i was producing a few short clips for the reel, i thought i&#8217;d share them around. [...]]]></description>
			<content:encoded><![CDATA[<p>The folks at Telefilm were kind enough to include Untold Entertainment in their GDC 2012 showcase, which involves playing a video reel to promote participating companies&#8217; work at the big Canada party in the middle of the week.  Since i was producing a few short clips for the reel, i thought i&#8217;d share them around.</p>
<p>First up is a little snippet from very early in the game.  It&#8217;s early yet, so there&#8217;s no sound. Note that we&#8217;re following the writing rule &#8220;always put a body on page one.&#8221;  :)</p>
<p><center><br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/YfNNIUSo1Y0" frameborder="0" allowfullscreen></iframe><br />
</center>  </p>
<p>We&#8217;ll be posting a few clips of word-making gameplay and the Companion System later in the week.</p>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
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		<title>Introducing the Combo/Chain System in Spellirium</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/21/introducing-the-combochain-system-in-spellirium/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/21/introducing-the-combochain-system-in-spellirium/#comments</comments>
		<pubDate>Sat, 21 Jan 2012 20:53:31 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4304</guid>
		<description><![CDATA[As any word game fan knows, big words aren&#8217;t always big point-earners. You can drop a six-letter word like &#8220;TETHER&#8221; in Scrabble and, even though it&#8217;s somewhat interesting and will eat up a good chunk of the board, it&#8217;s not a spectacular move because: It&#8217;s one letter short of a 50-point BINGO (Scrabble&#8217;s point bonus [...]]]></description>
			<content:encoded><![CDATA[<p>As any word game fan knows, big words aren&#8217;t always big point-earners.  You can drop a six-letter word like &#8220;TETHER&#8221; in Scrabble and, even though it&#8217;s somewhat interesting and will eat up a good chunk of the board, it&#8217;s not a spectacular move because:</p>
<ol>
<li>It&#8217;s one letter short of a 50-point BINGO (Scrabble&#8217;s point bonus for using all your letters).
<li>You may not reach one of the bonus tiles with it (most notably Triple Word Score).
<li>The letters in &#8220;TETHER&#8221; are all low-value, worth one point apiece.
<li>With a sprawling crossword, you&#8217;re opening up a LOT of options for your opponent to exploit.
</ol>
<p>Often in Scrabble, it&#8217;s the tiny, well-placed words that win the day, enabling you to re-score two additional words that are already on the board via clever linking.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_21/seven.jpg" alt="Seven by thrig"/></p>
<p>These aren&#8217;t the vowels you&#8217;re looking for. (photo by <a href="http://www.flickr.com/photos/jeremymates/2660456936/">thrig</a>)
</div>
<h2>A Word of a Different Colour</h2>
<p>The same goes for Spellirium.  Spelling a 7-letter word is fine, but if you want to send your score into the stratosphere, you need to make solidly-coloured words. </p>
<p>Here&#8217;s how the combo/chain system works:</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/img/2012_01_21/spelliriumChainsCombos.jpg"><img src="http://www.untoldentertainment.com/blog/img/2012_01_21/spelliriumChainsCombos_thumb.jpg" alt="Spellirium Chains and Combos"/></a></p>
<p>(click the image to see a larger version)
</p></div>
<p>Big scores are extremely important for dominating your friends and showing off your superior vocabulary and intellect.  In Story Mode, you&#8217;ll need these points in order to craft power-ups. More on power-ups in a future post.</p>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
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		<title>It&#8217;s Not Piracy &#8211; It&#8217;s Free-to-Play</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/20/its-not-piracy-its-free-to-play/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/20/its-not-piracy-its-free-to-play/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 05:47:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Teevee]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4299</guid>
		<description><![CDATA[i don&#8217;t want to chime in on this SOPA/PIPA stuff and sound ill-informed, alarmist, and adolescent like many of the current commentators do. (&#8220;SOPA is BAD because i can&#8217;t pirate movies any more &#8230; er &#8230; i mean, because it takes away my freedom!&#8220;) Who do you think you are &#8211; William Wallace? The truth [...]]]></description>
			<content:encoded><![CDATA[<p>i don&#8217;t want to chime in on this SOPA/PIPA stuff and sound ill-informed, alarmist, and adolescent like many of the current commentators do.  (&#8220;SOPA is BAD because i can&#8217;t pirate movies any more &#8230; er &#8230; i mean, because it <em>takes away my freedom!</em>&#8220;)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_20/braveheart.jpg" alt="Braveheart"/></p>
<p>Who do you think you are &#8211; William Wallace?
</p></div>
<p>The truth is that i Am Not A Lawyer, and neither are you, and that makes us (and most laypeople) incapable of reading and comprehending legislation and bill proposals and legalese.  We need our lawyer friends to do that for us, and since lawyers burn money to heat their homes, we have to put up with understanding these proposed bills with second-hand, filtered, and often distorted information.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_20/oldLady.jpg" alt="Old Lady"/></p>
<p>Obama&#8217;s new health care plan will boil elderly people down for craft paste!!
</p></div>
<p>As a lawyer friend of mine put it to me recently, anyone who <em>does</em> possess the skill and interest to read a bill like SOPA also brings with him an agenda, so you need to crank your bullshit filter up to High Alert (those last few were my words, not his. And, charitably, he didn&#8217;t charge me for <em>his</em> words.)</p>
<h2>POPE-A</h2>
<p>i liken the way we&#8217;ve heard about SOPA and PIPA to the way medieval peasants experienced the Bible.  They were illiterate, and Mass was in Latin, so they relied on the liturgy to be retold to them after church let out, in the town square.  As i tell my daughters: whenever you hear anything, think to yourself &#8220;Who&#8217;s speaking?  <em>Why</em> are they saying what they&#8217;re saying?  And what do they stand to gain or lose by communicating it to me?&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_20/honestJon.jpg" alt="Honest Jon"/></p>
<p>It may sound like a cynical attitude, but hey &#8211; welcome to the postmodern age. (Also: get stuffed, Disney copyright)
</p></div>
<p>A bit of what drives me nuts about the current lay &#8220;discourse&#8221; on SOPA is the standard weaselly excuses people make to protect their ability to steal media.  And i <em>will</em> call it stealing, for now, because that&#8217;s what it is &#8230; taking for-sale or protected goods without paying for them is called &#8220;theft&#8221;, or &#8220;stealing&#8221;.  i&#8217;m not going to argue that.  What i will suggest though, as i did to my lawyer friend, is that people constantly push against the boundaries of law in ways that, once the scale tips, those once prohibited behaviours become legally permissible. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_20/butt.jpg" alt="People of Wal Mart"/></p>
<p>There oughta be a law.
</p></div>
<p>Here&#8217;s a short list of things you couldn&#8217;t legally do a few years back, and can now do thanks to enough people bumping against the boundaries long and hard enough:</p>
<p>- fellate someone (oral sex was decriminalized in Alaska in 1971. True.)<br />
- marry someone of the same sex (boundaries are still being pushed on this one, as you well know)<br />
- sit at the front of the bus if you&#8217;re black<br />
- vote if you&#8217;re a woman</p>
<p>(the key difference here is that these laws are all about <em>people</em>, whereas copyright and piracy are about ideas and <em>things</em> &#8230; and it&#8217;s offensive to many of us that theft of <em>ideas</em> and damage to <em>things</em> can be punished as much as or more severely than damage to <em>people</em>)</p>
<p>With that key distinction made, digital piracy is another example of people pushing up against the limits of law, and in great enough numbers, that the law will eventually have to change to meet the demands and desires of the people.  There&#8217;s a very interesting parallel between video game consumption and linear media consumption.  Games can be pirated just like movies, music and teevee shows can.   But the gaming industry is younger and more nimble than &#8220;Old Media&#8221;, and is constantly exploring new revenue models, because the game industry (perhaps uniquely) realizes it needs to Adapt or Die.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_20/skateOrDie.gif" alt="Skate or Die"/></p>
<p>Adapt or Die!  Or Skate!
</p></div>
<h2>F2P via P2P</h2>
<p>Free-to-play is one of these new-ish revenue models.  It evolved out of a situation where players were being forced to pay a high price &#8211; $60 for maybe 20 hours of entertainment &#8211; with a sight-unseen product.  They could only determine its value via reviews, word-of-mouth, and brand affinity.  If they spent the cash and didn&#8217;t enjoy the game, they were out of pocket and out of luck &#8211; there was really no return policy. Their best bet was to hawk the disc at a Buy-And-Sell shop (about which the industry complained bitterly).</p>
<p>But now there&#8217;s this free-to-play model. The game is free &#8211; anyone can have it, no strings attached, and perhaps the file is shared on a peer-to-peer network.  You download it, and you play as much as you like.  There&#8217;s no risk.  If you don&#8217;t like the game, you get rid of it and try something else.  People can pay extra money for added value: new weapons, different levels, and snazzy hats.  The hope of the game developers is that the minority of paying customers will subsidize the game&#8217;s development costs.  Good games float to the forefront, and the best developers who offer the best value are rewarded with the most money.</p>
<h2>Introducing Free-to-Watch</h2>
<p>Now, think about people who pirate movies, and check this out:</p>
<p>Free-to-watch is one of these new-ish revenue models.  It evolved out of a situation where audiences were being forced to pay a high price &#8211; $20 for maybe 2 hours of entertainment &#8211; with a sight-unseen product.  They could only determine its value via reviews, word-of-mouth, and brand affinity.  If they spent the cash and didn&#8217;t enjoy the movie, they were out of pocket and out of luck &#8211; there was really no return policy. Their best bet was to hawk the DVD at a Buy-And-Sell shop.</p>
<p>But now there&#8217;s this free-to-watch model. The movie is free &#8211; anyone can have it, no strings attached, and perhaps the file is shared on a peer-to-peer network.  You download it, and you watch it as much as you like.  There&#8217;s no risk.  If you don&#8217;t like the movie, you get rid of it and try something else.  People can pay extra money for added value: the big-screen theatre experience, film festival premiers with actors and directors in attendance, 3D glasses, DVD extras, and a physical product that they can touch and display on a shelf.  The hope of the film-makers is that the minority of paying customers will subsidize the movie&#8217;s development costs. Good movies float to the forefront, and the best film-makers who offer the best value are rewarded with the most money.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_20/pattyDuke.jpg" alt="The Patty Duke Show"/></p>
<p>Oh yes they&#8217;re couuusins, identical couuusins &#8230;
</p></div>
<p>If movie studios were less entrenched and more willing to try new things like the game industry does, it&#8217;s possible that this whole concept of piracy would fly out the window.  Laws would be changed, and &#8220;piracy&#8221; would be seen for what it really is: the agile, forward-thinking film industry&#8217;s experiment with their pioneering free-to-watch monetization model.</p>
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		<title>Spellirium Then and Now</title>
		<link>http://www.untoldentertainment.com/blog/2012/01/17/spellirium-then-and-now/</link>
		<comments>http://www.untoldentertainment.com/blog/2012/01/17/spellirium-then-and-now/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 05:24:32 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4294</guid>
		<description><![CDATA[It&#8217;s always exciting to look back across the lifespan of a project and marvel at how it&#8217;s evolved. The development cycle of Spellirium is close to three years now &#8211; not a steady three, but three years of struggling to move the project ahead while putting food on the table, and working through economic and [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s always exciting to look back across the lifespan of a project and marvel at how it&#8217;s evolved.  The development cycle of Spellirium is close to three years now &#8211; not a steady three, but three years of struggling to move the project ahead while putting food on the table, and working through economic and corporate upheaval.</p>
<p>That&#8217;s why it&#8217;s so rewarding to stand on the far shore and gaze back across that tumultuous ocean.  Here are some screenshots illustrating how Spellirium began, and how far it&#8217;s come.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_17/dictionary_old.jpg" alt=""></p>
<p>The Dictionary Then
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_17/dictionary_new.jpg" alt=""></p>
<p>The Dictionary Now
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_17/cottages_old.jpg" alt=""></p>
<p>The Runekeeper cottages Then
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_17/cottages_new.jpg" alt=""></p>
<p>The Runekeeper cottages Now
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_17/wheel_old.jpg" alt=""></p>
<p>The wheel challenge Then
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2012_01_17/wheel_new.jpg" alt=""></p>
<p>The wheel challenge Now
</p></div>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
</div>
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		<title>Flash to iOS: A Step-by-Step Tutorial (Part 5)</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/21/flash-to-ios-a-step-by-step-tutorial-part-5/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/21/flash-to-ios-a-step-by-step-tutorial-part-5/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 16:54:38 +0000</pubDate>
		<dc:creator>Sina Kashanizadeh</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4272</guid>
		<description><![CDATA[This is the fifth part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch. Jump to other parts in the series: Part 1 &#8211; Sign up [...]]]></description>
			<content:encoded><![CDATA[<p><center></p>
<div class="displayed">
<img src="http://www.untoldentertainment.com/blog/img/2011_12_07/iPadAIR.png" alt="Flash to iOS: A Step-by-Step Tutorial" />
</div>
<p></center></p>
<p>This is the fifth part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch.</p>
<p>Jump to other parts in the series:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/" title="Flash to iOS: A Step-by-Step Tutorial (Part 1)"><b>Part 1</b> &#8211; Sign up for an Apple iOS Developer Account</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 2)"><b>Part 2</b> &#8211; Obtain your Signing Certificate &#038; Mobile Provisioning Profile, and create your App ID</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 3)"><b>Part 3</b> &#8211; Use FlashDevelop to build your mobile AIR app</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/" title="Flash to iOS: A Step-by-Step Tutorial (Part 4)"><b>Part 4</b> &#8211; Modify your project settings and test your app on an Apple device</a>
</ul>
<h2>Distribution Certificate</h2>
<p>Now that you&#8217;ve tested your app and it&#8217;s to your liking, guess you want to put it up on the App Store? Never fear, my friend! I will now show you how to get your app uploaded on the App Store so the whole world can ignore it and buy <b>Angry Birds</b> instead.</p>
<p>This process of distribution is a bittersweet one. It&#8217;s sweet because it&#8217;s <em>extremely similar</em> to the development process that you just went through, so you should be familiar with the convoluted certificates and hoops you have to jump through at Apple&#8217;s pleasure. It&#8217;s bitter because it&#8217;s <em>extremely similar</em> to the development process that you just went through.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/groundhogDay.jpg" alt="Groundhog Day" /></p>
<p>Something about this seems awfully familiar &#8230;
</p></div>
<p>Enough talk. Let’s get cracking!</p>
<h2>Generate a Signing Certificate Request</h2>
<p>Remember that OpenSSL program that you installed in <a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Guide Part 2 by Untold Entertainment">Part 2 of this tutorial</a>? You have to open that bad boy up again to create another <b>Certificate Signing Request</b>. Now, it <em>is</em> possible to just use your old Signing Certificate &#8211; however, just to be super clear and to avoid any confusion or difficulty, we&#8217;re going to create another one.</p>
<p><b>Note:</b> We&#8217;ll use this new Signing Certificate Request to get a <b>Distribution Certificate</b> rather than a <b>Development Certificate</b>.</p>
<ol>
<li>Open a command prompt window. You can do this by clicking the Windows <b>Start</b> button and typing in <b>cmd</b> in the search field. Alternately, you can also hold the Windows key on your keyboard and hit the &#8220;R&#8221; key (for &#8220;Run&#8221;), then type <b>cmd</b> and hit Enter.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/cmd.jpg" alt="Windows CLI" /></p>
</div>
<li>Once you are in the command prompt, navigate to your Open SSL <b>bin</b> folder. Depending on where you installed it, you will have to navigate to a different path than in this example. (i hope you installed Open SSL in a location that you can remember!)  Check <a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Guide Part 2 by Untold Entertainment">Part 2</a> if you need a refresher on Windows CLI (Command Line Interpreter) commands.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/cd.jpg" alt="Open SSL folder" /></p>
</div>
<li>Punch this command into the CLI and hit the ENTER key when you’re finished:

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl genrsa -out mykey.key 2048</pre></div></div>

<p>You should see this response:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/response.jpg" alt="Response" /></p>
</div>
<li>Next, type (or highlight the line, right-click, choose &#8220;Copy&#8221;, and right-click/&#8221;Paste&#8221; in the CLI):

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl req -new -key mykey.key -out CertificateSigningRequest.certSigningRequest  -subj &quot;/emailAddress=yourAddress<span style="color: #33cc33;">@</span>example.com, CN=John Doe, C=US&quot;</pre></div></div>

<p>Now, before you hit ENTER you’ll want to edit a couple of things. First, replace &#8220;John Doe&#8221; with your own name or company name. Then replace the &#8220;yourAddress@example.com&#8221; email with your own email. Press ENTER.</p>
<p>You should get a message similar to this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/response2.jpg" alt="Response 2" /></p>
</div>
<p>You just generated the <b>Signing Certificate Request file</b> that you&#8217;ll use to ask Apple for your <b>Distribution Signing Certificate</b>. The Signing Certificate Request file is located in the <b>bin</b> folder of your Open SSL install. It has a <b>.certSigningRequest</b> file extension and should look like this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/signingRequest.jpg" alt="Signing Certificate" /></p>
</div>
</ol>
<h2>Obtain a Signing Certificate for Distribution</h2>
<p>You have to upload your <b>Signing Certificate Request file</b> to the <b>Apple Provisioning Portal</b> to get your <b>Distribution Signing Certificate</b>.  Onward.</p>
<p><b>Note:</b> There have been instances where this upload does not work with Google Chrome. Just to be safe, use another browser like Firefox.</p>
<ol>
<li>Navigate to the <a href="http://developer.apple.com/devcenter/ios/index.action" title="Apple iOS Provisioning Portal">Apple iOS Provisioning Portal</a> within the Dev Center.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/portal.jpg" alt="Apple Provisioning Portal" /></p>
</div>
<li>Log in with your developer account and click on <b>Certificates</b>.
<li>Click on the <b>Distribution</b> tab.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/distribution.jpg" alt="Apple Provisioning Portal" /></p>
</div>
<p><b>Note:</b> In our previous tutorials, you requested a certificate from the <b>Development</b> tab.  An app signed with a Development certificate cannot be successfully submitted to the Apple App Store.</p>
<p>If you have an old <b>Distribution Certificate</b> because you&#8217;ve made a prior app, and you&#8217;d still like to follow along, you can go ahead and <b>Revoke</b> it. Revoking the Certificate will not affect your apps that are already on the App Store, because the Certificate is primarily used during the upload process so that Apple can identify you.</p>
<p><b>Note:</b> I recommend revoking an existing Certificate because Apple seems to issue only one Certificate per Team Agent. You must revoke any existing Certificate to be able to request another. Why is it set up like this? I have no idea.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/revoke.jpg" alt="Revoke your Apple Signing Certificate" /></p>
</div>
<li>If you don&#8217;t have a pre-existing <b>Distribution Signing Certificate</b>, you can just go ahead and click <b>Request Certificate</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/requestCertificate.jpg" alt="Request your Apple Signing Certificate" /></p>
</div>
<p>On the next screen, you will upload the <b>Signing Certificate Request file</b> that you generated in the previous section.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/request.jpg" alt="Request" /></p>
</div>
<li>Click the <b>Browse</b> button and navigate to the OpenSSL <b>bin</b> folder.
<li>Select the <b>Signing Certificate Request file</b> and click <b>Submit</b>.  When you are finished, you&#8217;ll see your <b>Distribution Signing Certificate</b> ready to download from the web page.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/yourCertificate.jpg" alt="Your Apple Signing Certificate" /></p>
</div>
</ol>
<p>Don&#8217;t download your <b>Distribution Certificate</b> quite yet. You still need to create an <b>App ID</b> and a <b>Mobile Provisioning Profile</b>.</p>
<h2>Create a New App ID</h2>
<p>When deciding what you want your App ID to be, you have two choices:</p>
<ul>
<li>Create an entirely new App ID
<li>Use the Existing App ID that you create in <a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial by Untold Entertainment">Part 2</a>
</ul>
<p>If you want to use your existing App ID, then just skip to the next section. If for some reason you don’t like the name of your App ID, go ahead and make a new App ID, following the steps outlined in <a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial Part 2 by Untold Entertainment">Part 2</a>.</p>
<h2>Create a Mobile Provisioning Profile for Distribution</h2>
<p>Now that you have an App ID, you can create your <b>Mobile Provisioning Profile</b>.</p>
<ol>
<li> Within the Provisioning Portal website, click <b>Provisioning</b> in the sidebar.
<li>Click the <b>Distribution</b> tab.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/newProfile.jpg" alt="New Provisioning Profile" /></p>
</div>
<p>In previous tutorials, you created a <b>Development</b> profile for testing.  You won&#8217;t be able to upload your app to the Apple App Store unless you create a <b>Distribution</b> profile, so make sure you select the correct tab.</p>
<p>You can either create a new <b>Provisioning Profile</b>, or modify an existing one.  Modifying an existing profile if you want to switch between <b>App Store</b> and <b>Ad Hoc</b> distribution. If you&#8217;ve never created a Distribution profile, read on. Instructions for modifying a profile are in the section following.</p>
<li>Click on <b>New Profile</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/newProfileButton.jpg" alt="New Provisioning Profile Button" /></p>
</div>
<p><b>Note:</b> You&#8217;ll only see this option if you are the fee-paying Team Admin.</p>
<li>In the next section, you&#8217;ll have to fill out a bunch of options. The first option is the <b>Distribution Method</b>. As you can see, you can choose between <b>App Store</b> and <b>Ad Hoc</b>.
<ul>
<li>Choose App Store if you are completely satisfied with your app and you want to submit it to Apple for review. If all goes well, then your app will be released whenever Apple deems it worthy.
<li>The Ad Hoc option can be thought of as a closed beta for your app. When you choose Ad Hoc, you are able to release your app to a maximum of 100 people, and only they will have access to it. Your App will NOT appear in the public App Store if you choose Ad Hoc.
</ul>
<p><b>Note:</b> Notice when you choose <b>App Store</b>, the &#8220;Devices&#8221; option is greyed out. When you choose <b>Ad Hoc</b>, it allows you to choose a number of devices that you have registered. The <b>App Store option</b> releases your app on the public App Store, so it doesn&#8217;t make sense to target specific devices.</p>
<li>Your <b>Profile Name</b> is the name that you want for your <b>Provisioning Profile</b>. The <b>Distribution Certificate</b> that you created should be visible here.
<li>Finally, you have to choose which <b>App ID</b> with which you want to register your <b>Provisioning Profile</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/profileOptions.jpg" alt="Profile Options" /></p>
</div>
<li>Click <b>Submit</b>.
<li>You should ee a list of the <b>Provisioning Profiles</b> that you&#8217;ve created. Click <b>download</b> on the <b>Provisioning Profile</b> that you just created, and save it to you computer.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/saveIt.jpg" alt="Save Your Provisioning Profile" /></p>
</div>
</ol>
<h2>Modify your Provisioning Profile</h2>
<p><b>Note:</b> If you&#8217;re not modifying an existing <b>Provisioning Profile</b> (say, from <b>Ad Hoc</b> to <b>App Store</b>), skip over this section.</p>
<ol>
<li>Within the <b>Provisioning Portal</b> website, click <b>Provisioning</b> in the sidebar.
<li>Click the <b>Distribution</b> tab.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/newProfile.jpg" alt="New Provisioning Profile" /></p>
</div>
<li>Click <b>Modify</b> on the <b>Provisioning Profile</b> that you want to reuse.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/modifyProfile.jpg" alt="Modify Provisioning Profile" /></p>
</div>
<li>Switch to either <b>Ad Hoc</b> or <b>App Store</b>. The distinction between these two options is explained in the preceding section.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/edit.jpg" alt="Edit Provisioning Profile" /></p>
</div>
<li>Click <b>Submit</b>.
<li>You should see a list of the <b>Provisioning Profiles</b> that you&#8217;ve created. Click <b>download</b> on the <b>Provisioning Profile</b> that you just modified, and save it to your computer.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/saveIt.jpg" alt="Save Your Provisioning Profile" /></p>
</div>
</ol>
<h2>Download your Distribution Certificate</h2>
<p>You just need to download the <b>Distribution Signing Certificate</b> that you created at the top of this tutorial,  and then you are ready to bundle your <b>.ipa</b> file to submit to the App Store.</p>
<ol>
<li>Click on the <b>Certificates</b> section in the sidebar.
<li>Click the <b>Distribution</b> tab.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/distribution.jpg" alt="Apple Provisioning Portal" /></p>
</div>
<li>You&#8217;ll see that your <b>Distribution Signing Certificate</b> is ready to download. You can also see that it contains the <b>Distribution Provisioning Profile</b> that you just made.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/ready.jpg" alt="Your Certificate is Ready" /></p>
</div>
</ol>
<li>Click download and save the file to your computer. Just to make things easier, you can save that certificate in the Open SSL <b>bin</b> folder, where your <b>Certificate Signing Request</b> file is sitting.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/hooray.jpg" alt="Hooray!" /></p>
</div>
</ol>
<p><b>Note:</b> Make sure not to get confused between your <em>Development</em> Certificate and Profile, and your <em>Distribution</em> Certificate and Profile.  You won&#8217;t be able to upload your app to the App Store if you accidentally use the Distribution set of certs in these next steps.</p>
<h2>Convert the Signing Certificate to a .p12 File</h2>
<p>You&#8217;ll have to perform the .p12 conversion on your Certificate again, as you did in an earlier tutorial.  Here are the steps:</p>
<ol>
<li>Open up your command prompt.
<li>Navigate to your Open SSL bin folder.
<li>Copy and paste this command:

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl x509 -in distribution_identity.cer -inform DER -out distribution_identity.pem -outform PEM</pre></div></div>

<p>After you enter that command, you&#8217;ll see a .pem file show up in your OpenSSL <b>bin</b> folder.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/pem.jpg" alt=".pem file" /></p>
</div>
<li>Copy and paste this command in the CLI:

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl pkcs12 -export -inkey mykey.key -in distribution_identity.pem -out iphone_dev.p12</pre></div></div>

<p><b>Note:</b> These are the exact same commands that you used for our Development Certificate in an earlier tutorial, except that the file name has been changed from &#8220;development&#8221; to &#8220;distribution&#8221;.</p>
<li>After you punch in the command, enter a password and then verify that password. Make sure the password is something that you will remember. (Save it in a .txt file! – Ed.)
<p><b>Note:</b> Remember that you may get an error mentioning a &#8220;random state&#8221;. Just type in the command set <b>RANDFILE=.rnd</b> and it should fix the problem for you.</p>
<li>Navigate to the <b>bin</b> folder in your Open SSL directory and you should see your <b>.p12</b> file. Hooray!
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_20/p12.jpg" alt=".p12 file" /></p>
</div>
</ol>
<h2>Hello, Planet</h2>
<p>As we mentioned off the top, much of this is familiar territory.  With all of your Distribution certs sorted out, you&#8217;re ready to bundle up your final <b>.ipa</b> file and foist it onto an unsuspecting public.  In the next tutorial, you&#8217;ll follow familiar instructions to bind your certs to your <b>.ipa</b>, and experience that magical moment of uploading your app for Apple&#8217;s approval (followed shortly by that equally magical moment of getting your app rejected cuz BEWBZ.)  Let&#8217;s do it!
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		<title>Flash to iOS: A Step-by-Step Tutorial (Part 4)</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/#comments</comments>
		<pubDate>Wed, 14 Dec 2011 21:43:56 +0000</pubDate>
		<dc:creator>Sina Kashanizadeh</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Flash]]></category>
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		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4171</guid>
		<description><![CDATA[This is the fourth part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch. Jump to other parts in the series: Part 1 &#8211; Sign up [...]]]></description>
			<content:encoded><![CDATA[<p><center></p>
<div class="displayed">
<img src="http://www.untoldentertainment.com/blog/img/2011_12_07/iPadAIR.png" alt="Flash to iOS: A Step-by-Step Tutorial" />
</div>
<p></center></p>
<p>This is the fourth part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch.</p>
<p>Jump to other parts in the series:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/" title="Flash to iOS: A Step-by-Step Tutorial (Part 1)"><b>Part 1</b> &#8211; Sign up for an Apple iOS Developer Account</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 2)"><b>Part 2</b> &#8211; Obtain your Signing Certificate &#038; Mobile Provisioning Profile, and create your App ID</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 3)"><b>Part 3</b> -Use FlashDevelop to build your mobile AIR app</a>
</ul>
<p>In this section of the tutorial, the rubber meets the road.  You&#8217;ll make all the finicky adjustments to FlashDevelop and the AIR bundling files to get your Hello Planet app up and running on your testing device.</p>
<h2>Point FlashDevelop to the Merged SDK Folder</h2>
<p>Now that your (cr)app is successfully up and running, you have to make a few tweaks and adjustments to FlashDevelop. You&#8217;ll start by telling FlashDevelop all about that merged SDK folder you created in Part 3. </p>
<ol>
<li>In the Project panel on the right, you&#8217;ll see a file called AIR_iOS_readme.txt. Double click that file to open it.
<p>This txt file lists a number of settings needed to get your ipa file working.  The ipa file is the Holy Grail- the native app file that you&#8217;ll send to your testing device to see everything working properly. A window pops up with a bunch of options.</p>
<li>Click the Project Properties button at the top of the Properties Panel (alternately, you can use the menus to navigate to Project>Properties).
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/projectProperties.jpg" alt="FlashDevelop Project Properties"></p>
</div>
<li>Change the version of your AIR SDK from 2.7 to <b>3.0</b> because (at the time of this writing), that is the latest version.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/projectPropertiesOptions.jpg" alt="FlashDevelop Project Properties Options"></p>
</div>
<li>Click on the SDK tab, and click <b>Manage</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/manage.jpg" alt="FlashDevelop Project Properties Options - Manage"></p>
</div>
<li>On the next screen you will see list of installed Flex SDKs. Click the ellipsis (&#8230;) button at the end of that line.  An <b>InstalledSDK Collection Editor</b> window pops up.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/ellipsis.jpg" alt="FlashDevelop Project Properties Options - Flex SDK Location"></p>
</div>
<li>You&#8217;re going to point FlashDevelop to the location of our recently-downloaded Flex SDK (the same folder that contains both the Flex SDK and AIR SDK  that you created earlier in this tutorial).  First click the <b>Add</b> button, and then click on the <b>Path</b> line to get another ellipsis. Click on THAT ellipsis to browse your computer.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/add.jpg" alt="Add"></p>
</div>
<li>Once you have clicked the ellipsis button, a Windows File Browser appears. Navigate to the merged SDK directory. Select that folder and click <b>OK</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/navigate.jpg" alt="Navigate to your merged SDK folder"></p>
</div>
<li>Click <b>OK</b> again to exit the <b>InstalledSDK Collection Editor</b> window.
<li>Click <b>Close</b>.
<li>In the drop-down menu, you should see the Default option. Click on the drop-down list and choose the SDK location you just told FlashDevelop about.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/dropDown.jpg" alt="Choose your Merged SDK profile from the drop-down menu."></p>
</div>
<li>Click <b>Apply</b>.
<li>Click <b>OK</b>. Voila! Your SDK is now setup for your FlashDevelop Project.
<p>Let’s just test it out quickly to see if it works. The code you pasted in the previous tutorial prints out the words &#8220;Hello Planet&#8221; within your app. Well, I&#8217;m going to change mine to say &#8220;Sina is Cool&#8221;, just because I can, and also because I AM COOL. (You may be tempted to replace &#8220;Sina&#8221; with your own name.  Please don&#8217;t, because uh &#8230; your code won&#8217;t work.)</p>
<p>Your resulting app should look like this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/sinaIsCool.jpg" alt="Breaking: Sina is cool."></p>
</div>
<p>A beautiful sight, isn&#8217;t it?</p>
<p>(At this point, Sina actually is pretty damned cool. &#8211; Ed.)</p>
</ol>
<h2>Delete the Extra Icons Folder</h2>
<p>Now you have FlashDevelop set up to create mobile-formatted AIR apps. Your app compiles, and you have your <b>Mobile Provisioning Profile</b> and your <b>.p12 Signing Certificate</b> waiting in the wings. All you need to do is combine all these amazing files together to create the Holy Grail .ipa file.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/holyGrail.jpg" alt="The .ipa file is the Holy Grail of this tutorial series"></p>
<p>Ah &#8211; this is truly the .ipa of a FlashDeveloper.
</p></div>
<p>An <b>.ipa</b> file is like the program file &#8211; the Windows executable (.exe) &#8211; that you need to test your iPhone/iPad App on a device, and ultimately upload it to the Apple App Store.</p>
<p>The creators of FlashDevelop 4 made a minor error when they created the Mobile App template: the template generates a duplicate <b>icons</b> folder that will cause a conflict when you try to bundle your <b>.ipa</b> file. You need to get rid of this extra folder to make sure your .ipa file to builds properly. </p>
<ol>
<li>Look in the right sidebar that lists your files and folders. You&#8217;ll see a folder called <b>bin</b>.  (This is one of the folders that FlashDevelop created for you automatically when you created your project.)
<li>Click on the little plus sign beside the <b>bin</b> folder to expand it. You will see a folder called <b>icons</b> tucked inside. Right-click the <b>icons</b> folder and click <b>Delete</b>. Problem solved.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/delete.jpg" alt="Delete the icons folder to avoid a conflict later"></p>
</div>
</ol>
<h2>Integrate Your Cert Files</h2>
</ol>
<li>Copy your <b>Mobile Provisioning Profile</b> and your <b>.p12 Signing Certificate</b> into the <b>certs</b> folder of your project. If you&#8217;ve been following along with this tutorial from the beginning, you probably saved these two files in the <b>bin</b> folder of your OpenSSL install.
<p>Once the files are in the right place, they should show up in your Project sidebar:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/certs.jpg" alt="You put yer WEED in there."></p>
</div>
<p>To create the <b>.ipa</b>, you have to edit a couple of lines in a <b>batch file</b> so that the app compiles properly. Don’t be scared: a batch file (.bat) is simply a text file that runs a script when you double-click it in Windows. You can open up a batch file by using a text editor of any kind.  Since you&#8217;ve already got FlashDevelop open, it makes a lot of sense to use it to edit the batch files.</p>
<p>In the following screenshot, I&#8217;ve opened up the ReadMe file that describes the iOS compilation steps. Step 5 talks about editing a batch file. Take a read if you&#8217;re nervous.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/readme.jpg" alt="iOS compilation readme"></p>
</div>
<li>In the sidebar, find the <b>bat</b> folder and expand it.
<li>Double-click the <b>SetupApplication.bat</b> file. The file should open in FlashDevelop.
<li>In the batch file, you should see some green text that says <b>ios packaging</b>, and a bunch of <b>set</b> options beneath it. This is where you have to add or adjust some text. In the IOS_DEV_CERT_FILE line, type the path to your .p12 <b>Signing Certificate</b> file (the one you just copied into the <b>certs</b> folder). You only have to use a <em>relative path</em> (one that describes where the file is in relation to the compilation target), so just copy what I have and you should be fine:

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">cert\iphone_dev.p12</pre></div></div>

<li>In the IOS_DEV_CERT_PASS line, you have to enter password that you set when you made your <b>Signing Certificate</b>. (Don&#8217;t come crying to me if you don&#8217;t remember it &#8211; i told you to write it down &#8211; Ed.)
<li>In the IOS_PROVISION line, type the name of your <b>Mobile Provisioning Profile</b>.
<p>All in all your SetupApplication.bat should look like this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/setupApplication.jpg" alt="SetupApplication.bat"></p>
</div>
<p><b>Note:</b> Make sure you have the path properly setup as well as the same exact filename. If you have any sort of typo, it&#8217;s not going to work.
</ol>
<h2>Get Your Ducks in a Row</h2>
<p>You&#8217;re almost there! All you have to do is edit the <b>SetupSDK.bat</b> file.</p>
<ol>
<li>Double-click the <b>SetupSDK.bat</b> file to open it in FlashDevelop.
<li>At the top of the file, you&#8217;ll see a line that says <b>path to Flex SDK</b> in green. Right under that line is the path to the SDK. However, it&#8217;s not pointing to the merged SDK folder that we created earlier. Replace the default path with the path to your merged SDK folder. It might look similar to this:
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/setupSDK.jpg" alt="SetupSDK.bat"></p>
</div>
<p><b>Note:</b> Remember to save often!</p>
<li>Open the <b>application.xml</b> file. This xml file is the descriptor file for your application. You have to double-check to ensure everything in there is correct. Everything from your App name to the version of your App is located in this file.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/applicationXML.jpg" alt="Application.xml"></p>
</div>
<li>Change the version number at the end of the <b>xmlns</b> parameter of the root <b>application</b> node to the version of AIR you&#8217;re running. In this case (and at the time of this writing), it&#8217;s <b>3.0</b>.
<li>In the <b>id</b> node, enter the package name that you created for your <b>Mobile Provisioning Profile</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/applicationXMLChanges.jpg" alt="Application.xml changes"></p>
</div>
<p>If you don’t remember what your Bundle ID was, go to the Provisioning Portal on the <a href="http://developer.apple.com" title="Apple Developer Site">iOS developer website</a> and click on <b>Provisioning</b>.</p>
</ol>
<h2>Compile Time</h2>
<p>After all that, you&#8217;re finally ready to compile your <b>.ipa</b> file to test on an iOS device.</p>
<ol>
<li>In the sidebar, right-click the <b>PackageApp.bat</b> file and select <b>Execute</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/execute.jpg" alt="Execute!"></p>
</div>
<li>You&#8217;ll see a bunch of options. Since this is only a test, you can pick the <b>fast test</b> option. This option will quickly create an <b>.ipa</b> file for you to throw onto your iWhatever. Once you choose <b>fast test</b>, sit back and relax.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/choices.jpg" alt="Choices"></p>
</div>
<li>Look in the <b>dist</b> folder in the sidebar. You now have an <b>.ipa</b> file!
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/success.jpg" alt="Success!"></p>
</div>
</ol>
<h2>Test Your New App</h2>
<p>Take a moment and soak in what you&#8217;ve accomplished. You&#8217;re in the final steps of your epic journey of iEnlightenment. All you have to do now is load the hard-fought <b>.ipa</b> file up on your iWhatever.</p>
<p>I made a copy of my <b>Mobile Provisioning Profile</b> and my <b>.ipa</b> file and put them in a separate folder. I suggest you do the same as a backup measure &#8230; better safe than sorry.  Now let&#8217;s get that sucker onto your device.</p>
<ol>
<li>Plug in your iPhone/iPad/iPod Touch/iEtCetera and let it sync in iTunes.
<li>After it&#8217;s synced, go to <b>Library -> Apps</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/iTunes.jpg" alt="iTunes"></p>
</div>
<li>To add your <b>Mobile Provisioning Profile</b>, click and drag it from your folder into the <b>iTunes Library</b>.
<li>Follow the same process to add your <b>.ipa</b> file.
<p><b>Note:</b> You have to add your <b>Mobile Provisioning Profile</b> before you add your <b>.ipa</b> file! If you add these files in the wrong order, you may get errors!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/dragAndDrop.jpg" alt="Drag and drop your files into iTunes"></p>
</div>
<p>After dragging your <b>.ipa</b> file into iTunes, you&#8217;ll see a generic App icon that FlashDevelop/AIR generated for you.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/genericIcon.jpg" alt="Generic Apple App Icon"></p>
</div>
<li>In the left sidebar, click on <b>Devices -> Your iPad/iPod/iPhone</b>.
<li>Click on the little <b>Apps</b> button at the top of iTunes. You&#8217;ll see a screen that displays all your Apps. Within that screen, you should be able to find your App (you may have to scroll around a little to find it).
<li>Click the <b>Apply</b> button to transfer everything to your device.
<p>iTunes will go through the syncing process, and will add your App to your device. You can click sync a few more times just to make sure everything is good &#8211; iTunes doesn&#8217;t always behave perfectly on a PC.</p>
<p><b>Note:</b> If you get an error saying that the App failed to install, your <b>Bundle ID</b> or something within your <b>Application.xml</b> may be wrong. Double-check everything! There is no harm in deleting your App and from iTunes and transferring it again. You can also overwrite your <b>Mobile Provision Profile</b> with a corrected one.</p>
<p><b>DOUBLE NOTE:</b> If you change anything in your project, you must compile your <b>.ipa</b> file again, because it contains all the new information necessary for iTunes to run your App.</p>
<li>Fire up your iPad/iPhone and BAM!
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/beautiful.jpg" alt="AIR on iOS"></p>
</div>
<p>It’s so &#8230; beautiful. *sniff*
</ol>
<h2>To the App Store &#8230; and Beyond!</h2>
<p>In this section of the tutorial, you:</p>
<ul>
<li>Pointed FlashDevelop to your merged AIR/Flex SDK folder
<li>Corrected an error with the Mobile AIR template by deleting an extraneous icons folder
<li>Copied your <b>Mobile Provisioning Profile</b> and your <b>.p12 Signing Certificate</b> into your project and pointed FlashDevelop to them
<li>Pointed the SetupSDK.bat file to the merged SDK folder
<li>Modified the application.xml descriptor file to match your project settings
<li>Compiled your project and created an <b>.ipa</b> file
<li>Copied your <b>.ipa</b> file and <b>Mobile Provisioning Profile</b> into iTunes
<li>Synced your app and ran it on your testing device!
</ul>
<p>With your project set up, you can continue developing your application until you have an amazing <em>thing</em> that you&#8217;re ready to foist on the app-buying public. There are still a few more things you need to know to deploy your app to the live iTunes store.  What about that generic AIR icon?  Wouldn&#8217;t you like to see something nicer in its place?  And how do you get your <b>.ipa</b> file in front of the app-approvers at Apple to get it to show up in iTunes?  And are we finished with certificates and profiles, or is there more to do?</p>
<p>Short answer? <em>There&#8217;s more to do.</em>
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		<item>
		<title>Buy This Book! Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/13/buy-this-book-buttonless-incredible-iphone-and-ipad-games-and-the-stories-behind-them/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/13/buy-this-book-buttonless-incredible-iphone-and-ipad-games-and-the-stories-behind-them/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 16:59:32 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4239</guid>
		<description><![CDATA[A few months ago, an author named Ryan Rigney contacted me and asked if i would provide an interview about Sissy&#8217;s Magical Ponycorn Adventure, the iPad game i created with my 5-year-old daughter Cassandra. Ryan&#8217;s been collecting interviews from top iOS developers to create]]></description>
			<content:encoded><![CDATA[<p>A few months ago, an author named Ryan Rigney contacted me and asked if i would provide an interview about <b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Adventure</a></b>, the iPad game i created with my 5-year-old daughter Cassandra.  Ryan&#8217;s been collecting interviews from top iOS developers to create <b><a href="href="http://www.amazon.com/gp/product/1439895856/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&#038;tag=worgamwor-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1439895856" title="Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them">Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them</a></b>, which gives a behind-the-scenes look at the development of your favourite touch-based games:  </p>
<div class="displayed">
<p><a href="http://www.amazon.com/gp/product/1439895856/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&#038;tag=worgamwor-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1439895856"><img src="http://ecx.images-amazon.com/images/I/51p5JslCL6L._SL500_AA300_.jpg" alt="Buttonless: Incredible iPhone and iPad Games and the Stories Behind Them"></a></p>
</div>
<p>The book includes interviews from the developers of these fine titles:</p>
<ul>
<li><b>Canabalt</b>
<li><b>Sword and Sworcery EP</b>
<li><b>Infinity Blade</b>
<li><b>Angry Birds</b>
<li><b>Words with Friends</b>
<li><b>Plants vs. Zombies</b>
</ul>
<p>It really is a remarkable collection of stories, and a very current must-read book for you if you&#8217;re currently embroiled in, or are considering, iOS development.</p>
<p>Ponycorns started life as an online Flash game, but now enjoys success on mobile platforms.  For a lesson on how to port your Flash games to iOS, check out <a href="http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/" title="Flash to iOS: A Step-by-Step Tutorial">Flash to iOS: A Step-by-Step Tutorial</a> right here at Untold Entertainment.
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		<title>Ponycorns and the Fluffification of GDC 2012</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/09/ponycorns-and-the-fluffification-of-gdc-2012/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/09/ponycorns-and-the-fluffification-of-gdc-2012/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 02:08:02 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4226</guid>
		<description><![CDATA[HUGE news today, as Game Developers Conference 2012 announces the first of its summit sessions, including Ponycorns: Catching Lightning in a Jar. Ryan Henson Creighton (that&#8217;s me!) will share with attendees the story of how Sissy&#8217;s Magical Ponycorn Aventure, which was co-developed by 5-year-old Cassandra Creighton, became a worldwide viral hit &#8230; and more importantly, [...]]]></description>
			<content:encoded><![CDATA[<p>HUGE news today, as Game Developers Conference 2012 announces the <a href="http://www.gdconf.com/news/gdc/gdc_2012_reveals_playdom_bozek.html?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+GameDevelopersConference+%28Game+Developers+Conference%29" title="Ponycorns at GDC 2012">first of its summit sessions</a>, including <em>Ponycorns: Catching Lightning in a Jar</em>.  Ryan Henson Creighton (that&#8217;s me!) will share with attendees the story of how <b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Aventure</a></b>, which was co-developed by 5-year-old Cassandra Creighton, became a worldwide viral hit &#8230; and more importantly, how Untold Entertainment worked hard to sustain &#8211; and even amplify &#8211; the buzz.</p>
<p>The wonderful announcement came amid some grumbling and criticism from certain elements of the indie game dev community, who called foul because we&#8217;ve been selling merchandise to happy Ponycorns fans across the globe (<a href="http://untoldentertainment.com/store/">GET YOURS TODAY!</a>). Macaulay Culkin&#8217;s name was actually invoked (referencing the way his parents hoarded all the acting money he made as a kid).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_09/macaulay.jpg" alt="Macaulay Culkin"></p>
<p>They never should have forgotten him that one time at Christmas. (Or that other time in New York.)
</p></div>
<p>Rest assured, friends, that not only has Cassie earned more money through <a href="http://ponycorns.com/donate.html">donations to her college fund</a> than Untold Entertainment has made on Ponycorns altogether, but she also has a legally defined percentage stake in the project. By the time we make <b>Ponycorns 7: Ponycorn Harder</b>, Cassie will be drying her tears on a fat stack of trust fund cash. And as any of the <em>hundreds of people</em> who attended TOJam can attest, she had a great time working on the game.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieAndDaddy.jpg" alt="Cassandra Creighton"></p>
<p>Behold: the tragically gaunt face of an overworked and exploited child labourer.
</p></div>
<p>As IGF (Independent Games Festival) adjudication continues, what&#8217;s <em>more important</em> is that Ponycorns rightly sweeps the entire awards show, winning not only the Moustache Craft honorarium, but also the  Glorm Juerven Award for Most Obvious Weak Spot on a Mid-Level Boss.  Even a single nomination means that i can justify bringing Cass to GDC, as the <a href="http://www.untoldentertainment.com/blog/2011/11/17/ponycorns-at-the-igf-awards-not-wanted-on-the-voyage/" title="Ponycorns IGF Award">youngest ever game developer honoured by the IGF</a>. Once Ponycorns pulls in an appalling number of nominations, we&#8217;ll happily suffer an angry Twitter onslaught from disgruntled indies.</p>
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		<title>If Miyamoto Went Indie &#8230;</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/08/if-miyamoto-went-indie/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/08/if-miyamoto-went-indie/#comments</comments>
		<pubDate>Thu, 08 Dec 2011 21:32:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[hashtag games]]></category>
		<category><![CDATA[Twitter]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4221</guid>
		<description><![CDATA[Wired reports that legendary video game developer Shigeru Miyamoto is stepping down from his role at Nintendo overseeing the company&#8217;s large video game projects. Miyamoto, who was behind some of the biggest video game franchises including The Legend of Zelda, Super Mario Bros., Star Fox, Pikmin, Donkey Kong and Nintendogs, says he wants to work [...]]]></description>
			<content:encoded><![CDATA[<p><b>Wired</b> reports that legendary video game developer <a href="http://www.wired.com/gamelife/2011/12/miyamoto-interview/">Shigeru Miyamoto is stepping down</a> from his role at Nintendo overseeing the company&#8217;s large video game projects.  Miyamoto, who was behind some of the biggest video game franchises including <b>The Legend of Zelda</b>, <b>Super Mario Bros.</b>, <b>Star Fox</b>, <b>Pikmin</b>, <b>Donkey Kong</b> and <b>Nintendogs</b>, says he wants to work on smaller projects with shorter timespans.  This led many Twitter adherents to comment that Miyamoto was going &#8220;indie&#8221;, joining the ranks of self-funded, hipster game developers.  i took the concept and ran with it in this Twitter hash tag game.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_08/graveyard.jpg" alt="Link in the Graveyard"></p>
</div>
<ul>
<li><b>#ifMiyamotoWentIndie</b> Link would just &#8230; you know &#8230; wander around. No enemies, no struggle &#8230; just piano.
<li><b>#ifMiyamotoWentIndie</b> Every game stars Luigi.
<li><b>#ifMiyamotoWentIndie</b> Mario would walk RIGHT to LEFT. Doesn&#8217;t that BLOW your MIND??
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d crash on someone&#8217;s couch at #GDC, lobby-surf for the first few days, and only spring for an Expo pass.
<li><b>#ifMiyamotoWentIndie</b> The smashable barrels in Donkey Kong would be labeled &#8220;hope&#8221;, &#8220;ambition&#8221;, &#8220;faith&#8221; and &#8220;mother&#8221;.
<li><b>#ifMiyamotoWentIndie</b> After your first crash in ExciteBike, the rest of the game would be about your slow, painful road to rehabilitation.
<li><b>#ifMiyamotoWentIndie</b> A Star Fox game would last five minutes, and involve a sub-plot about a stillborn son.
<li><b>#ifMiyamotoWentIndie</b> Ocarina of Time would pale in comparison to the series&#8217; crown jewel, Zelda II: The Adventure of Link.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d be making this really awesome MMO but, you know &#8211; it&#8217;s not ready yet.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d make a twin-stick tower defense platformer for XBLiG using copyrighted spritesheets from an old Genesis import.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d show upto #IndieCade and give a meandering talk using words he remembered from his first-year Psych class.
<li><b>#ifMiyamotoWentIndie</b> Kid Icarus would say &#8220;fuck&#8221; a lot.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d accept his #IGF award by French-kissing Cactus and kicking over an amp on his way off the stage.
<li><b>#ifMiyamotoWentIndie</b> The hookshot would be a metaphor for how we all need to cling to something.
<li><b>#ifMiyamotoWentIndie</b> Nintendogs would be essentially the same, except you could REVERSE TIME.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d release Stage Debut, and it would sweep the #IGF.
<li><b>#ifMiyamotoWentIndie</b> Samus Aran would take off her codpiece and reveal that she&#8217;s a DUDE.
<li><b>#ifMiyamotoWentIndie</b> Mario Extreme Unicycling.
<li><b>#ifMiyamotoWentIndie</b> Mario Power Hackey Sack.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d spent most of his afternoons in the &#8220;Mushroom Kingdom&#8221;.
<li><b>#ifMiyamotoWentIndie</b> You&#8217;d be able to fly one beta mission in Starfox, and he&#8217;d charge twenty bucks for it. And then make 4 million dollars.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d give you naming rights to the monkey at the top of the level if you bid more than $1000 on Kickstarter.
<li><b>#ifMiyamotoWentIndie</b> Every Zelda game ever made would show up in a Steam sale for a dollar nintey-five.
<li><b>#ifMiyamotoWentIndie</b> You&#8217;d take Super Mario down into a water level from which you&#8217;d never be able to escape.
<li><b>#ifMiyamotoWentIndie</b> He&#8217;d grow his hair out, take up smoking, and start calling himself &#8220;the Moto.&#8221; But, you know. Whatever.
<li><b>#ifMiyamotoWentIndie</b> Plaid goombas.
</ul>
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		<title>Flash to iOS: A Step-by-Step Tutorial (Part 3)</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 16:25:16 +0000</pubDate>
		<dc:creator>Sina Kashanizadeh</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4193</guid>
		<description><![CDATA[This is the third part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch. Jump to other parts in the series: Part 1 &#8211; Sign up [...]]]></description>
			<content:encoded><![CDATA[<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_07/iPadAIR.png" alt="Flash to iOS: A Step-by-Step Tutorial"></p>
</div>
<p>This is the third part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch.</p>
<p>Jump to other parts in the series:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/" title="Flash to iOS: A Step-by-Step Tutorial (Part 1)"><b>Part 1</b> &#8211; Sign up for an Apple iOS Developer Account</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 2)"><b>Part 2</b> &#8211; Obtain your Signing Certificate &#038; Mobile Provisioning Profile, and create your App ID</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/" title="Flash to iOS: A Step-by-Step Tutorial (Part 4)"><b>Part 4</b> &#8211; Modify your project settings and test your app on an Apple device</a>
</ul>
<h2>Luke Loses His Hand</h2>
<p><a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 2)">Part 2</a> of this tutorial was like <b>The Empire Strikes Back</b>.  It was the crisis moment in the story of deploying a Flash project to the Apple iOS platform.  It was dark, it was difficult, and Han Solo wound up frozen in carbonite.  Part 3 is redemptive: with all that command line and certificate red tape out of the way, you can finally build our AS3 app using FlashDevelop. Watch closely, friends: you may spot some ewoks.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/iPhone.jpg" alt="It's a trap."></p>
<p>It&#8217;s a trap.
</p></div>
<h2>Install Flash Develop</h2>
<p>As I mentioned earlier in the series, FlashDevelop is a FREE, PC-only coding environment that is used throughout the industry and loved by many. If you haven&#8217;t installed it, <a href="http://www.flashdevelop.org/community/viewforum.php?f=11">head here to download the latest version.</a></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/fd4.jpg" alt="FlashDevelop 4"></p>
</div>
<p>FlashDevelop is an IDE (Integrated Development Environment) where you can create many different types of applications from scratch.  The most amazing thing about FlashDevelop is that you don’t actually need to buy Adobe&#8217;s Flash Professional software to create Flash (swf) content. FlashDevelop has amazing, time-saving features like importing code libraries on the fly, and numerous awesome templates. At the time of this writing, the latest edition of FlashDevelop is 4.0.0. This version of FlashDevelop contains a template for Mobile AIR applications which you can use for iOS and Android development. In this tutorial, you&#8217;ll use the iOS version of the template.</p>
<h2>Create a Merged SDK Folder</h2>
<p>There are two SDKs (Software Development Kits) you&#8217;ll need to deploy Flash content to the iOS platform: Flex and AIR. Depending on the version of FlashDevelop you install, these two SDKs may already be included in the download.  You&#8217;re going to download them both anew and put them in a single folder. That way, if you mess anything up, you can take off and nuke the site from orbit instead of messing up your main FD install.  It&#8217;s the only way.</p>
<ol>
<li><a href="http://www.adobe.com/special/products/air/sdk/thankyou.html?download=win" title="Download Adobe AIR SDK">Download the latest AIR SDK</a> (which, at the time of this writing, was v3.0)
<li><a href="http://opensource.adobe.com/wiki/display/flexsdk/Downloads" title="Download the latest Flex SDK">Download the Flex SDK</a>.
<li>These two packages download as <b>.zip</b> files.  Extract them wherever you like on your computer &#8211; just make sure you know where you put them.
<li>Once you have both SDK&#8217;s extracted to separate folders, copy everything in the AIR SDK folder into the Flex SDK folder. Windows will ask you if you want to overwrite certain files. Say &#8220;yes&#8221; to everything.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/merge.jpg" alt="Merged SDK folder"></p>
</div>
<p>You now have a folder with the <b>Flex SDK</b> and the <b>AIR SDK</b> merged into one. This is a Good Thing™.</p>
</ol>
<h2>Point FlashDevelop to the Flex SDK</h2>
<p>In order to compile (build and execute) your app, you have to point FlashDevelop to the merged SDK folder that you just created.</p>
<ol>
<li>Open up FlashDevelop and hit <b>F10</b> or go to <b>Tools->Program Settings</b> in the menus.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/programSettings.jpg" alt="Program Settings"></p>
</div>
<li>In the Program Settings menu, click on <b>AS3 Context</b>.
<li>Find the <b>Language</b> section, and the <b>Flex SDK Location</b> line within it.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/as3Context.jpg" alt="AS3 Context"></p>
</div>
<li>Click the ellipsis button at the end of that line, and navigate to the merged SDK folder.
<li>Click <b>Close</b> to commit the change.
</ol>
<h2>Set Up Your Mobile AIR Application</h2>
<p>Once you have downloaded and installed FlashDevelop, open it up and you should see it in all its glory:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/fdInterface.jpg" alt="FlashDevelop 4 Interace"></p>
</div>
<p>To begin with, you&#8217;ll need to create a new FlashDevelop project, which is a group of folders governed by a file filled with metadata about your project.</p>
<ol>
<li>Create a new project by clicking <b>Project -> New Project</b> in the menu.
<li>Now you will see a screen with a multitude of options. These are all project starter templates that FlashDevelop has for you to use. The one you want is the <b>AIR Mobile AS3 App</b>. Select this template, choose a location on your hard drive to save it, give a name to your project, and hit OK.
<p>Note: A package name is not required but the option is there if you&#8217;d like to use it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/fdTemplates.jpg" alt="FlashDevelop 4 Project Templates"></p>
</div>
<p>After you hit OK, FlashDevelop creates a number of folders and files for you, including:</p>
<ul>
<li>The .as3proj file, which is a FlashDevelop project file filled with metadata that keeps track of various aspects of your project.
<li>The <em>bin</em> folder. This is where your finished files end up.
<li>The <em>lib</em> folder, where you can put your &#8220;construction&#8221; files and artwork.
<li>The <em>src</em> folder, which contains your .as AS3 code files.
</ul>
<li>Once you&#8217;ve created your project file, FlashDevelop starts you off with a blank screen. To open up your code, click on the <b>src</b> folder in the Project sidebar on the right. (The Project sidebar lists your computer&#8217;s actual directory structure so that you can access your Actionscript files quickly and easily.)
<li>Inside the <b>src</b> folder, double click the <b>Main.as</b> file to open it. This is your project&#8217;s point of entry, where you can start writing the code for your app.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/main.jpg" alt="FlashDevelop 4 Main.as"></p>
</div>
<li>Push the F5 key on your keyboard, or the click the little play button at the top-middle of FlashDevelop to compile and run your project.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/compile.jpg" alt="FlashDevelop 4 Compile Button"></p>
</div>
<p>The first compile will take little bit of time, but any compile after that should be quick, because the compiler builds on an as-needed basis, compiling only your most recent changes (as opposed to Flash Professional, which compiles your ENTIRE project every single time. Bleh!). Once you run your new project, the FlashPlayer should pop up and you should see a blank screen. Luckily, this is exactly what we want. As of right now, this is your App.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/blankApp.jpg" alt="FlashDevelop 4 Blank App"></p>
</div>
</ol>
<h2>Hello, Planet</h2>
<p>This is nice and all, but let&#8217;s try to the write a simple message on screen so that when we are testing, we know it actually works. Let&#8217;s write &#8220;Hello Planet&#8221; on-screen.</p>
<ol>
<li>Just below the green commented line where it says //entry point in your <b>Main.as</b> file, copy and paste these lines into your code:

<div class="wp_syntax"><div class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #000000; font-weight: bold;">var</span> tf:<span style="color: #0066CC;">TextField</span> = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">TextField</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;  
<span style="color: #000000; font-weight: bold;">var</span> format:<span style="color: #0066CC;">TextFormat</span> = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">TextFormat</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;  
format.<span style="color: #0066CC;">font</span> = <span style="color: #ff0000;">&quot;_sans&quot;</span>;  
format.<span style="color: #0066CC;">size</span> = <span style="color: #cc66cc;">48</span>;  
tf.<span style="color: #006600;">defaultTextFormat</span> = format;  
tf.<span style="color: #0066CC;">text</span> = <span style="color: #ff0000;">&quot;Hello Planet&quot;</span>;  
tf.<span style="color: #0066CC;">width</span> = <span style="color: #0066CC;">stage</span>.<span style="color: #006600;">stageWidth</span> - <span style="color: #cc66cc;">20</span>;  
tf.<span style="color: #006600;">x</span> = <span style="color: #cc66cc;">10</span>;  
tf.<span style="color: #006600;">y</span> = <span style="color: #cc66cc;">10</span>;  
addChild<span style="color: #66cc66;">&#40;</span>tf<span style="color: #66cc66;">&#41;</span>;</pre></div></div>

<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/entryPoint.jpg" alt="Code Entry Point"></p>
</div>
<li>Click the compile button (or press F5). Did it screw up? Good. There are a couple more things you have to do before you are ready to compile without errors.
<li>In your code, click to place your cursor carat on the word <b>Textfield</b> and hit Ctrl+Shift+1 on your keyboard. The word turns blue. If you scroll to the top of the class, you&#8217;ll notice that there is an extra import line at the top of your code. CTRL+SHIFT+1 is a special feature of FlashDevelop that does code completion. In this instance, CTRL+SHIFT+1 automatically handles your import statements for you.  You need to import the TextField code with this statement if you want your TextField to work.
<li>Use CTRL+SHIFT+1 on the <b>TextFormat</b> word and you should see this:
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/imports.jpg" alt="Import Statements"></p>
</div>
<li>Now click Compile (or press F5).
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_03/helloPlanet.jpg" alt="Hello Planet"></p>
<p>Thar she blows!
</p></div>
<p>(It works, but it&#8217;s no Angry Birds. &#8211; Ed.)
</ol>
<h2>Bust Out the Hardware</h2>
<p>This is moving along nicely.  You:</p>
<ul>
<li>Installed FlashDevelop, a free and open-source IDE for creating Flash and AIR content
<li>Downloaded and sunk the latest AIR SDK and Flex SDK into a single, merged folder
<li>Pointed FlashDevelop to the Flex SDK to use its superior compiler
<li>Created a new FlashDevelop project using the Mobile AIR application template
<li>Wrote and compiled a new Hello Planet AIR app that you can deploy to a testing device
</ul>
<p>In the next part of the tutorial, you&#8217;ll fine-tune FlashDevelop and modify a number of settings and batch files to create the magical, mystical <b>.ipa</b> file, and you&#8217;ll see that file running on your testing device.<br />
</a></p>
<p><a href="http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/" title="Flash to iOS: A Step-by-Step Tutorial (Part 4)">Continue to <b>Part 4</b></a>
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		<title>Ryan Henson Creighton is a Solid Speaker</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/02/ryan-henson-creighton-is-a-solid-speaker/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/02/ryan-henson-creighton-is-a-solid-speaker/#comments</comments>
		<pubDate>Sat, 03 Dec 2011 01:24:41 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4154</guid>
		<description><![CDATA[There&#8217;s no humble way to put this: i kick ass. i&#8217;ve survived Conference Season, having spoken at three conferences in two weeks (including FITC Screens 2011, DIG London and Gamercamp Lvl 3). Apart from hearing kind praise anecdotally from conference attendees, FITC brings the hard data. The hard Data. The presentation i gave at Screens, [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s no humble way to put this: i kick ass.  i&#8217;ve survived Conference Season, having <a href="http://www.untoldentertainment.com/blog/2011/11/11/ryan-henson-creighton-just-wont-shut-up/" title="Ryan Henson Creighton, conference speaker">spoken at three conferences in two weeks</a> (including FITC Screens 2011, DIG London and Gamercamp Lvl 3).  Apart from hearing kind praise anecdotally from conference attendees, FITC brings the hard data. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_02/data.png" alt="Hard Data"></p>
<p>The hard Data.
</p></div>
<p>The presentation i gave at Screens, titled <b><a href="http://www.fitc.ca/events/presentations/presentation.cfm?event=118&#038;presentation_id=1656" title="Ponycorns: Catching Lightning in a Jar">Ponycorns: Catching Lightning in a Jar</a></b>, was the third-highest rated talk at the conference.  Here are the ratings and comments from the feedback forms that the attendees filled out:</p>
<p>Was the speaker knowledgeable on the topic presented? <b>9.68</b><br />
Did the session meet your expectations? <b>9.59</b><br />
Did the speaker present the material in a clear and well-organized way? <b>9.77</b><br />
Please rate the overall effectiveness of the speaker. <b>9.77</b><br />
This session will affect the way I work <b>8.18</b><br />
Overall average <b>9.40</b></p>
<p>Attendee comments:</p>
<ul>
<li>Funny and Entertaining REAL
<li>Awesome Story
<li>Inspiring
<li>Hilarious Magical, Thank You.
<li>Funny and fun. Great way to end the conference.
<li>Inspirational! Thanks!
<li>Excellent way to close out!!
<li>Very enthusiastic. Great end to the event.
<li>Hilarious, entertaining. A great story.
<li>AMAZING!
<li>Hysterical with creative, fun and useful
<li>Interesting.
<li>PONYCORNS!
</ul>
<p>Huge thanks to the conference organizers and to everyone who came to hear me speak.  i&#8217;ve submitted bids in to tell the Ponycorns story to attendees at GDC 2012 and the Flash Gaming Summit next year, and this can only help.  Fingers crossed!
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		<title>Civilization, Ponycorns Creators Named Among Backbone&#8217;s Top 15 Canadians in Digital Technology</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/02/civilization-ponycorns-creators-named-among-backbones-top-15-canadians-in-digital-technology/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/02/civilization-ponycorns-creators-named-among-backbones-top-15-canadians-in-digital-technology/#comments</comments>
		<pubDate>Fri, 02 Dec 2011 06:25:02 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4150</guid>
		<description><![CDATA[It&#8217;s not enough that my daughter Cassandra created the artwork, puzzle design and voice work for her first video game at the tender age of five. Now, Backbone Magazine has named her as one of the Top 15 Canadians in Digital Technology. Wanna know who else made the list? Legendary Civilization game developer Sid Meier, [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s not enough that my daughter Cassandra created the artwork, puzzle design and voice work for her first video game at the tender age of five. Now, <b>Backbone Magazine</b> has named her as one of the <a href="http://www.backbonemag.com/Magazine/2011-11/top-15-canadians-in-digital-media.aspx" title="Cassandra Creighton - One of the Top 15 Canadians in Digital Technology">Top 15 Canadians in Digital Technology</a>. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_01/backbone.jpg" alt="Cassandra Creighton has been named to Backbone Magazine's list of Top 15 Canadians in Digital Technology"></p>
</div>
<p>Wanna know who else made the list?  Legendary <b>Civilization</b> game developer Sid Meier, who keynoted last year&#8217;s Game Developers Conference.</p>
<h2>i Got All the Awards</h2>
<p><b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Adventure</a></b> is an entrant in this year&#8217;s Independent Games Festival, so she has a real shot at winding up at GDC herself to accept <a href="http://www.untoldentertainment.com/blog/2011/11/17/ponycorns-at-the-igf-awards-not-wanted-on-the-voyage/" title="Ponycorns IGF Award Winner"><em>all</em> the awards</a>, including Most Prodigious Use of Invisible Walls and the Hervé Velasquez Memorial Award for Digital Inclination.  It&#8217;s very possible that if Ponycorns is nominated, Cassie can actually meet Sid at GDC 2012.  That&#8217;s incredible! Wouldn&#8217;t you have wanted that opportunity at five years old?  IGF judges: you can make this happen.</p>
<p>Cassie&#8217;s game enjoyed international fame and critical acclaim after delighting fans the world over.  Sissy&#8217;s Magical Ponycorn Adventure has been featured in digital and print publications as far away as Spain, Japan, and Russia. The game was a finalist in the 2011 IndieCade Festival, and many games journalists have hailed it as an early contender for Game of the Year 2011 since its release in March .</p>
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		<title>Untold Entertainment Winter Internship Program 2012</title>
		<link>http://www.untoldentertainment.com/blog/2011/12/01/untold-entertainment-winter-internship-program-2012/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/12/01/untold-entertainment-winter-internship-program-2012/#comments</comments>
		<pubDate>Thu, 01 Dec 2011 15:44:31 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4145</guid>
		<description><![CDATA[Untold Entertainment is a boutique game development studio in downtown Toronto. We specialize in games and apps for kids, teens, tweens and preschoolers. We&#8217;re looking for someone to take an unpaid internship for the winter months of January &#8211; April 2012. Eligibility In order to apply, you must be a student at an accredited institution [...]]]></description>
			<content:encoded><![CDATA[<p>Untold Entertainment is a boutique game development studio in downtown Toronto.  We specialize in games and apps for kids, teens, tweens and preschoolers.  We&#8217;re looking for someone to take an unpaid internship for the winter months of January &#8211; April 2012.</p>
<h2>Eligibility</h2>
<p>In order to apply, you must be a student at an accredited institution that can sign paperwork and sanction your internship and all that fun stuff.  (Unfortunately, we&#8217;re no longer hiring non-students for internships.)</p>
<p>An ideal candidate will be someone who is awesome.  These are qualities we&#8217;ve prized in past interns:</p>
<ul>
<li><b>Self-starter.</b> Can you begin a task with minimal teat-suckling?
<li><b>Problem solver.</b> Do you like facing an unending string of problems that you need to fix? Are you motivated by checking things off a to-do list?
<li><b>Life-long Learner.</b> If you don’t know how to do something, is that an excuse not to do it? Or is that an opportunity to add a new skill to your toolbelt?
<li><b>Can-do attitude.</b> How do you respond if you’re asked to do something you don’t particularly want to do?
<li><b>Humorist.</b> If you’re looking for a respectable, corporate workplace environment, this ain’t it. Anyone caught wearing a suit will be shot.
<li><b>Ox.</b> When faced with impossible odds, do you give up? Or do you roll an impossible-sided die?
<li><b>Google Master.</b> Do you know the difference between a question that should be answered by your mentor, and one that can be more easily and quickly answered after a brief query to the <em>electronic compendium of all human knowledge at your very fingertips?</em>  You should.
</ul>
<h2>What Can You Do?</h2>
<p>Here are some professional capabilities that interest us. (You don’t need to have all of these – this is just a list of individual skillsets for which we have an immediate need):</p>
<ul>
<li><b>Writing.</b> We’re not talking about the Gears of War fan fic you wrote last summer. We’re talking about real, solid technical or creative writing skills, with a fanatical devotion to preserving the Queen’s English. Have you ever been called a &#8220;Grammar Nazi&#8221;? Come to Papa.
<li><b>Programming.</b> Particularly Actionscript 3, but we have an interest in Unity C# or javascript, HTML 5, Haxe, and OBJ-C. (C++/Python/Ruby/Java, not so much.)
<li><b>Web Development.</b> CSS, HTML and PHP. We constantly have big needs in this area.
<li><b>Art and Animation.</b> Character design, animation, and background/layout, particularly in the classical 2D North American style (think Disney, Warner Bros. and Bluth.)  Do you know how to make a moody 3D level with pipes and bricks in Unreal Engine?  We don&#8217;t care.
<li><b>Business Development.</b>  Do you like cold-calling, tweaking SEO, posting spammy blog posts under assumed names, writing press releases, building relationships, and monitoring usage statistics?  Good, cuz we don&#8217;t.
<li><b>Photojournalism.</b> Are you handy with a video camera?  Can you cut stuff together in Premiere with skill and style?  We could use you.
<li><b>Defeat Ganon in the original Legend of Zelda with only five hearts.</b> Just kidding. We couldn’t care less if you’re good at playing video games. We’re about making them.
</ul>
<h2>What Will You Be Doing?</h2>
<ul>
<li><b>Watering the plants.</b> Plants don&#8217;t water themselves.  (The plants and i both learned this the hard way.)
<li><b>Researching.</b> If i want to know how to do something complicated or obscure, but i can&#8217;t be arsed to look it up myself, it falls to you.
<li><b>Patching the drywall.</b> There are always little CSS/HTML fixes to be made across our sites. Tinkering is very useful to us.
<li><b>Tools Development</b>. There are a number of features of our internal toolset that need building &#8211; recent examples include a heat map, and an xml &#8220;script stripper&#8221;.
<li><b>Pretty pictures</b>.  If you&#8217;re a good artist, be damn sure we have stuff for you to draw.
<li><b>Video Developer Diaries.</b> We&#8217;d like to make some of these, but we&#8217;re afraid that cameras will steal our souls.
</ul>
<h2>How Much Do i Get Paid?</h2>
<p>This is an unpaid internship. Interns are compensated with soda pop and coffee (our notorious coffee maker has somehow fixed itself). You may occasionally be taken to lunch, if there are coupons.</p>
<p>This is an opportunity to gain great experience and to put some real game development studio work on your resume, along with the chance to get your name in the credits of a shipped title.  Many former interns have remarked that they understand the business of game development and the entrepreneurial side of the industry much better after having worked at Untold Entertainment.  Working at a small studio is a far different experience from working at a big triple-A juggernaut. As an additional perk, we offer <b>No-Pants Fridays.</b></p>
<h2>Is It Worth It?</h2>
<p>Here&#8217;s what some current and former interns have to say about their experience:</p>
<blockquote><p>Working at Untold Entertainment requires three things: Hard work, a willingness to learn, and HARD WORK. If you have these attributes, Ryan will look out for you. Trust me &#8211; in this industry it is good to have a friend like Ryan.</p>
<p>Also, pants required.</p>
<p>- <a href="http://twitter.com/#!/SinaKash" title="Untold Entertainment Intern Sina Kashanizadeh">Intern Sina Kashanizadeh</a>, Fall 2011
</p></blockquote>
<blockquote><p>I learned more about making games at Untold than I ever did at school.</p>
<p>- <a href="http://twitter.com/#!/netgrind" title="Untold Entertainment Intern Cale Bradbury">Intern Cale Bradbury</a>, Academic year 2010-2011</p></blockquote>
<blockquote><p>The stuff I learned from Ryan is the stuff I&#8217;m currently getting paid for in California. The effort to reward ratio is incredible.</p>
<p>- <a href="http://twitter.com/#!/MohdSahaf" title="Untold Entertainment Intern Mohammed Al-Sahaf">Intern Mohammed Al-Sahaf</a>, Winter 2011 </p></blockquote>
<blockquote><p>Want to play games all day? Go home and play. Want to discover the stress, struggle, and ultimate satisfaction of making games for a living? Apply for this internship.</p>
<p>- <a href="http://twitter.com/#!/davidsgallant" title="Untold Entertainment Intern David S. Gallant">Intern David S. Gallant</a>, Fall 2011</p></blockquote>
<blockquote><p>Working with Ryan Creighton has been eye-opening. If Untold had taught me anything as an intern, it&#8217;s open your mind to new creative ideas.</p>
<p>- <a href="http://twitter.com/#!/CBANIMS" title="Untold Entertainment intern Chris Aaron Broadfield">Intern Chris Aaron Broadfield</a>, Summer 2011</p></blockquote>
<h2>How Do I Apply?</h2>
<p>Email <b>info</b> [the curly at sign] <b>untoldentertainment</b> [the little dot thingy] <b>com</b> no later than <b>December 9 2011</b>. Please put way more attention into an interesting email and samples of your work than your resume. Give us a sense of your personality, and why you think you’re a good fit. Cookie-cutter applications with business-suit-wearing cover-letters and resumes describing your evening shift at Shopper’s Drug Mart will be stabbed and burned.</p>
<p>Successful candidates will be contacted for interviews in mid-December.</p>
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		<title>Movember 2011</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/30/movember-2011/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/30/movember-2011/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 22:42:14 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4137</guid>
		<description><![CDATA[i participated in the Movember event to promote men&#8217;s health awareness this year by growing a most exemplary moustache. Regard: We didn&#8217;t actually ask anyone for money, as i&#8217;m plagued with conspiracy theories about the efficacy of cancer research and the heaps and gobs of money people are throwing at it with no cure, vaccine, [...]]]></description>
			<content:encoded><![CDATA[<p>i participated in the Movember event to promote men&#8217;s health awareness this year by growing a most exemplary moustache.  Regard:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_30/movember2011.jpg" alt="Untold Entertainment Movember 2011"></p>
</div>
<p>We didn&#8217;t actually ask anyone for money, as i&#8217;m plagued with conspiracy theories about the efficacy of cancer research and the <em>heaps</em> and <em>gobs</em> of money people are throwing at it with no cure, vaccine, or <a href="http://www.youtube.com/watch?v=P43VLl2jOt4" title="Murphy the Molar">pissed-off mascot</a> in sight.  i will, however, wear my moustache proudly for the sake of <em>awareness</em>, and will pass on any tidbits about dickrot or ballsarrhea that i find interesting.  </p>
<p>For example, the news that <a href="http://www.dailymail.co.uk/sciencetech/article-2067515/Using-wi-fi-laptop-damages-sperm-study-finds.html">wifi scrambled your man-juice</a> was particularly salient.</p>
<p>Anyway, this audacious display of facial hair reaffirms the eternal question: Don&#8217;t you wish your video game vendor was hot like me?</p>
<p>Further reading:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2010/11/27/movember-2010/" title="Movember 2011 - The Blustery Day by Untold Entertainment"><b>Movember 2010</b> &#8211; &#8220;The Blustery Day&#8221;</a>
</ul>
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		<title>Flash to iOS: A Step-by-Step Tutorial (Part 2)</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 15:09:49 +0000</pubDate>
		<dc:creator>Sina Kashanizadeh</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Awesomazing]]></category>
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		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4097</guid>
		<description><![CDATA[This is the second part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch. Jump to other parts in the series: Part 1 &#8211; Sign up [...]]]></description>
			<content:encoded><![CDATA[<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_07/iPadAIR.png" alt="Flash to iOS: A Step-by-Step Tutorial"></p>
</div>
<p>This is the second part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch.</p>
<p>Jump to other parts in the series:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/" title="Flash to iOS: A Step-by-Step Tutorial (Part 1)"><b>Part 1</b> &#8211; Sign up for an Apple iOS Developer Account</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 3)"><b>Part 3</b> -Use FlashDevelop to build your mobile AIR app</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/" title="Flash to iOS: A Step-by-Step Tutorial (Part 4)"><b>Part 4</b> &#8211; Modify your project settings and test your app on an Apple device</a>
</ul>
<h2>Drudgery</h2>
<p>Without a doubt, this section of our tutorial series on bundling your Adobe AIR App for Apple&#8217;s iOS platform is the pits.  You have to use a complicated command line interpreter, you have to juggle what may feel like a million different certificates and profiles, and you have to jump through a dizzying array of hoops just to get everything set up &#8230; and you&#8217;re not even going to <em>start</em> building your app at all!  But trust me: once you&#8217;ve cleared these hurdles, the rest of the process is gravy. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/gravy.jpg" alt="Gravy"></p>
<p>Thick, delicious gravy.
</p></div>
<p>The first goal of this tutorial is to create a <em>signing certificate</em>, which is used very much like a hot brand on cattle. It&#8217;s the digital signature of you or your company that identifies an app as your own. We need to use a program called OpenSSL to create this signing certificate.</p>
<h2>Install Open SSL</h2>
<p>In order to turn your future AIR project into a native app, you need to create two important files: a Signing Certificate and a Mobile Provisioning Profile. If you are working on a Mac, you actually use a program called Keychain to do some fancy voodoo magic and get the certificate you need.  We are working on a PC and we do not have that luxury, so there are a couple of confusing steps that we must go through. </p>
<p>The first thing you have to do is go to <a href="http://www.slproweb.com/products/Win32OpenSSL.html">http://www.slproweb.com/products/Win32OpenSSL.html</a>. Scroll down, and then download the Visual C++ 2008 Redistributables and install the resulting file. Next, download the <b>Win32 OpenSSL v1.0a Light</b> file and install that after you have installed the first package. These two files will help you create the Signing Certificate Request you so richly deserve.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/openSSL.jpg" alt="OpenSSL"></p>
</div>
<p>Be sure to keep track of where you installed those last two elements. Next, visit this site:</p>
<p><a href="http://help.adobe.com/en_US/as3/iphone/index.html">http://help.adobe.com/en_US/as3/iphone/index.html</a>.</p>
<p>These are Adobe&#8217;s help files for generating your signing certificate and then converting that certificate into a .P12 file. If you get lost in this tutorial, that page will be your safety net.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/adobeHelpPage.jpg" alt="Adobe Help Page"></p>
</div>
<p>On that Adobe support page, you will see some instructions for Mac machines. Ignore them.  Scroll down to the Windows instructions and give them a once-over.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/instructions.jpg" alt="Instructions"></p>
</div>
<p>The instructions say that you have to install Open SSL. You&#8217;ve already done that. Open a command prompt window. You can do this by going to your <b>Start</b> button and typing in cmd in the search field.  (You can also hold the Windows key on your keyboard and hit the &#8220;R&#8221; key (for &#8220;Run&#8221;), then type <b>cmd</b> and hit Enter.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/cmd.jpg" alt="CMD"></p>
</div>
<p>Once you are in the command prompt, travel your way to your Open SSL bin folder. Depending on where you installed it you will have to travel to a different path than in this example.  (For your sake, i hope you installed Open SSL in a location that you can remember!) </p>
<p>If this is your first time using the command prompt, here&#8217;s a quick primer on the commands that will help you get around:</p>
<ul>
<li><b>cd</b> This command means &#8220;Change Directory&#8221;. If you are in a directory and you want to go into one of its sub-directories, use this command plus the directory name (example: cd directoryName)
<li><b>cd..</b> This command will pull you up one level in your directory structure
<li><b>dir</b> Type this command to see a list of all of the files and folders within your current directory
<li><b>dir /w</b> The /w (wide) switch spreads a directory listing across multiple columns.  This is useful for seeing all the folder names at a glance, instead of in one big long scrolling list.
</ul>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/cd.jpg" alt="CLI Commands"></p>
</div>
<p>You may have some problems getting some of the following commands to work. A fine commenter (and Ontario resident!) named Dan Zen mentioned on the Adobe guide&#8217;s comments section that you may need to input <b>set RANDFILE=.rnd</b> in your command prompt before the following commands will work properly.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/randfile.jpg" alt="RANDFILE command"></p>
</div>
<h2>Generate a Signing Certificate Request File</h2>
<p>With all of that taken care of, you can start inputting some commands to create your Signing Certificate Request file.  Once you have that file, you&#8217;ll use it to ask Apple for your proper Signing Certificate file that you&#8217;ll use to identify your app. </p>
<ol>
<li> Punch this command into your command line interpreter and hit the ENTER key when you&#8217;re finished:

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl genrsa -out mykey.key 2048</pre></div></div>

<p>You should see this response:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/response.jpg" alt="response"></p>
</div>
<li>Next, type (or highlight the line, right-click, choose &#8220;Copy&#8221;, and right-click/&#8221;Paste&#8221; in the command line interpreter):

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl req -new -key mykey.key -out CertificateSigningRequest.certSigningRequest  -subj &quot;/emailAddress=yourAddress<span style="color: #33cc33;">@</span>example.com, CN=John Doe, C=US&quot;</pre></div></div>

<li>Now, before you hit ENTER you&#8217;ll want to edit a couple of things. First, replace &#8220;John Doe&#8221; with your own name or company name. Then replace the &#8220;yourAddress@example.com&#8221; email with your own email. Then press ENTER.
<p>You should get a message similar to this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/response2.jpg" alt="response"></p>
</div>
<p>You just generated the Signing Certificate Request file that you&#8217;ll use to ask Apple for your Signing Certificate. The  Signing Certificate Request file is located in the <em>bin</em> folder of your Open SSL install.  It has a <em>.certSigningRequest</em> file extension and should look like this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/signingRequest.jpg" alt="Certificate Signing Request file"></p>
</div>
</ol>
<h2>Obtain a Signing Certificate for Development</h2>
<p>You have to upload your Signing Certificate Request file to the Apple Provisioning Portal to get your signing certificate.</p>
<p>Note: There have been instances where this upload does not work with Google Chrome. Just to be safe, use another browser like Firefox.</p>
<ol>
<li>Navigate to the iOS Provisioning Portal after logging in with your <a href="http://developer.apple.com">developer account</a> and click on <b>Certificates</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/certificates.jpg" alt="Certificates"></p>
</div>
<li>Click <b>Request Certificate</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/requestCertificate.jpg" alt="Request Certificate"></p>
</div>
<p>Note: If you are a team member and/or you have not paid the annual developer fee of $99 dollars, then you cannot request a Signing Certificate. Only the Team Admin &#8211; the person who has paid the development fee &#8211; will be able make this request.</p>
<p>On the next screen, you will upload the Signing Certificate Request file that you generated in the previous section.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/generateCertificate.jpg" alt="Generate Certificate"></p>
</div>
<li>Click the <b>Browse</b> button and navigate to the <b>bin</b> folder located within your OpenSSL folder.
<li>Once you have selected the Signing Certificate Request file, click Submit. Your next screen should show this:
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/pending.jpg" alt="Certificate Pending"></p>
</div>
<li>Just hit <em>Refresh</em> a couple of times on your browser and you should eventually see this:
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/certificateReady.jpg" alt="Certificate Ready"></p>
</div>
<li>It&#8217;s your Signing Certificate! Go ahead and download it. Just to make things easier, you can save that certificate in the <b>bin</b> folder in the Open SSL folder, where your Certificate Signing Request file is sitting.
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/saveCertificate.jpg" alt="Save Certificate"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/saveCertificate2.jpg" alt="Save Certificate 2"></p>
</div>
<h2>Convert the Signing Certificate to a .p12 File</h2>
<p>Are you having fun yet? Yeah, me neither. We are making good progress though. The next step is converting that Signing Certificate to a p12 certificate, because <em>Apple loves certificates</em>.</p>
<ol>
<li>From the Adobe help page, visit the link describing the process of <a href="http://help.adobe.com/en_US/as3/iphone/WS144092a96ffef7cc-371badff126abc17b1f-7fff.html">converting a developer certificate to a p12 file</a>. You get a list of more commands that you&#8217;ll have to punch into your trusty old command prompt.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/helpPage2.jpg" alt="Adobe Help Page 2"></p>
</div>
<li>Copy the first command (highlight the text, right-click and select &#8220;Copy&#8221; from the context menu):

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl x509 -in developer_identity.cer -inform DER -out developer_identity.pem -outform PEM</pre></div></div>

<li>Open up your command prompt as I showed earlier, and navigate to the <b>bin</b> folder of your Open SSL directory.
<li>Once you&#8217;re there, paste in the first command (right-click and select &#8220;Paste&#8221; from the context menu), and press ENTER.
<li>Skip ahead to Step 3 of the Adobe help guide and copy that command. (The command in Step 2 is for Macs only.)

<div class="wp_syntax"><div class="code"><pre class="dos" style="font-family:monospace;">openssl pkcs12 -export -inkey mykey.key -in developer_identity.pem -out iphone_dev.p12</pre></div></div>

<li>Once you punch in the command, enter a password and then verify that password. Make sure the password is something that you will remember.  (Save it in a .txt file in that folder if you&#8217;ve got a lousy memory like me &#8211; Ed.) When you are typing in your password, the command prompt does not give you the luxury of seeing dots or asterisks to indicate how many letters you are typing in. Rest assured that the command is accepting your input.
<p>Note: You <em>may</em> get an error mentioning a &#8220;random state&#8221;. Just type in the command <b>set RANDFILE=.rnd</b> and it should fix the problem for you.</p>
<li>Go into the <b>bin</b> folder in your Open SSL directory and you should see your .p12 file.  Hooray!
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/p12file.jpg" alt="p12 Signing Certificate"></p>
</div>
</ol>
<h2>Create an App ID</h2>
<p>Now that you have the precious file you need, it&#8217;s finally time to create your Mobile Provisioning Profile.  You&#8217;ll start by setting up a unique ID for the app you&#8217;re creating.</p>
<ol>
<li>Navigate back to the <b>Provisioning Portal</b> in your web browser to create an App ID for your app. <a href="http://developer.apple.com" title="Apple Developer Portal">Log in</a>, click on <b>Provisioning Portal</b>, and click on <b>App IDs</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/appIDs.jpg" alt="App IDs"></p>
</div>
<li>Click <b>New App ID</b>.
<p>Note: If you have not paid the developer fee, or if you are just a team member of the Team Admin, you will not see this option. Ask your Team Admin to complete this step.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/newAppID.jpg" alt="New App ID"></p>
</div>
<li>On the next screen you&#8217;ll start by writing a Description for your app, which can be anything you want. (This is what the player will see when he sees your app in the App Store. Obviously, there&#8217;s a whole marketing concern here that&#8217;s outside the scope of this tutorial.  Since we&#8217;re just building a test app, i recommend you punch SOME CRAZY NONSENSE in there for your description.  Take THAT, marketing.  -Ed)
<p>Within the <b>Bundle Seed ID (App ID Prefix)</b> you will have various options, depending on your account status. If you are the Team Admin, you&#8217;ll have a &#8220;Generate New&#8221; option. Team Members will only see a &#8220;Use Team ID&#8221; option.  (If this is not your first App, you could also choose the Bundle Seed IDs for previous project). Either way, leave it at the default.</p>
<p>The <b>Bundle Identifier</b> lets you create a specific package for your App. The standard way to make this package is to reverse the name of your website domain. I used com.sina.ipadtest. (Our team uses com.untoldentertainment.whatever &#8211; Ed.)</p>
<p>Alternately, you can use a generic Bundle Identifier by just putting an &#8220;*&#8221; in the field.</p>
<p><b>Note:</b> There have been cases where the asterisk does not work for some people. It is a safe bet you make a specific namespace like the examples above.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/appDescription.jpg" alt="App Description"></p>
</div>
<li>Click <b>Submit</b>.
<p>Voila &#8211; you have now created your App ID! On the next screen you will see all of the app profiles you&#8217;ve created. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/appIDResults.jpg" alt="App ID Results"></p>
</div>
</ol>
<h2>Create a Mobile Provisioning Profile</h2>
<p>Now that you have an <b>App ID</b>, you can now create your <b>Mobile Provisioning Profile</b>.  This is the crowning touch to everything we&#8217;ve done in this tutorial so far. The Mobile Provisioning Profile glues your developer(s), your Signing Certificate, your app ID and your testing device together.  Once you have this file, you&#8217;ll be able to test an app on your device.  </p>
<ol>
<li>Within the Provisioning Portal website, click <b>Provisioning</b> in the sidebar.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/provisioningPortal.jpg" alt="Apple Provisioning Portal"></p>
</div>
<li>Click on <b>New Profile.</b>
<p>Note: You only see this option if you are the fee-paying Team Admin.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/newProfile.jpg" alt="New Apple Provisioning Portal"></p>
</div>
<li>Give your provisioning profile a <b>Profile Name</b>.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/nameProfile.jpg" alt="Apple Name Your Provisioning Profile"></p>
</div>
<li>Choose the <b>Signing Certificate(s)</b> that you want to use with this profile.
<li>Use the drop-down list to indicate the app for which you&#8217;re creating this profile.
<li>Finally, indicate the testing device you want to test it on.
<li>Click Submit.
</ol>
<p>You&#8217;ll be taken to a screen that says your Mobile Provisioning Profile is pending. Just click your browser&#8217;s refresh button a couple of times until the <b>Download</b>button appears, and download your precious, hard-fought profile. Make sure to save it in a location you&#8217;re likely to remember.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_29/profilePending.jpg" alt="Apple Provisioning Profile"></p>
</div>
<h2>Are We There Yet?</h2>
<p>That was a big pile of hoops to jump through just to test an app on your device, and we haven&#8217;t even begun building the app yet!  Here&#8217;s what you just accomplished:</p>
<ol>
<li>You used the command line and OpenSSL to create a Certificate Signing Request file.
<li>You sent that file to Apple. Apple responded by enabling you to download your Signing Certificate file. This file identifies you as the developer of your app.
<li>You converted your Signing Certificate to the .p12 format.
<li>You created an ID for your app.
<li>You created your Mobile Provisioning Profile, the glue that holds all these elements together and enables you to test your app on an iOS device.
</ol>
<p>The good news is that you DO NOT need to repeat the steps to create your Signing Certificate for additional apps. Now that you have that file, you&#8217;ll use it to sign all of your iOS apps from here on in. Similarly, you won&#8217;t have to re-enter your developer ID or device ID for future projects (unless, of course, you gain a new team member or device). The App ID and Mobile Provisioning Profile are the two pieces that are unique to your app &#8211; you WILL need to repeat those steps for additional projects.  </p>
<p>The next part of this tutorial series will cover the process of creating your actual Adobe AIR app using FlashDevelop, bundling it up with this mess of certificates and profiles you just built, and deploying the app to your testing device.  </p>
<p><a href="http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 3)">Continue to Part 3</a></p>
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		<title>Gamercamp Lvl 3: Day 1</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/25/gamercamp-lvl-3-day-1/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/25/gamercamp-lvl-3-day-1/#comments</comments>
		<pubDate>Sat, 26 Nov 2011 01:40:52 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Gamercamp]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[UGAGS]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4101</guid>
		<description><![CDATA[Gamercamp, now in its third year, is an annual festival in Toronto that celebrates video game culture, uniting local fans and developers under an orgiastic umbrella of game-loving. Here&#8217;s my take on Day One. I Fold It was a stretch for me to arrive at Gamercamp for 9:30. It&#8217;s a good day when i can [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamercamp.ca">Gamercamp</a>, now in its third year, is an annual festival in Toronto that celebrates video game culture, uniting local fans and developers under an orgiastic umbrella of game-loving.  Here&#8217;s my take on Day One.</p>
<h2>I Fold</h2>
<p>It was a stretch for me to arrive at Gamercamp for 9:30.  It&#8217;s a good day when i can drag myself to the bathroom of my own <em>house</em> by 9:30.  i&#8217;m not an early riser.  But when i saw that the conference&#8217;s keynote speaker was Seth Cooper, who worked on FoldIt, i knew i&#8217;d have to strain myself and make it there on time.  i&#8217;m a big fan of using games to do useful things. (Note: that&#8217;s NOT the same as &#8220;gamification&#8221;, which is an attempt to make mundane things more interesting using trophies and leaderboards.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/potty.jpg" alt="Potty"></p>
<p>i sharted!  Where my points at??
</p></div>
<p><a href="http://fold.it/portal/">FoldIt</a> is a game out of Cornell and the University of Washington&#8217;s Center for Game Science.  It uses crowdsourcing (lots of people doing stuff for you, like the Egyptian pyramids) to solve scientific puzzles by squishing 3D protein models down to more efficient forms.  This is a task where humans can produce better solutions than computers, because we have better spatial reasoning than our future Robot Masters (blessings and peace be upon them).  i&#8217;ve known about FoldIt for a while now, but whenever i see it being played, i can&#8217;t for the life of me figure out what in the Hell is going on. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/foldit.jpg" alt="FoldIt"></p>
<p>i &#8230; what? Is the answer on GameFAQS?
</p></div>
<p>Cooper said the possible applications of crowd-sourced FoldIt research included curing diseases and discovering alternatives to plastic.  Indeed, the big story recently was that FoldIt players solved in three weeks a problem that had scientists scratching their heads for ten years &#8211; something to do with AIDS research and monkeys.  The other two Center for Game Science initiatives Seth talked about were <a href="http://photocitygame.com/"><b>Photocity</b></a>, where people taking pictures of real-life buildings can contribute to point cloud models (the hope being that some day, we&#8217;ll have an insanely detailed 3D model of our planet), and <a href="http://www.kongregate.com/games/GameScience/refraction?acomplete=refr"><b>Refraction</b></a>, part of an initiative to use A|B game testing to discover the best way to teach fractional mathematics to young students.  (Photocity was a bit of a bust for me &#8230; the resulting point cloud model of four buildings was largely unimpressive and missing huge chunks of geometry, and it took 3 weeks and 40 000 pictures to produce.  A skilled 3D artists could have produced a far more complete set of models in less time.  So i was left wondering whether the initiative was such a hot idea.)  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/pointCloud.jpg" alt="Photocity Point Cloud"></p>
<p>Photocity players produce sort-of-impressive point cloud models &#8230; just don&#8217;t walk behind or above them.
</p></div>
<p>i found the talk was decent, but a little self-serving.  Cooper covered only UW/Cornell-produced projects, without ever talking about the myriad other projects that use game crowdsourcing to solve problems.  In future iterations, Seth could give a nod to <a href="http://en.wikipedia.org/wiki/Google_Image_Labeler">Google Image Labeler</a> and <a href="http://www.google.com/recaptcha/learnmore" title="reCaptcha">reCAPTCHA</a> to level out his talk. </p>
<p>Seth was shooed off the stage without taking questions in an effort to keeping the morning moving; i had a question for him that would&#8217;ve made me look like a complete tool (but what else is new?).  With the proliferation of so-called slot machine games on Facebook, and companies turning huge profits &#8220;gamifying&#8221; mundane experiences, there&#8217;s a lot of talk about reward systems. Folks like Chris Hecker and Jesse Schell debate about extrinsic vs. intrinsic motivation in games, and about the things that successfully motivate us; at least one study shows that for high-level knowledge work, <a href="http://journal.sjdm.org/9416/jdm9416.html">monetary rewards just don&#8217;t cut it</a>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/cash.jpg" alt="Cash"></p>
<p>Sure, you&#8217;re paying me a sweaty fistful of cash, but how much JOY are you paying me?
</p></div>
<p>Using FoldIt results to develop an alternative to plastic, or to develop an AIDS vaccine (note: not a cure, because there&#8217;s no business model in a cure) are multi-<em>bazillion</em> dollar propositions.  Everyone roots for initiatives like FoldIt when they think it boils down to the goodness of people&#8217;s hearts, but as soon as someone starts cranking some serious coin based on results garnered from these crowdsourced games, the participants will want to see their work rewarded financially. Just look at the story of <a href="http://www.geek.com/articles/mobile/box2d-creator-asks-rovio-for-angry-birds-credit-at-gdc-2011032/">Box2D creator Erin Catto, and wealthier-than-God publisher Rovio</a> of <b>Angry Birds</b> fame.</p>
<h2>The Remains of the Day</h2>
<p>Most of the rest of the morning&#8217;s presentations were a joy.  Jim McGinley gave the talk he&#8217;s been dreaming of, &#8220;Digging Through the Trash&#8221;, where he discusses game ideas that could be salvaged by modern game developers from the Radio Shack TRS-80 (AKA the &#8220;Trash-80&#8243;).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/trs80.jpg" alt="TRS-80 Ad"></p>
<p>Honey, are you beating off to ascii porn?
</p></div>
<p>i loved the talk, and i really want to see more talks like it.  i feel i have a distinct advantage over today&#8217;s younger crop of game developers because of my history playing ColecoVision, Intellivision and Atari 2600 games back in the day, because they were such simple games with simple mechanics that cut to the chase, and got to the fun FAST.  One of my former students couldn&#8217;t even <em>pronounce</em> &#8220;ColecoVision&#8221; this afternoon.  i firmly believe these kids should be made to sit in a room with guys like me and Jimmy, and forced to study classic home console games.  Then we can pull our pants up to our nipples and tell them what&#8217;s wrong with the government.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/oldMan.jpg" alt="Grumpy Old Man"></p>
<p>If we wanted to have fun, we&#8217;d go to a CLIFF and jump OFF.  And that&#8217;s the way it was, and we LIKED it!
</p></div>
<h2>Young Folks</h2>
<p>i wasn&#8217;t all that enamoured with graphic designer Cory Schmitz&#8217;s presentation.  It had a little too much pretentious hipster &#8220;Scene Kid&#8221; stuff going on in it for my liking, as Cory tore down design choices for various movie posters and video game box covers, providing examples of compositions that would have made them &#8220;better&#8221;. All of his examples had a real <em>design smell</em> to them, and he seemed a little too green to present his preferences as <em>subjectively</em> better, rather than <em>objectively</em> better. (If it doesn&#8217;t have a stark palette, odd angles, and gobs of negative space, it&#8217;s crap.)  Still, there were a lot of art students in the audience, and they may have appreciated his talk.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_25/designPoster.jpg" alt="Design Poster"></p>
<p>Srsly you guys &#8211; my nipples are SO HARD right now.
</p></div>
<p>There was a presentation by some industry up-and-comers about what they&#8217;re working on.  While these mini-talks themselves tended to be rough, i enjoyed the effort as a whole, because it gave some of the student- and grad-level Toronto developers an opportunity to polish their public speaking skills. It&#8217;s an opportunity Prez Lesley Phord-Toy and i have been trying to give people throughout the year through the IGDA Toronto Chapter events like <a href="http://www.igda.org/toronto/straight-outta-tojam-pint-sized-postmortems" title="IGDA Toronto Straight Outta TOJam">Straight Out TOJam</a> and the <a href="http://www.igda.org/toronto/open-mic-night" title="IGDA Toronto Open Mic Night">Open Mic Night</a>.</p>
<h2>Building a Game (sorta) in Three Hours (ish)</h2>
<p>The afternoon was a mish-mash of various workshops, including board game development, &#8220;physical&#8221; game design, playtesting sessions, and the Iron Game Developer Challenge.  When i heard that Michael Todd dropped out due to ninja training or whatever, i jumped in and took his place.  i wound up using UGAGS (the Untold Graphic Adventure Game System), the same engine that powers <a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure"><b>Sissy&#8217;s Magical Ponycorn Adventure</b></a> and <a href="http://www.spellirium.com" title="Spellirium - It's the End of the Word as We Know It"><b>Spellirium</b></a>, to produce <b>Frankentoy</b> in just over three hours :</p>
<p><center><br />
<div class="pageview">
	
  <iframe src="http://untoldentertainment.com/games/frankentoy/frankentoy.swf" frameborder="0" style="" scrolling="no" height="450px" width="600px">Get a better browser!</iframe>
</div>
<br />
(this is not a jpg!  Click the title screen to play)<br />
</center></p>
<p>As with Iron Chef, the Iron Game Developer Challenge had a secret ingredient that we had to incorporate into our games: bug-eyed plastic wind-up chattering teeth, which rank on the Creighton Terrifying Toy Spectrum somewhere between Cymbal-Smashing-Chimp-On-A-Tricycle, and this little nightmare:</p>
<p><center><br />
<iframe width="420" height="315" src="http://www.youtube.com/embed/FtnESCiZRnw" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>The game is called &#8220;Frankentoy&#8221; and it has a Tim Burton-esque aesthetic, likely because Burton&#8217;s first film was <b>Frankenweenie</b>, and with very little time on the clock, i was lazily free-associating. The game is based (only partially) on a true story &#8211; my mom, a single parent, used to leave me alone in toy and book stores all the time, and would occasionally not make it back in time to pick me up until after closing time. Terrifying.</p>
<p>We developed UGAGS to help us create graphic adventure games quickly, but it feels like three hours was a little nuts.  i hadn&#8217;t even played the game by the time the buzzer went off, and it&#8217;s plagued by some bona fide jankiness. i have no idea why the kid walks backwards.  i probably should have spent less time shooting Jon Remedios in the head with Nerf bullets.  But whatever.  Let&#8217;s see YOU make a game.</p>
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		<title>Flash to iOS: A Step-by-Step Tutorial (Part 1)</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/23/flash-to-ios-a-step-by-step-tutorial-part-1/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 15:33:33 +0000</pubDate>
		<dc:creator>Sina Kashanizadeh</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod Touch]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4087</guid>
		<description><![CDATA[This is the first part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch. Jump to other parts in the series: Part 2 &#8211; Obtain your [...]]]></description>
			<content:encoded><![CDATA[<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_12_07/iPadAIR.png" alt="Flash to iOS: A Step-by-Step Tutorial" /></p>
</div>
<p>This is the first part of our tutorial series by Intern Sina on creating an AIR application for free on a PC using FlashDevelop, and deploying it as a native app on an iOS device like the Apple iPad, iPhone or iPod Touch.</p>
<p>Jump to other parts in the series:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 2)"><b>Part 2</b> &#8211; Obtain your Signing Certificate &#038; Mobile Provisioning Profile, and create your App ID</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/07/flash-to-ios-a-step-by-step-tutorial-part-3-2/" title="Flash to iOS: A Step-by-Step Tutorial (Part 3)"><b>Part 3</b> -Use FlashDevelop to build your mobile AIR app</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/12/14/flash-to-ios-a-step-by-step-tutorial-part-4/" title="Flash to iOS: A Step-by-Step Tutorial (Part 4)"><b>Part 4</b> &#8211; Modify your project settings and test your app on an Apple device</a>
</ul>
<h2>Dead Wrong</h2>
<p>There&#8217;s a lot of <a href="http://en.wikipedia.org/wiki/Fear,_uncertainty_and_doubt">FUD</a> floating around about Flash these days. Ever since Steve Jobs took to the mic and sounded the death knell of at least the <em>perception</em> of Flash, there&#8217;s been heaping gobs of misinformation about what you can and can&#8217;t, should and shouldn&#8217;t do with Flash. i chalk it up to the fact that death is news. It&#8217;s BIG news when Michael Jackson dies, BIG news when Steve Jobs dies, and equally big news if you can be among the first to report on the death of a technology or company &#8211; RIM, Flash, Palm, HP &#8211; take your pick. If it bleeds, it leads.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/tombstone.jpg" alt="Saying stuff is dead is dead" /></p>
<p>Saying stuff is dead, is dead. You heard it here first.</p>
</div>
<p>This hyperbolic and sensational misreporting is particularly damaging for those of us who have made our living developing with Flash and Actionscript. Back in 2000, when i first got into Flash, i chose it because the alternative was HTML. HTML appeared and performed <em>completely differently</em> depending on a number of different factors:</p>
<ol>
<li>The platform (Mac, PC or Linux)</li>
<li>The screen resolution (640&#215;480, 800&#215;600, 1024&#215;768, etc)</li>
<li>The browser (Netscape, Internet Explorer, Safari)</li>
<li>The browser <em>version</em> (HTML could render completely differently from IE6 to IE7)</li>
</ol>
<p>Meanwhile with Flash, i could build something inside the little Flash Player box, and it would look and behave reasonably identically across platforms, resolutions, browsers, and browser versions. (Subsequent versions of the Flash player complicated things a smidge, but we were still WORLDS away from the pain of HTML). What&#8217;s more, as a visual person, i could actually lay things out within the tool, instead of coding them abstractly and waiting to see how the browser would render them. If i wanted something to appear <em>over there</em>, i picked it up and put it <em>over there</em>. No futzing around with padding or align tags for hours.</p>
<p>The push towards HTML5 doesn&#8217;t scare me &#8211; more accurately, it makes me feel ill. It&#8217;s a step backwards. Without proper tooling, i see myself banging my head against the wall picturing absolutely everything in <em>codespace</em> (rather than concretely laid out in front of me in <em>designspace</em>), and programming all kinds of exception cases so that my content performs properly depending on platform, browser and version. You know what? No thanks.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/butterChurn.jpg" alt="Butter Churn" /></p>
<p>Thank God Flash is dead! Now we can finally move forward.</p>
</div>
<h2>Prying Flash from my Cold, Dead Hands</h2>
<p>As long as the tools for other technologies stink, and as long as i can keep making and monetizing projects in Flash, i&#8217;m going to stay the course until there&#8217;s a compelling technological /creative/workflow reason to make a jump. Untold Entertainment has deployed two games <em>written in Actionscript</em> (<strong><a title="Sissy's Magical Ponycorn Adventure on the Apple iPad" href="http://click.linksynergy.com/fs-bin/click?id=S5athXGL5Y4&amp;subid=&amp;offerid=146261.1&amp;type=10&amp;tmpid=3909&amp;RD_PARM1=http%3A%2F%2Fitunes.apple.com%2Fca%2Fapp%2Fsissys-magical-ponycorn-adventure%2Fid445696590%3Fmt%3D8">Sissy&#8217;s Magical Ponycorn Adventure</a></strong> and <strong><a title="Untold Entertainment's Heads on the BlackBerry App Store" href="https://appworld.blackberry.com/webstore/content/reviews/38777?lang=en">Heads</a></strong>) across two different mobile platforms (Apple iPad and the BlackBerry Playbook), and we&#8217;re just getting warmed up.</p>
<p>Here are the facts, at the time of this writing:</p>
<ol>
<li>No one really wants to play a game in a browser on a phone. Native apps are where it&#8217;s at.</li>
<li>Yes, you CAN put Flash- and Actionscript-created content on an iPhone, in native app format.</li>
<li>You can even do it without having to buy Flash Professional or Creative Suite.</li>
<li>You can develop entirely on a PC until the very last step (uploading content to the App Store).</li>
<li>Untold Entertainment is about to show you how.</li>
</ol>
<h2>What You&#8217;ll Need</h2>
<p>While buying Adobe&#8217;s tools is optional, you&#8217;ll still need to spend a bit of money (or mug the right people) to pull this off. Here&#8217;s what you&#8217;ll need:</p>
<ol>
<li>An Apple Developer account, which is $99 USD/year. Once you start down this path, you&#8217;re in it for the long haul &#8230; if you let your developer account lapse, they pull all your products off the store. For realsies.</li>
<li>A Mac (not free) running the latest version of Xcode (free).</li>
<li>An iOS device (optional, but obviously recommended).</li>
<li>FlashDevelop v4 or better (free, PC-only)</li>
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/mac.jpg" alt="Macs are not free" /></p>
<p>A Mac: not free.</p>
</div>
<h2>Introducing Sina</h2>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/pop.jpg" alt="Sina looks like Prince of Persia" /></p>
<p>He&#8217;s the spitting image of this guy &#8211; i swear.</p>
</div>
<p><a href="http://twitter.com/#!/sinakash">Sina Kashanizadeh</a> is a Sheridan College computer programming student and an intern here at Untold Entertainment. He&#8217;s done all the legwork in this process, and has written this step-by-step guiding on porting your Actionscript projects to iOS. Take it away, Sina!</p>
<h2>Flash on iOS? So You Want to Be a Hero&#8230;</h2>
<p>With the mobile world expanding at a crazy rate you may have had the crazy idea to try making an App yourself and putting it on the iPhone. Well, you&#8217;re a brave soul, because it can be a confusing task. This is why I have scoured the internet and composed a step by step tutorial of this process. This tutorial would not have been possible without the fantastic people that maintain <a href="http://www.flashdevelop.org">FlashDevelop</a> and the wonderful community behind it. I would also like to thank <a href="http://www.gotoandlearn.com">Lee Brimelow</a> and <a href="http://seaships.in">Adobe</a> for putting out some great tutorial videos that helped me out a lot. Last but not least, I would like to thank <a href="http://www.CodeandVisual.com">CodeandVisual.com</a> for putting up a fantastic comprehensive guide that inspired me to move forward whenever I had trouble writing this tutorial.</p>
<p>I just want to be clear that this tutorial is not the &#8220;be-all, end-all&#8221; of this process. There are many different ways of transferring your Flash App to iOS, and the problems I cover are specific to my method. Also, the process I cover is PC-specific.</p>
<h2>Getting Started</h2>
<p>Before we begin, I would like to recommend a <a href="http://www.gotoandlearn.com/play.php?id=133">very good video resource</a> by Adobe Evangelist Lee Brimelow, in which he explains the basics of adding an app to the App Store when using Flash. If you do not know how this process works, I highly recommend this video, as it breaks down the somewhat painful process of adding an AIR App to the App Store when using a PC (thanks again, Lee!). The good news is that if you go through this once, you&#8217;ll understand the ins and outs of the process. You only have to do the most painful parts once.</p>
<p>The video covers a myriad of stuff but the basics boil down to this: Your end goal is to create an .ipa file, which is what you&#8217;ll upload to the App Store. To do this you will require:</p>
<ul>
<li>An App</li>
<li>An iOS developer ID from Apple ($)</li>
<li>An iPad or iPhone ($)</li>
<li>A Mac ($, but required for one step only &#8230; borrow one from a friend!)</li>
<li>A Signing Certificate</li>
<li>A Mobile Provisioning Profile</li>
<li>YOUR SOUL</li>
</ul>
<p>Sounds like fun? Well it isn’t, but let’s get cracking anyway!</p>
<h2>Any Club that would Have Me as a Member</h2>
<p>As I mentioned above, you&#8217;ll need a developer ID from Apple. Head over to the <a href="http://developer.apple.com/devcenter/ios/index.action">iOS Dev Center</a> and register for &#8220;free&#8221;.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/lie.jpg" alt="It ain't free" /></p>
<p>&#8220;Free&#8221; as in &#8220;Free Beer &#8230; that you have to pay for.&#8221;</p>
</div>
<p>Go through the steps of signing up and the email verification and you will acquire an Apple ID. Now, the unfortunate thing is that you get the Apple ID for free, but if you want to develop anything with it on a device &#8211; even a silly test app that you will never release &#8211; you will have to pay $99 a year. You&#8217;d better be positive that your <strong>Angry Birds</strong> clone will be worth at least a hundred bucks a year in revenue. You can sign up for a free student account, but again you can’t really do anything with it unless you drop some cash. If you are helping someone develop an App for the iPhone/iPad and they are paying the developer fee, they can add you as a partner to their project.</p>
<h2>Adding a Device to Your Developer Account</h2>
<p>If you want to test and ultimately launch this App, you will need an Apple device such as an iPhone, iPod Touch or iPad. You will also need to register your Apple device with your Apple ID. Follow these steps:</p>
<ol>
<li>Go into the iOS Developer website and log in with your new account info. Here, you will see the iOS Provisioning Portal. Click on it to see further options.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/provisioningPortal.jpg" alt="iOS Provisioning Portal" /></p>
</div>
</li>
<li>click Devices in the sidebar.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/devices.jpg" alt="iOS Devices menu" /></p>
</div>
</li>
<li>Click Add Devices.Note: if you are a partner developer with a team member profile, you will not be able to add a device. The option will only appear for the master account holder.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/addDevices.jpg" alt="iOS Add Devices" /></p>
</div>
</li>
<li>On this screen, you can add up to 100 devices to your account. Start off by adding your Device Name. Nothing fancy here &#8211; just enter something that will help you identify it &#8211; ie &#8220;Sina&#8217;s iPad&#8221;, or &#8220;iPhone what i stole from that guy that one time&#8221;.</li>
<li>Enter the Device ID (40 hex characters). This is the serial number that is associated with the device that you are trying to register. To find this Device ID, open iTunes while your device is connected. On the main screen, you will see all the information about your device, including a field called Serial Number. It doesn&#8217;t look clickable, but click on that field anyway and the number changes to a hex code. That&#8217;s your device ID.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_21/deviceID.jpg" alt="iOS Device ID" /></p>
</div>
</li>
<li>Once you&#8217;ve filled in those details, click Submit and the device will be added to your Developer account. Now you can build an Adobe AIR application and test it on your device.The next tutorial will take you through the process of requesting and creating a Signing Certificate, converting that certificate to the p12 format that Apple requires, and generating a Mobile Provisioning Profile for your new app.
<p><a title="Flash to iOS: A Step-by-Step Tutorial (Part 2)" href="http://www.untoldentertainment.com/blog/2011/11/30/flash-to-ios-a-step-by-step-tutorial-part-2/">Continue to Part 2</a></li>
</ol>
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		<title>Ponycorns at the IGF Awards: Not Wanted on the Voyage?</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/17/ponycorns-at-the-igf-awards-not-wanted-on-the-voyage/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/17/ponycorns-at-the-igf-awards-not-wanted-on-the-voyage/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 15:49:14 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4079</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/sissy_title.jpg" alt="Sissy's Magical Ponycorn Adventure")</p>
</div>
<p>When we released <b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Adventure</a></b> earlier this year, gamers and non-gamers alike were delighted at the unique collaboration between a kids&#8217; video game developer and his five year old daughter.  Scads of journalists, bloggers, developers and fans called for Ponycorns to be named <b><a href="http://www.g4tv.com/thefeed/blog/post/712923/five-year-old-designs-game-wins-my-heart-sissys-magical-ponycorn-adventure/" title="Ponycorns Game of the Year - G4TV">Game</a> <a href="http://funwithcole.wordpress.com/2011/05/26/best-video-game-of-the-year-developed-by-5-year-old-girl-sissys-magical-ponycorn-adventure/" title="Ponycorns Game of the Year">of</a> <a href="http://retroremakes.com/remaketalk/index.php?p=/discussion/2561/i-got-the-pink-ponycorn.-i-put-it-in-a-jar./p1" title="Ponycorns Game of the Year">the</a> <a href="http://blogs.yorkschool.com/yorkstudents/fmoretzsohn13/2011/06/02/game-of-the-year-walkthrough-and-review-sissys-magical-ponycorn-adventure/" title="Ponycorns Game of the Year">Year</a></b>. Following a successful showing as a <a href="http://www.untoldentertainment.com/blog/2011/09/16/ponycorns-storm-indiecade-2011-yaaaaaay/" title="Ponycorns Finalist at IndieCade">finalist at IndieCade</a>, Sissy&#8217;s Magical Ponycorn Adventure is now a <a href="http://www.igf.com/php-bin/entry2012.php?id=18" title="Ponycorns IGF">2011 IGF (Independent Games Festival) Awards entrant</a>. Many early predictions have it sweeping the show, actually beating out every game in every other category (including Technical Achievement and Best Use of 3D).  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieAndDaddy.jpg" alt="Ryan Henson Creighton and Cassandra Creighton Ponycorns")</p>
<p>We&#8217;ll need new shirts that say &#8220;i have all the awards&#8221;.
</p></div>
<p>It&#8217;s absolutely certain that Untold Entertainment is poised to take home a LOT of hardware from the Game Developers Conference in March, but there&#8217;s one little snag: according to the GDC website,</p>
<blockquote><p>due to safety concerns, no one under the age of 18 (including infants in strollers) will be permitted on the show floor at any time during the Game Developers Conference®.</p></blockquote>
<p>What this means is that when Ponycorns <em>does</em> win every single IGF award (including Most Memorable Explosion and Most Tasteful Deployment of a Nude Patch), the game&#8217;s five year old co-creator <em>may not be permitted to attend her own awards ceremony</em>.  It&#8217;s likely that conference organizers did not anticipate this problem when they drafted the rule, but the question remains: should they make an exception?  Should five-year-old game developer Cassandra Creighton be permitted to attend GDC in order to claim her inevitable armful of IGF Awards? </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_17/cassie.jpg" alt="Cassandra Creighton, co-author of Ponycorns")</p>
</div>
<h2>Update</h2>
<p>Meggan Scavio, GM of GDC (who kicks ass, and has helped me out of a conference-related jam in the past), says that the proviso is insurance-related.  If Cassie is nominated, she can attend once i fill out a waiver.  Hooray!  Of course, the only problem i have with this is &#8220;IF Cassie is nominated.&#8221;  Clearly, she is poised to take not only the IGF award for Best Fractal Raytracing Shader Navmesh AI Programming, but ALSO the special &#8220;Chancellor&#8217;s Choice&#8221; award for Most Instructive Game in the Art of Ladycraft.  (Now if only i could scrape together the airfare.)
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		<title>Ryan Henson Creighton Just Won&#8217;t Shut Up</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/11/ryan-henson-creighton-just-wont-shut-up/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/11/ryan-henson-creighton-just-wont-shut-up/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 17:21:36 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4070</guid>
		<description><![CDATA[You&#8217;ve tolerated my textual tomfoolery on the blog, but if you&#8217;d like to hear it all from the horse&#8217;s mouth, i have three upcoming speaking dates: FITC Screens Festival November 14-15 at the Metro Toronto Convention Centre Session: Ponycorns: Catching Lightning in a Jar Time: Tuesday at 4:30 PM in Room 203 AC When many [...]]]></description>
			<content:encoded><![CDATA[<p>You&#8217;ve tolerated my textual tomfoolery on the blog, but if you&#8217;d like to hear it all from the horse&#8217;s mouth, i have three upcoming speaking dates:</p>
<h2>FITC Screens Festival</h2>
<div class="displayed">
<p><a href="http://www.fitc.ca/events/about/?event=118" title="FITC Screens 2011 Toronto"><img src="http://www.untoldentertainment.com/blog/img/2011_11_11/screens.jpg" alt="FITC Screens 2011"></a></p>
</div>
<p>November 14-15 at the Metro Toronto Convention Centre</p>
<p>Session: <a href="http://www.fitc.ca/events/presentations/presentation.cfm?event=118&#038;presentation_id=1656" title="Ponycorns: Catching Lightning in a Jar"><b>Ponycorns: Catching Lightning in a Jar</b></a><br />
Time: Tuesday at 4:30 PM in Room 203 AC</p>
<p><em>When many speakers tell their success stories, they essentially talk about how they were struck by lightning. The take-away for the audience is to go out and somehow get struck by lightning too. With Sissy&#8217;s Magical Ponycorn Adventure, game developer Untold Entertainment Inc. was struck by lightning. In this exciting and surprising session, Ryan Henson Creighton talks about how to turn your project into a lightning rod to attract success, and how to capture that surge of success without letting a single spark go to waste.</em></p>
<p>This is the hour-long Director&#8217;s Cut version of the talk i gave at the <a href="http://www.flashinto.com/index.php/2011/06/23/flashinto-v100-0-gathering-wednesday-june-29th/">100th meeting</a> of the FlashInTO user group. It&#8217;s an absolutely crazy story that begins with me <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/" title="i Got All the Coins">desperately craving attention</a> at GDC 2010, and ends with a hit viral game with worldwide appeal.</p>
<h2>DIG 2011</h2>
<div class="displayed">
<p><a href="http://diglondon.ca/" title="DIG 2011 London"><img src="http://www.untoldentertainment.com/blog/img/2011_11_11/dig.jpg" alt="DIG 2011"></a></p>
</div>
<p>November 16-17 at the London Convention Centre</p>
<p>Session: <a href="http://diglondon.ca/index.php/main/menu_link/conference/sessions"><b>Games: a Hit Driven Business</b></a><br />
Time: Wednesday at 11:45 AM</p>
<p><em>This panel session features four small-to-midsize game companies in Ontario, including Untold Entertainment (THAT&#8217;S ME!!), Big Blue Bubble, Antic Entertainment and Red Piston, discussing the importance of developing a hit to sustaining a business. i&#8217;m especially interested to hear what Damir Slogar of BBB has to say &#8230; his company took the slow, deliberate &#8220;manufacture a hit&#8221; approach by essentially throwing a bunch of games at the wall to see what stuck.  What stuck was <a href="http://click.linksynergy.com/fs-bin/stat?id=S5athXGL5Y4&#038;offerid=146261&#038;type=3&#038;subid=0&#038;tmpid=1826&#038;RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%252Fapp%252Fburn-the-rope%252Fid408693480%253Fmt%253D8%2526uo%253D4%2526partnerId%253D30" target="itunes_store"><b>Burn the Rope</b></a> (not to be confused with <b><a href="http://www.newgrounds.com/portal/view/432872">You Have to Burn the Rope</a></b>), which had its day in the sun at the top of the iOS charts.</em></p>
<h2>Gamercamp Lvl 3</h2>
<div class="displayed">
<p><a href="http://www.gamercamp.ca" title="Gamercamp Lvl 3"><img src="http://www.untoldentertainment.com/blog/img/2011_11_11/gamercamp.jpg" alt="Gamercamp Lvl 3"></a></p>
</div>
<p>November 25-27 at the Toronto Underground Cinema and Hervé Velasquez School for the Digitally Inclined</p>
<p>Session: <b>Sticking The Landing—Strategies On Shepherding The Next Big Project</b><br />
Time: Sunday at 4:30 PM at HVSDI</p>
<p><em>From big projects like <b>X-Men: Destiny</b>, Sissy&#8217;s Magical Ponycorn Adventure</b>, <b>Mega Jump</b> and <b>N+</b>, everyone is wondering what&#8217;s next? Panelists will talk about those last project experiences and the lessons learned for their next big projects.</em></p>
<p>i plan to say less about Ponycorns in this session, and more about <b><a href="http://www.spellirium.com">Spellirium</a></b>, which is gonna rock your socks off.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_11/3d.jpg" alt="The Depths to Which i Sink"></p>
</div>
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		<title>Dumber than Advertised: 5 Half-Baked Technologies that Failed to Deliver</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/09/dumber-than-advertised-5-half-baked-technologies-that-failed-to-deliver/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/09/dumber-than-advertised-5-half-baked-technologies-that-failed-to-deliver/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 14:41:21 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4057</guid>
		<description><![CDATA[The purpose of technology &#8211; flush toilets, smart phones, the wheel &#8211; is to make our lives easier. When technology is foisted on the unsuspecting public with the promise of being awesome and actually ends up causing us grief, i vote FIRE. Throw it all in a smouldering heap, and stick with what works. Here [...]]]></description>
			<content:encoded><![CDATA[<p>The purpose of technology &#8211; flush toilets, smart phones, the wheel &#8211; is to make our lives easier.  When technology is foisted on the unsuspecting public with the promise of being awesome and actually ends up causing us grief, i vote FIRE.  Throw it all in a smouldering heap, and stick with what works.  Here are five not-ready-for-primetime that either need to go back in the oven for another decade, or set ablaze and used to heat our homes while our lives are made easier by the stuff that actually works.</p>
<h2>1. Wifi</h2>
<p>Wifi?  Thaaaaat&#8217;s right.  i&#8217;m gonna open with a bang.  i&#8217;m going to argue that the reality of wifi has fallen far short of the <em>promise</em> of wifi.  This reality was never more clear a few years ago, when you had the choice of buying a wifi-only, or cellular version of a gadget, and you thought &#8220;why pay for an expensive telco contract, when i can just use this thing anywhere there&#8217;s a hotspot?&#8221;  By now, in <em>the future</em>, we should have a land flowing with milk and honey and wifi.  Connectivity should be dripping off the lamp-posts and sparkling off the tops of our houses.  Entire cities should be blanketed in the stuff &#8211; a thin layer of wifi as technological icing, settling into every crevice of civilization like freshly-fallen snow.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/wifi.jpg" alt="George Jetson car"/></p>
<p>Aaahhh &#8211; the first wifi of the year.
</p></div>
<p>What we&#8217;ve <em>got</em> for viable wifi hotspots are your house, Starbucks, and an open hotspot owned by a private utilities company that costs two dollars a minute on your credit card.  The rest of the hotspots you see, if you see them, require a WEP password, because the FBI thought it would be a great idea to hold people accountable when <a href="http://arstechnica.com/tech-policy/news/2011/04/fbi-child-porn-raid-a-strong-argument-for-locking-down-wifi-networks.ars">strangers surfed child porn on their open networks</a>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/swat.jpg" alt="FBI SWAT"/></p>
<p>Open the door. We&#8217;re here to let one person spoil technology for the rest of humanity.
</p></div>
<p>Nowhere is the failure of wifi more heart-breaking than at a technology conference.  For years, i&#8217;ve been attending conferences like GDC, an international conference staged in the heart of <em>Internet-land</em>, and throughout the show have been required to sit immediately next to a single consumer-grade Linksys router jury rigged to a lighting stand, or to sneak into the press room, to check my email.  And that&#8217;s been my best-case scenario.  From Casual Connect in Seattle, to Indiecade and E3 in Los Angeles, to whatever the heck goes on in the Toronto Convention Centre, all the way to visiting someone else&#8217;s school, home or office and feeling like a dork for sheepishly requesting the password, wifi as a life-changing technology has a long way to go before it functions as advertised.</p>
<p>And just to add insult to injury, the World Health Organization <a href="http://www.safeinschool.org/2011/06/world-health-organization-labels.html">thinks it gives us cancer</a>.  Well done, scientists. Well done.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/fluoroscope.jpg" alt="Fluoroscope"/></p>
<p>Fluoroscope foot X-ray machines used to be installed in shoe stores across the country.  What could possibly go wrong?
</p></div>
<h2>2. Motion Controllers</h2>
<p>The Wii sold like hotcakes on the promise of a new type of input system for video games: one where you move the controller like a sword, and your on-screen character mimics those motions, hacking and slashing his way through enemies. You hold two controllers and use them like drumsticks. You use a controller like a baton to conduct an orchestra.  People loved the <em>idea</em> that they could play a video game in a way that felt much more natural than clawing a complicated controller packed with abstractly-mapped buttons.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/miyamoto.jpg" alt="Miyamoto Wii Music"/></p>
<p>Now i can play video games with my arms up over my head, just as God intended.
</p></div>
<p>That&#8217;s the myth we were sold.  What we actually got was a stick which, when waggled vaguely in the direction of something <em>sort of</em>, in a general kind of maybe way, something on-screen possibly happened. i guess.  The accuracy of the input was so underwhelming that Nintendo had to release a &#8220;hardware patch&#8221; in the Wii Motion Plus dongle, which was a lot like saying &#8220;thanks for your money &#8211; here&#8217;s how it was <em>supposed</em> to work.&#8221;  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/oops.jpg" alt="Wii Motion Plus"/></p>
<p>Introducing the Nintendo Oops™, pictured here at the base of the Nintendo Sorry About That™.
</p></div>
<p>The Kinect system is equally disappointing.  It allows you to use your <em>entire body</em> as the controller so that you can operate a video game one half-second into the future.  If you want to move your hands to pop on-screen balloons slightly <em>later</em> than you expect them to react, run and grab a Kinect.  If you want a true 1:1 motion experience like you saw in that exhausting UX nightmare scene from <b>Minority Report</b>, you&#8217;re gonna have to wait a while.  More than half a second, anyway, until companies like Microsoft put this bun back in the oven and fully bake it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/minorityReport.jpg" alt="Minority Report"/></p>
<p>i can&#8217;t WAIT to use my computer STANDING UP with my ARMS OUTSTRETCHED for seven hours straight.
</p></div>
<p>And the Playstation Move controller looks like a buttplug.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/playstationMove.jpg" alt="Playstation Move"/></p>
<p>Paging Dr. Dover &#8211; Dr. Ben Dover.
</p></div>
<h2>3. QR Codes</h2>
<p>i still don&#8217;t understand why marketers think we&#8217;ll all get tremendously excited about technologies that exist solely to sell us more crap.  QR codes have essentially become an alternate method of typing in Proctor and Gamble website URLs.  If you want a faster way to reach Tide.com, photographing a QR code is your best bet.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/ralph.jpeg" alt="QR Code Ralph"/></p>
<p>This magazine isn&#8217;t filled with enough advertising for my taste. Let me go buy a 400 dollar gadget so that i can photograph a QR code to see where else i can piss away my money.
</p></div>
<p>This technology is another example of marketers going nuts over something while the rest of us squeeze our eyes shut tightly and wait til it&#8217;s over. Like the Lambada. What galls me about this particular gimmick is that it reeks of fifty-year-old, technologically unaware ad and marketing execs thinking it&#8217;s especially cool that you can <em>take a picture</em> of something that&#8217;s NOT a website, and it magically <em>becomes</em> a website.  It&#8217;s as if the whole concept of interpreting pits and peaks as digital information is entirely new and fascinating to them, so they have to go slapping QR codes on all of their billboards in the hopes that consumers will be equally mystified and dangle themselves out the passenger-side windows of their cars on the freeway trying to snap pictures of these mystical pots of technological gold.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/lame.png" alt="QR Codes: Lame"/></p>
</div>
<p>It may not have dawned on them that a) nobody cares, and b) this type of technology <em>isn&#8217;t</em> actually new or interesting, because we&#8217;ve seen it all before in stuff like optical discs, cassette tapes, bar codes, computer punch cards &#8230; and mother-flipping <em>player piano rolls</em>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/pianoRoll.jpg" alt="Piano Roll"/></p>
<p>It doesn&#8217;t LOOK like music, but an expensive device turns it INTO music!  The future is here!
</p></div>
<h2>4. Augmented Reality</h2>
<p>Most people like the <em>idea</em> of augmented reality, but i&#8217;d be amazed to find that anyone has enjoyed the <em>implementation</em> of it.  The gimmick is that you can point a screen-enabled camera at some sort of marker, and a 3D model or text label will pop out of it, giving you an &#8220;enhanced&#8221; version of reality that <em>exists inside your cell phone</em>.  In practice, what it <em>actually</em> gives you is a glitchy, janky Playstation 1-era graphic suffering a grand mal seizure with the slightest twitch of the marker.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/ar.jpg" alt="Augmented Reality"/></p>
<p>The piece of paper with a car popping out of it inside the computer is WAY better than just a regular piece of paper.  Waaaay better.
</p></div>
<p>i&#8217;ve never looked at a street filled with restaurants and thought &#8220;man &#8230; i WISH i could aim my phone at this street to see which of these restaurants has bought into a promotion displaying their dinner specials tonight&#8221;, or &#8220;holy SHIT, do i ever wish i could drum on my own FACE.&#8221;</p>
<p><center><br />
<iframe width="420" height="315" src="http://www.youtube.com/embed/xN3pczNpUBE" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>AR is an example of technology where both the quality of the experience AND its proposed uses have stirred in me a big steaming pile of &#8220;no thanks&#8221;.</p>
<h2>5. Stereoscopic/Polarized 3D</h2>
<p>Make no mistake: there are two reasons entertainment companies are pushing 3D on consumers so desperately: 1. big teevees, home theatre systems, and BitTorrent have rendered astronomically expensive nights out at the movie theatre largely inviable, so cinemas need an only-in-theatres gimmick to put bums back in seats, and 2. in the absence of a media shift from DVD/Blu Ray to <em>something new</em>, the not-only-in-theatres crowd like Sony Home Entertainment needs a reason to re-sell our entire movie collections to us.  The best way to get people to buy a new copy of <b>Steel Magnolias</b> is to release <b>Steel Magnolias 3D</b>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/steelMagnolias.jpg" alt="Steel Magnolias"/></p>
<p>Now, Tom Skerritt&#8217;s moustache is in YOUR face!!
</p></div>
<p>Forget the fact that it annoys me when someone says &#8220;the new Batman movie is in THREE-DEE!&#8221; and i think &#8220;so &#8230; it&#8217;s animated?&#8221;, but they actually mean <em>stereoscopic</em> 3D.  Practically, the technology just stinks. i took my young family to a sterescopic 3D showing of <b>How to Train Your Dragon</b>.  The glasses were eight times the size of my youngest daughter&#8217;s head, and she got tired of holding them up to her face after five minutes.  An uninvolved toddler is an unhappy toddler, so my wife had to take her out of the theatre to entertain her while my eldest and i finished watching.  That was fifty bucks in theatre tickets largely down the tubes.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/dragon.jpg" alt="How to Train Your Dragon"/></p>
<p>How to Train Your Audience
</p></div>
<p>Just the other night, i was playing the new <b>Motorstorm 3D Rift</b> game on one of Sony&#8217;s aggressively-priced-and-marketed 3D teevees.  Both players wear a set of glasses that make them look like they&#8217;re 90 years old.  The polarity is adjusted for each pair of glasses so that one player races a dunebuggy while the other races a motocycle, with each player&#8217;s version of the game superimposed on the same screen.  It&#8217;s likely being marketed as the evolution of split-screen, and definitely solves the problem of dividing the screen in half like we do now.  However, while fixing the problem of diminished screen estate for each player, it inflames a rash of new problems:</p>
<ul>
<li>Both players look like absolute tools.
<li>No one in the room without glasses can watch the race.
<li>The player&#8217;s filtered view is dimly lit and inferior to an unfiltered image
<li>The game likely runs at a lower framerate than a dedicated single-player experience.
<li>The glasses take batteries.
<li>The glasses can be sat on and/or lost in the couch cracks
<li>You need to buy a 3D teevee and glasses.
</ul>
<p>Any technology that solves one minor problem while causing a crop of new ones AND costs consumers more money is not worth our attention. Die die die in a fire fire fire.  We&#8217;ll shield our eyes from the fearsome blaze with enormous black world-dimming glasses.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/geezer.jpg" alt="Geezer"/></p>
<p>(and we&#8217;l look like geezers doing it)
</p></div>
<h2>With Thanks to Prometheus</h2>
<p>These so-called technological &#8220;advances&#8221; are, in certain cases, a step back.  My proposed solution is a technological advance that actually <em>has</em> improved our quality of life: fire.  We should use fire to either fully-bake these half-baked ideas before charging $199.99 for them at FutureShop, or let them be consumed in the flames.  Then, from their ashes, may arise technologies that actually <em>do</em> make our lives better, from universal Internet access, to accurate motion controls, to g-d FLYING CARS ALREADY.  </p>
<p>SERIOUSLY, men and women of science: i&#8217;ve been patient.  Get on it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_06/jetsons.jpg" alt="George Jetson car"/></p>
<p>Screw you, George. Stop waving that thing in my face.
</p></div>
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		<title>Untold Entertainment&#8217;s Work Nominated for a 2011 Digi Award</title>
		<link>http://www.untoldentertainment.com/blog/2011/11/04/untold-entertainments-work-nominated-for-a-2011-digi-award/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/11/04/untold-entertainments-work-nominated-for-a-2011-digi-award/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 17:34:30 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Preschool]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4045</guid>
		<description><![CDATA[NextMEDIA has announced its list of 2011 Digi Awards Nominees. While our viral hit Sissy&#8217;s Magical Ponycorn Adventure was overlooked, Corus Entertainment placed in the Best Cross-Platform: Kids category with Babar and the Adventures of Badou. Untold Entertainment worked with Corus to develop a preschooler-friendly patterning game for the show&#8217;s website. Congratulations to Corus. Our [...]]]></description>
			<content:encoded><![CDATA[<p>NextMEDIA has announced its list of <a href="http://www.thedigiawards.com/">2011 Digi Awards Nominee</a>s.  While our viral hit <b><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></b> was overlooked, Corus Entertainment placed in the Best Cross-Platform: Kids category with <b>Babar and the Adventures of Badou</b>.  Untold Entertainment worked with Corus to develop a preschooler-friendly patterning game for the show&#8217;s website.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_11_04/babar.jpg" alt="Babar and the Adventures of Badou"/></p>
</div>
<p>Congratulations to Corus.  Our trunks are crossed for a win!
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		<title>A Lotta Dessert</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/28/a-lotta-dessert/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/28/a-lotta-dessert/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 22:43:44 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Commissioned]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[TVOntario]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Preschool]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4037</guid>
		<description><![CDATA[Untold Entertainment produced A Lotta Dessert, a simple patterning game for preschoolers, for TVOntario&#8217;s TVOKids.com site. Click to play Lotta Dessert at TVOKids.com! The game design document, graphics of Lotta&#8217;s house and face, and her voiceover, were provided by TVO. Untold Entertainment produced the remaining assets and created the game based on TVO&#8217;s specifications. UX [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/lottaNumbers/featured.jpg" alt="A Lotta Dessert by TVOntario and Untold Entertainment" /></div>
<p>Untold Entertainment produced <b>A Lotta Dessert</b>, a simple patterning game for preschoolers, for TVOntario&#8217;s <a href="http://www.tvokids.com" title="TVO Kids">TVOKids.com</a> site.</p>
<div class="displayed">
<p><a href="http://www.tvokids.com/games/lottadessert"><img src="http://www.untoldentertainment.com/games/lottaNumbers/featured.jpg" alt="A Lotta Dessert by TVOntario and Untold Entertainment" /></a></p>
<p><a href="http://www.tvokids.com/games/lottadessert">Click to play Lotta Dessert at TVOKids.com!</a>
</div>
<p>The game design document, graphics of Lotta&#8217;s house and face, and her voiceover, were provided by TVO. Untold Entertainment produced the remaining assets and created the game based on TVO&#8217;s specifications.</p>
<h2>UX Jr.</h2>
<p>If you&#8217;re curious about the conventions of preschool game development, <b>A Lotta Dessert</b> showcases a few tricks:</p>
<ol>
<li>This is a preliterate audience. The only text in the game is the title, and absolutely everything is voiced over.
<li>There is no &#8220;play&#8221; button on the title screen. After a brief countdown, the game automatically begins.
<li>Mice are lousy input devices for preschoolers, who often struggle to use them, so the game doesn&#8217;t require any drag n&#8217; drop actions. Everything boils down to a single click with generously-sized hotspots. (See <a href="http://www.untoldentertainment.com/blog/2011/04/07/mouse-control/" title="Mouse Control">Mouse Control</a> for a game we developed to help small children practice using a mouse)
<li>Visual patterning is reinforced through sound.
<li>The &#8220;answer&#8221; is entered twice, to confirm comprehension (otherwise, the player could just be clicking around and &#8220;winning&#8221; coincidentally).
<li>Little-to-no chainsaw violence.
</ol>
<p>Untold Entertainment is an industry leader in preschool game development.  Contact us to talk about your upcoming project.
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		<title>F&amp;$king Spellirium!</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/26/fking-spellirium/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/26/fking-spellirium/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 13:59:59 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4018</guid>
		<description><![CDATA[WARNING: Swears and general ribaldry It&#8217;s really frustrating when you make a word in a game, and it&#8217;s not recognized by the game&#8217;s dictionary. It&#8217;s the worst when the word is a perfectly natural English word like &#8220;PUCE&#8221;, but a game like Jumbline doesn&#8217;t accept it. (Hear that, Jumbline devs? Ahem. AHEM.) But in other [...]]]></description>
			<content:encoded><![CDATA[<p><b>WARNING: Swears and general ribaldry</b></p>
<p>It&#8217;s really frustrating when you make a word in a game, and it&#8217;s not recognized by the game&#8217;s dictionary. It&#8217;s the worst when the word is a perfectly natural English word like &#8220;PUCE&#8221;, but a game like Jumbline doesn&#8217;t accept it.  (Hear that, Jumbline devs?  Ahem.  <em>AHEM.</em>)</p>
<p>But in other situations, you punch in words like &#8220;bazooms&#8221; with a childish grin on your face, and when the game doesn&#8217;t recognize it, you click your tongue in mock outrage. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_25/bazooms.jpg" alt="Bazooms!"></p>
<p>How DARE they rob me of 150 points for BAZOOMS!  It&#8217;s in the Oxford!
</p></div>
<h2>Triple Word Score for &#8220;BLEEP&#8221;</h2>
<p>The Official Scrabble Players&#8217; Dictionary prides itself on being the most complete and fair collection of words suitable for tournament play, but it ran up against some controversy when a player complained about the listing of non-capitalized &#8220;jew&#8221; as a verb, with the accompanying definition &#8220;to bargain with &#8211; an offensive term&#8221;.  The Jewish Defamation League got involved, and the next version of the OSPD removed the offending word, along with a big list of other words for good measure, including (but not limited to):</p>
<ul>
<li>boobie
<li>cunt
<li>faggoty
<li>the almighty fuck
<li>fubar
<li>hebe
<li>jesuit (i&#8217;m really not sure why? Unless there&#8217;s a pejorative verb form, as with &#8220;jew&#8221; &#8230; ?)
<li>nookie
<li>poo
<li>wetback
</ul>
<p>The Seattle SCRABBLE® Club has a <a href="http://www.seattlescrabble.org/expurg.php" title="Expurgated OSPD words">complete list of expurgated words</a> in case you&#8217;re up for a giggle or gasp.</p>
<div class="displayed">
<p><img src="http://untoldentertainment.com/store/product_images/i/915/ponycorn1__13585_zoom.jpg" alt="I Friggin' Love Ponycorns T-Shirt"></p>
<p>(Of note, the word &#8220;frigging&#8221; was de-expurgated in OSPD 4, which is as good a reason as any to get it <a href="http://untoldentertainment.com/store/products/I-Friggin%27-Love-Ponycorns-T%252dshirts.html" title="I Friggin' Love Ponycorns T-Shirt">printed on a T-shirt</a>.)
</div>
<p>When the neutered list was released, the players revolted, many of them upset at not having been consulted. There were threats of event boycotting and &#8230; rioting?  i dunno.  What do Scrabble players do when they&#8217;re enraged?  Spell &#8220;GRR&#8221;?  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_25/nerds.jpg" alt="Revenge of the Nerds"></p>
<p>If the 80&#8242;s are to be believed, retribution begins with underwear theft.
</p></div>
<p>Caving to the pressure, the Scrabbleati released an unexpurgated Official Tournament and Club Word List.  </p>
<h2>Somebody Set Us Up the F-Bomb</h2>
<p>All this to say, i&#8217;m at a point now where i&#8217;m considering the word list for Spellirium, and whether or not it should contain naughties.  As i&#8217;ve said before, the game is <a href="http://www.untoldentertainment.com/blog/2011/10/05/know-your-naudience/">not necessarily for kids</a>, so we can take &#8220;WILL SOMEONE CONSIDER THE CHILDREN??&#8221; handily out of the equation.</p>
<p>The difference between Spellirium and Scrabble is that while you have the <em>option</em> to spell various words in Scrabble, Spellirium may actually <em>require</em> you to spell certain words. For example, you may come to a point in the game where you meet a character who won&#8217;t let you pass unless you&#8217;ve spelled every word beginning with &#8220;Q&#8221;.  i think this makes a big difference in deciding whether or not to include certain words on the list.  When the word list is all up in your bidness, i don&#8217;t want to force a player to spell a word he is uncomfortable spelling.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_25/point.jpg" alt="Point"></p>
<p>Spell &#8220;nookie&#8221;.  DO IT!!!
</p></div>
<h2>Degrees of Depravity</h2>
<p>We can sort the expurgated words into these general categories:</p>
<ol>
<li>Swears
<li>Euphemisms for swears
<li>Racist/Prejudiced terms
<li>Puerile words for body functions/parts (impolite words that mostly kids would use)
<li>Crass words for body functions (impolite words that mostly adults would use)
</ol>
<p>So we could go a number of different ways with Spellirium.  We could include these words, and complaints be damned.  We could, as some have suggested, give the player an optional switch to flip that&#8217;s off by default &#8211; when you turn it on, you get the complete word list.  And the &#8220;complete&#8221; word list could be everything but swears and racism, everything but racism, or even plain old everything &#8230; (but i have a gut feeling that of any of the words on the list, <em>most</em> people are <em>most</em> likely to take <em>most</em> offense at the racist/prejudiced stuff).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_25/racist.gif" alt="Racist"></p>
</div>
<p>What do YOU think?  Should we include a content switch?  Should we include all the naughty words, or just some of them?</p>
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
<p>When you answer, imagine yourself playing Spellirium, making one of these words, and reacting when the game does (or doesn&#8217;t) acknowledge it.  And imagine your reaction if the game <em>required</em> you to make one or all of the words on the list.</p>
<p>Thanks, everyone!</p>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
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		<title>Fettering Facebook: Should We Put a Cap on Capitalism?</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/21/fettering-facebook-should-we-put-a-cap-on-capitalism/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/21/fettering-facebook-should-we-put-a-cap-on-capitalism/#comments</comments>
		<pubDate>Fri, 21 Oct 2011 16:11:30 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=4011</guid>
		<description><![CDATA[Meaty arguments break out from time to time on Twitter, but the 140 character limit cramps my long-winded style. Most recently, UK game dev Iain Lobb and US game dev Adam Saltsman were discussing Adam&#8217;s article Contrivance and Extortion II: Clarifications, Feedback &#038; Suggestions, in which he condemns certain game design styles as &#8220;unethical&#8221;. Iain [...]]]></description>
			<content:encoded><![CDATA[<p>Meaty arguments break out from time to time on Twitter, but the 140 character limit cramps my long-winded style.  Most recently, UK game dev Iain Lobb and US game dev Adam Saltsman were discussing Adam&#8217;s article <a href="http://blog.adamatomic.com/contrivance-and-extortion-ii-clarifications-f">Contrivance and Extortion II: Clarifications, Feedback &#038; Suggestions</a>, in which he condemns certain game design styles as &#8220;unethical&#8221;. Iain countered by saying &#8220;I think we should save the word unethical for things like credit default swaps, MP&#8217;s expenses, etc.&#8221;  (note to my non-UK readers: an &#8220;MP&#8221; is sort of a gnome-like creature that inhabits England&#8217;s Houses of Parliament).  Iain continued, &#8220;I think to worry ethics over a few dollars amongst people who can afford it is over dramatic.&#8221;</p>
<p>But what if players actually <em>can&#8217;t</em> afford it?  i referred both gentlemen to my article &#8220;<a href="http://www.untoldentertainment.com/blog/2011/03/08/do-social-games-exploit-the-mentally-ill/">Do Social Games Exploit the Mentally Ill?</a>&#8220;.  Iain posited one possible solution, to which Adam agreed:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_20/tweet.jpg" alt="Level Cap"></p>
</div>
<p>Seventy years ago, that kind of talk would land you on a Communist Blacklist, and you&#8217;d <em>never make games in this town again.</em> (taps cigar)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_20/mccarthy.png" alt="Joseph McCarthy"></p>
<p>Get stuffed, pinkos.
</p></div>
<p>i mention the Twitter thread, because this very topic came up at IndieCade 2011 a few weeks back, during the Ethics of Big Game Design panel. (Okay &#8211; admittedly, i brought it up.) Panelist Brenda Brathwaite spent an earlier part of the discussion talking about the disease of alcoholism in her family, and how banning alcohol would remove a lot of the temptation and social pressure surrounding alcoholics, potentially making life easier for them &#8230; but added that prohibition is a ridiculous idea, and that it&#8217;s not the rest of society&#8217;s responsibility to keep alcoholics from drinking. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_20/drunkBaby.jpg" alt="Drunk baby"></p>
<p>NO, Timmy.  You have a PROBLEM.
</p></div>
<p>During question period, i asked whether or not game developers (or the government) had a responsibility to protect players by preventing them from paying too much money in their games.  i had asked the same question at GDC earlier in the year, and was met with a similar response here: no &#8230; that&#8217;s crazy &#8230; how would you even &#8230; what would the cap be &#8230; how would you enforce &#8230; is it really up to us &#8230; etc etc etc.</p>
<p>The discussion inevitably eschews corporate ethics and focuses on government enforcement.  Just as the government enforces certain limitations on alcohol and gambling, and even stronger limitations on drugs, the question becomes would/could/should the government impose such a spending cap on games?  Bar owners in Canada are required to deny booze to patrons who they feel have had too much. Companies that hold holiday parties are on the hook to provide cab rides to their employees, because if those employees drive drunk and something goes awry, the company could be liable.  i&#8217;ve been told that in many places, casinos turn away townies. One of the panelists mentioned that, in fact, South Korea <em>does</em> enforce a game curfew on its citizens to help fight game addiction, one of its societal woes.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_20/uncleSam.jpg" alt="Uncle Sam"></p>
<p>i want YOU &#8230; to clean up your room and eat all your veggies.
</p></div>
<p>It&#8217;s funny to me that in a discussion about ethics, we turn to what the <em>government</em> mandates, legislates and requires of us.  i&#8217;m no philosopher, but don&#8217;t issues of ethics supersede Earthly rule?  i hold that certain things are right and wrong &#8211; that certain things benefit and damage my fellow members of society &#8211; and i hold those convictions apart from any laws my government may make.  (Thankfully, my convictions are largely in harmony with my government&#8217;s laws.) </p>
<h2>The Evil Get Richer</h2>
<p>The suggestion of capping spending in a game no doubt flies in the face of &#8216;Murrican values of Freedom and Liberty and the Free Market System (a system which, as we&#8217;ve seen, has so thoroughly hosed a good many people in that country). But i wonder: do <em>you</em> think it&#8217;s a good idea?  Have we come to the point that Korea must have reached, where the problem of overspending real money fo virtual goods is so widespread that a limitation is actually necessary?  Should we nip it in the bud before the freemium model <em>causes</em> a problem?  And do you think companies and game developers should act ethically apart from anything their governments require them to do?</p>
<p>Let me know which country you&#8217;re from in your response!
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		<title>5 Cardinal Sins of Children&#8217;s Entertainment</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/19/5-cardinal-sins-of-childrens-entertainment/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/19/5-cardinal-sins-of-childrens-entertainment/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 14:14:30 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Bizarre]]></category>
		<category><![CDATA[Preschool]]></category>
		<category><![CDATA[Rants]]></category>

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		<description><![CDATA[i recently watched the Sesame Street flick The Adventures of Elmo in Grouchland with my tiny little girls. i managed expectations by paying a requisite visit to MrSkin.com to learn that there are no nude scenes in the movie (although several characters spend the entire running time not wearing any pants). (tickle him where, exactly?) [...]]]></description>
			<content:encoded><![CDATA[<p>i recently watched the Sesame Street flick The Adventures of <b>Elmo in Grouchland</b> with my tiny little girls.  i managed expectations by paying a requisite visit to MrSkin.com to learn that there are no nude scenes in the movie (although several characters spend the entire running time not wearing any pants).  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/tickle-me-elmo.jpg" alt="Tickle Me Elmo"/></p>
<p>(tickle him where, exactly?)
</p></div>
<p>With Jim Henson long passed, the Sesame Street and Muppet brands have really felt the loss.  Some people feel Elmo  epitomizes a Henson-less Sesame Street (in fact, Elmo was sanctioned by Jim, and even shared some skits with a Henson-performed Kermit).  i&#8217;m not a big fan of modern-day Sesame Street&#8217;s more child-like Zoe, Rosita, Abby Cadabby, and Baby Bear (versus the old school street&#8217;s grown-up Herry, Kermit, Bert &#038; Ernie, Sully &#038; Biff and Grover), but the inclusion of more female Muppets is probably a change for the better &#8211; even if most of the new characters annoy the piss out of me.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/AbbyZoeRosita.jpg" alt="Abby Zoe Rosita"/></p>
<p>Monsters beat princesses any day.
</p></div>
<p>What i found unforgivable, though, was the flagrant rule-breaking the crew engaged in, where one hard-and-fast law of the Sesame Street Universe was trodden and sullied for fans everywhere (even as Sully himself was nowhere to be found).  Outraged, I conjured up four other examples in which the &#8220;laws&#8221; of certain children&#8217;s entertainment brands have been broken, and the caretakers of those franchises have yet to be brought to justice.</p>
<h2>1. Showing the Interior of Oscar&#8217;s Can</h2>
<p>The crime committed by the Sesame Street writers in Elmo in Grouchland was filming the interior of Oscar the Grouch&#8217;s garbage can.  Longtime fans (or anyone even casually acquainted with Sesame Street) can tell you that the magic of Oscar&#8217;s Tardis-like garbage can home, which houses (among other things) his pet elephant, was a silly unsolvable mystery and untouchable canon in Sesame Street lore.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/oscarsCan.jpg" alt="Oscar's Can"/></p>
<p>Look away!
</p></div>
<p>Why untouchable?  Because if you show the inside of Oscar&#8217;s can, the elephant jokes of decades of Sesame Street seasons no longer work.  Watch Elmo in Grouchland, and then go back and watch a gag where Oscar tinkers with his grouch jalopy somewhere inside his garbage can.  You&#8217;ll say to yourself &#8220;oh yeah &#8211; that&#8217;s entirely possible.  i&#8217;ve seen the inside of his can, and it&#8217;s quite spacious.&#8221;</p>
<p>It was a wretched, wretched idea to break this law, and worse &#8211; it was entirely unnecessary to the film&#8217;s fiction.  As per usual, Elmo could have described the inside of the can in an echoey voice-over, and tell the viewer how he discovered a portal to Grouchland inside.  But &#8220;show, don&#8217;t tell&#8221;, right?  There&#8217;s apparently no room for imagination in a post-Henson Sesame Street.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/henson.jpg" alt="Jim Henson"/></p>
<p>Just &#8230; <em>dammit</em>.
</div>
<h2>2. Poochifying Paddington Bear</h2>
<p>The original <b>Paddington Bear</b> adaptation was an unbelievably charming and unique blend of stop-motion animation and classical 2D, where the very Pooh-like title character would interact with paper cut-outs of the show&#8217;s less interesting supporting cast. Here&#8217;s an episode, in case you don&#8217;t remember or have never seen it: </p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/zgLD5Nk2JCg" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>Recently, Cookie Jar Entertainment produced an unnecessary and awful Paddington Bear upgrade.  They stripped out the narration, the stop-motion, the wit, the charm, and the <em>Britishness</em>.  We&#8217;re left with a vanilla Paddington show that looks and feels like any other daytime filler material built to keep the little brats entertained. Watch, if you dare:</p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/kVQ-KdxmkP4" frameborder="0" allowfullscreen></iframe></p>
<p>Rastafarianize him by 10%!<br />
</center></p>
<p>Ugh.  After that, sticky Paddington and i <em>both</em> need a shower.</p>
<p>(For the record, the intervening Hanna Barbera take on Paddington was also crap.)</p>
<h2>3. Naming the Man with the Yellow Hat</h2>
<p>The <b>Curious George</b> series of children&#8217;s books chugged along for <em>sixty bloody years</em> being content to call the monkey&#8217;s friend &#8220;the man with the yellow hat&#8221;.  When the film version came out in 2006, the geniuses in charge named him &#8220;Ted Shackleford&#8221;.</p>
<p>Why? God only knows. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/manInTheYellowHat.jpg" alt="The Man with the Yellow Hat"/></p>
<p>Anonymity is verboten in this post-911 environment. Let&#8217;s see some i.d.
</p></div>
<h2>4. Voicing the Peanuts Teacher</h2>
<p>The adults in <b>Peanuts</b> teevee specials are voiced by a muted trombone.  Is this a law?  Yes.  Yes it is.   And is it a crime to deviate from this?  Yes.  It most <em>certainly</em> is.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/charlie-brown.jpg" alt="Charlie Brown"/></p>
<p>Stop! In the name of the wah wah wah woh wah wah wah!
</p></div>
<p>And why?  Because we never see grown-ups in Peanuts, and teachers sound like muted trombones.  That&#8217;s the way <em> it is</em>.  The kids are important &#8211; the adults are not.  This creative decision, paired with the decision to hire real kids to voice the Peanuts characters, cleverly conveyed that a child&#8217;s domain is often <em>worlds apart</em> from an adult&#8217;s, to the point where they even speak a different language.  This helps to make the Peanuts characters&#8217; adult-like antics, like Lucy&#8217;s psychiatry booth and Sally&#8217;s obsession with Linus, even funnier.</p>
<p>And &#8230; oh &#8211; what&#8217;s this?  Here comes <em>She&#8217;s a Good Skate, Charlie Brown</em> to dump all over that. </p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/x4TY-eSxijA#t=02m08s" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<h2>5. Making the Cat in the Hat a Safe, Friendly Science Tutor</h2>
<p>Dr. Seuss&#8217;s bastion of kid poetry, <b>The Cat in the Hat</b>, was recently adapted to television.  The book is about two young children who are who are conspicuously abandoned by their mother, and who find themselves bored out of their skulls on a rainy day. They are visited by the titular cat who barges in and promises them a good time.  He then proceeds to trash the house, alarming their neurotic pet fish who constantly warns them that their mother is going to lose her shit when she sees the place.  With every destructive suggestion the Cat puts forth, he assures them that &#8220;your mother will surely not mind if you do.&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/ca.jpg" alt="The Cat in the Hat"/></p>
<p>He certainly LOOKS like a respectable fellow &#8230;
</p></div>
<p>And just when the kids think things couldn&#8217;t get any worse, the Cat unleashes his two frat buddies, Thing 1 and Thing 2, who demolish everything in sight.  The Cat is not a nice, friendly character.  For 3/4 of the book, he&#8217;s a <em>villain</em>, and the story builds towards this impending doom as we draw nearer and nearer to mom&#8217;s return.  The Cat in the Hat is essentially a horror story for preschoolers.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/thing1thing2.jpg" alt="Thing 1 and Thing 2"/></p>
<p>Lock the doors, honey.
</p></div>
<p>Sounds like a fun concept for a teevee show, right?  So what&#8217;s the premise for <b>The Cat in the Hat Knows a Lot About That</b>?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/catInTheHatKnowsALotAboutThat.jpg" alt="The Cat in the Hat Knows a Lot About That"/></p>
</div>
<p>First of all, the boy is brown.  Whatever.  i&#8217;ll let it slide.  i always thought that &#8220;Sally and I&#8221; were brother and sister. If you&#8217;re going to muck with race, why not make them <em>both</em> brown? Because it would alienate white kids?  Then why didn&#8217;t they make the fish Asian?  i dunno.  i don&#8217;t care too much about it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/catBalance.jpg" alt="The Cat in the Hat"/></p>
<p>The Cat is an equal opportunity shit disturber.
</p></div>
<p>What i <em>do</em> care about is that the Cat in the Hat, anarchist, tormentor of fish and destroyer of private property, is now a <em>friendly</em> character who teaches the kids about <em>science</em>.  Naturally.  The show is so-titled because the Cat is ever-so-knowledgeable about aquatic life, the water cycle, the seasons, and any number of other natural phenomenon.</p>
<p>You know what <em>Seuss&#8217;s</em> Cat knew a lot about?  <em>Flying kites inside the house.</em></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/crash.jpg" alt="The Cat in the Hat"/></p>
<p>Here&#8217;s what you need to know about science, kids: GRAVITY.
</p></div>
<p>The most awful part of this show is that the kids&#8217; mom is always home when the Cat shows up, and when the Cat suggests they &#8220;go go go go &#8230; on an adventure&#8221; to learn about colour theory or some bullshit, he says (as in the book), &#8220;your mother will surely not mind if you do!&#8221;  And you know what the kids do?  They <em>ask their mom for permission</em>.  i can&#8217;t think of anything more antithetical to the spirit of the book than taking the teeth out of it and making it <em>that safe</em>.  It&#8217;s a true testament to modern-day paranoid parenting.</p>
<p>Thing 1 and Thing 2 make an appearance in every episode, usually to help the kids when they&#8217;re in a jam.  Because, as we know from the book, that&#8217;s what Thing 1 and Thing 2 love to do: help little children get a grasp on science.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/thingsSonar.jpg" alt="The Cat in the Hat"/></p>
<p>Oh &#8211; thank goodness Thing 1 and Thing 2 are here to explain SONAR.
</p></div>
<p>No.  You know what?  NO.  Thing 1 and Thing 2 are not preschool science teachers.  They&#8217;re here to FUCK SHIT UP, and that&#8217;s ALL that they&#8217;re about.  If you want your kids to watch a kids&#8217; show that teaches science, the pickings aren&#8217;t exactly slim. You&#8217;ve got <b>Curious George</b> (makes sense &#8211; he&#8217;s curious, and he&#8217;s a monkey, and we use monkeys in scientific experiments), <b>Peep and the Big Wide World</b>, <b>Sid the Science Kid</b>, <b>Dinosaur Train</b>, <b>Wild Kratts</b>, and <b>Mama Mirabelle&#8217;s Home Movies</b>.  Thanks to a big STEM push by the US government (Science, Technology, Engineering and Math), we have preschool science shows in spades.</p>
<p>If you&#8217;re going to teach <em>anything</em> using the Cat in the Hat, you might try ethics and morality as a more brand-appropriate topic.  Or teach kids what to do when people &#8211; particularly grown-ups &#8211; put them in situations that make them uncomfortable. i&#8217;m not suggesting every episode be about molestation, but rather assertiveness, communication, and self-awareness. Here&#8217;s how Seuss ended his book:</p>
<blockquote><p>Then our mother came in<br />
And said said to us two,<br />
“Did you have any fun?<br />
Tell me. What did you do?”<br />
And Sally and I<br />
did not know What to say.<br />
Should we tell her the things<br />
that went on there that day?<br />
Should we tell her about it?<br />
Now, what SHOULD we do?<br />
Well&#8230;<br />
what would YOU do If you mother asked YOU?</p></blockquote>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_18/mother.jpg" alt="The Cat in the Hat"/></p>
<p>i&#8217;d tell her about animal migration and the light spectrum!
</p></div>
<p>The US government doesn&#8217;t have a vested interest in preschool shows that teach morality or self-awareness.  Being tops in science helps the country subjugate the rest of the world and remain a superpower.  But being a morally sound or independently thinking nation doesn&#8217;t pay.</p>
<h2>Crapping on the Shoulders of Giants</h2>
<p>Henson, Schulz, Bond, Geisel and the Reys.  We can posthumously mess with their creations and make everyone completely forget what was charming, subtle, and valuable about their work to begin with. This is what we get when men and women in ties have say over the creations of men and women with pencils.  </p>
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		<title>Sissy&#8217;s Magical IndieCade Adventure</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/14/sissys-magical-indiecade-adventure/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/14/sissys-magical-indiecade-adventure/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 15:49:51 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
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		<description><![CDATA[Sissy&#8217;s Magical Ponycorn Adventure, the game i co-authored with my 5-year-old daughter Cassandra, was a finalist this year at IndieCade 2011. You&#8217;ve seen plenty of pictures from E3, GDC, Tokyo Game Show and other more well-known video game industry events, but what&#8217;s IndieCade like? Come with me &#8211; it&#8217;s my magical IndieCade adventure! Our Arrival [...]]]></description>
			<content:encoded><![CDATA[<p><b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Adventure</a></b>, the game i co-authored with my 5-year-old daughter Cassandra, was a finalist this year at IndieCade 2011.  You&#8217;ve seen plenty of pictures from E3, GDC, Tokyo Game Show and other more well-known video game industry events, but what&#8217;s IndieCade like?  Come with me &#8211; it&#8217;s my magical IndieCade adventure!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/invader.jpg" alt="Ryan Henson Creighton of Untold Entertainment Inc. at IndieCade 2011"></p>
</div>
<h2>Our Arrival in LA-LA Land</h2>
<p>IndieCade takes place in Culver City, a close suburb of Los Angeles California, the Most Horrible Place on Earth.  i don&#8217;t care for it.  Ever since getting dumped out of a cab at two in the morning somewhere in LA, and asking some nearby police officers to help point me towards my hotel, and <em>being denied</em>, i don&#8217;t much enjoy traveling there.  Culver feels a little bit smaller and a little bit homier than LA proper, but it&#8217;s still carved up by vicious six-lane mini-highways threatening to <b>Frogger</b> you at every crossing.</p>
<p>i traveled to IndieCade with fellow indie game developer Michael Todd (<a href="http://twitter.com/#!/thegamedesigner">@thegamedesigner</a>), whose antics i hope you&#8217;ve been reading about on my Twitter account (<a href="http://twitter.com/#!/untoldent/" title="Untold Entertainment on Twitter">@untoldent</a>).  In case you missed it, here&#8217;s a taste:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/twitter2.jpg" alt="Michael Todd Goes to IndieCade"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/twitter3.jpg" alt="Michael Todd Goes to IndieCade"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/twitter4.jpg" alt="Michael Todd Goes to IndieCade"></p>
</div>
<p>Good times.</p>
<p>Despite the chaos, Michael Todd managed to spot someone on the plane who was going to IndieCade as well, zeroing in on a guy who was playing SpaceChem on an iPad.  That&#8217;s how we made friends with Matt from NVIDIA, who agreed to split a cab to Culver with us.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/michaelAndMatt.jpg" alt="Michael Todd and Matt from NVIDIA"></p>
<p>Michael Todd, looking like he&#8217;s going to set Matt from NVIDIA on fire.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/michaelToddPsychotic.jpg" alt="Michael Todd and Matt from NVIDIA"></p>
<p>Michael Todd, after setting Matt from NVIDIA on fire.
</p></div>
<p>We stayed at the historic Culver Hotel, an early 20th century joint situated just up the street from the former MGM (now Sony) studios.  Apparently Judy Garland, Ray Bolger, Bert Lahr and Jack Haley used to whoop it up there while filming <b>Showgirls</b>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/hotelByDay.jpg" alt="Culver Hotel by Day"></p>
<p>The Culver Hotel by day &#8230;
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/hotelAtNight.jpg" alt="Culver Hotel by Night"></p>
<p>&#8230; and by night.
</p></div>
<p>Travel-weary and hungry, our first order of bidness was to beeline for the nearby In-N-Out Burger, which certain folks on Twitter can&#8217;t stop raving about.  My hopes were high for what many were calling the best fast food burger in existence.  My concierge told me to order a &#8220;double double, animal-style&#8221; from the secret menu.  This being LA, i made <em>absolutely sure</em> that we were both referring to a burger.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/meal.jpg" alt="In-N-Out Burger"></p>
<p>My meal.  Thankfully, my chASStity remained intact.
</p></div>
<p>Of course, no Earthly burger could live up to that amount of hype. You couldn&#8217;t find a more pedestrian burger. And American cheese sucks.  i took special note of the burger wrapper:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/wrapper.jpg" alt="In-N-Out Burger"></p>
</div>
<p>If the very best thing you can say about a burger is that it&#8217;s been wrapped in paper since 1948, you&#8217;ve got yourself a shitty burger.  Here&#8217;s a list of other bullet points the restaurant could have printed on the wrapper:</p>
<p>Since 1948, In-N-Out Burgers have been</p>
<ul>
<li>round
<li>legal in 48 states
<li>made from 100% stuff
<li>found only at In-N-Out
<li>edible
</ul>
<p>Aim high, burger joint.  Aim high.</p>
<h2>Spectacles, Testicles &#8230;</h2>
<p>The night we arrived, IndieCade held its big awards show.  It was much bigger than i expected it would be.  The invite suggested we come dressed in &#8220;cocktail&#8221; attire.  This was the best i could muster:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/suit.jpg" alt="Ryan Henson Creighton suited up"></p>
<p>i&#8217;m ready for my cocktail, Mr. DeMille.
</p></div>
<p>Many of the other indies, being primal savages, managed to squeeze themselves into pants for the event (which is more than i think most of us hoped for).  At the awards show, we were met with a bona fide red carpet entrance.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/redCarpet.jpg" alt="IndieCade Red Carpet"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/jimAndEm.jpg" alt="Jim and emmie McGinley"></p>
<p>Jim and emmie McGinley from BigPants games were agog &#8230; but not as agog as they&#8217;d become when they won the Audience Choice Award for <b>The Depths to Which I Sink</b> a few days later.
</div>
<p>You never really get to see a red carpet photo from the perspective of its intimidated subjects, so here you go:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/photogs.jpg" alt="IndieCade Photographers"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/robOreo.jpg" alt="Rob Manuel"></p>
<p>G4TV&#8217;s Rob Manuel does his best impression of an Oreo.
</p></div>
<p>Inside, the place was lit up like a Christmas tree.  A &#8230; Chinese-lanterned Chinese Christmas tree from China.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/awardsInterior.jpg" alt="IndieCade 2011 Awards"></p>
</div>
<p>IndieCade assembled a list of Hollywood actors from geek-related movies and shows to present the awards, which must have seemed like a good idea at the time.  <b>Freaks and Geeks</b> actor Samm Levine (famous also for his leading role in <b>Showgirls</b>) brought his A-material, including &#8220;programmers never shower&#8221; and &#8220;gamers live in their moms&#8217; basements and masturbate a lot&#8221;.  i mean, <em>granted</em>, but i&#8217;m sure there were one or two folks in the audience who resented being lumped in with the rest of us.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/sam.jpg" alt="Samm Levine"></p>
<p>i swear this guy&#8217;s been cryogenically frozen since his show got cancelled.
</p></div>
<p>At one point, two young starlets joked that they should start making out at the podium.  i could feel the room bristle uncomfortably.  Know your audience, kids.</p>
<p>Ponycorns got a few unexpected shout-outs from the mic, and was nominated for the Community Impact award, but ultimately lost to <b>Johann Sebastian Joust</b>.  But it&#8217;s an honour just to lose bitterly.</p>
<p>As the party drew on tipsily into the wee hours, more than a few people asked me where my daughter &#8211; my <em>five-year-old daughter</em> &#8211; was.  i had no response.  My Twitter pal <a href="http://twitter.com/#!/ibogost" title="Ian Bogost">Ian Bogost</a> cooked up an appropriate comeback:</p>
<blockquote><p>&#8220;Fuck if I know. She got trashed and went home with some 8 year old.&#8221;</p></blockquote>
<h2>The Lay of the Land</h2>
<p>Aside from the Santa Monica-staged awards ceremony, IndieCade took place within a 3-block radius of our hotel.  In the parking lot across the street, they&#8217;d erected some neat puzzle buildings designed by a local artist, whose nearby gallery hosted some of the finalists.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/puzzleBuildingEXT1.jpg" alt="IndieCade Puzzle Building"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/puzzleBuildingEXT.jpg" alt="IndieCade Puzzle Building"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/puzzleBuildingINT.jpg" alt="IndieCade Puzzle Building"></p>
<p>They&#8217;re cool and all, but i&#8217;d hate to see the IKEA instructions.
</p></div>
<p>One of the venues was the Ivy Substation, a local theatre:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/ivySubstation.jpg" alt="IndieCade Ivy Substation"></p>
</div>
<p>The park on the way to the Ivy had a really kickass climbing tree, if you&#8217;re into that sort of thing.  i mention it in the off chance that you are:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/tree.jpg" alt="Kickass tree"></p>
</div>
<p>Most of the finalists&#8217; games were on display at a nearby firehall which, to my surprise, continued to operate throughout the weekend.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/fireStation.jpg" alt="IndieCade Fire Station"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/fireHall1.jpg" alt="IndieCade Fire Station"></p>
<p>In front of the fire hall, you can see people playing the cardboard box-based &#8220;real&#8221; game <b>Ordnungswissenschaft</b>.
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/fireHall2.jpg" alt="IndieCade Fire Station"></p>
</div>
<p>Alienware donated the equipment for the showcase. Somewhat unfairly, certain developers were assigned desktop machines with proper monitors, while others of us were assigned little 14 inch laptops. Ponycorns was squished on to one of these diminutive little screens, and shared a cramped table with an interactive geology textbook. &#8220;HELL naw,&#8221; said i, and grabbed an extra table.  Then i proceeded to pimp my table out, Untold Entertainment style:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/pimped2.jpg" alt="IndieCade Ponycorns Table"></p>
<p>Thaaaaat&#8217;s RIGHT.
</p></div>
<p>After the first day, the IndieCade organizers shut down my merch sales, claiming that i couldn&#8217;t sell anything because the firehall was a public place and i didn&#8217;t have a vendor&#8217;s permit.  At first, i was asked to remove the two price tags from the shirts and plushies, and was later asked to remove the T-shirt rack entirely.  It was kind of a bummer, but one day of T-shirt sales was enough to pay for my cab rides and meals at the event.  i can&#8217;t help but think that if i had produced a valid vendor&#8217;s license for the organizers, they still would have asked me to shut down my merch sales &#8230; but that&#8217;s just conjecture on my part.</p>
<h2>Patty Wagon</h2>
<p>i was asked to speak on a Family Friendly Games panel on Sunday, which was a real thrill.  Soon after, some of us piled into a car with my friend Joel from Riot Games (<a href="http://twitter.com/#!/lowpolycount">@lowpolycount</a>) to hit up the rarified East coast burger joint Five Guys.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/fiveGuys.jpg" alt="Five Guys"></p>
<p>i washed the In-N-Out taste out of my mouth with a proper burger from this place.
</p></div>
<p>Everywhere you go in California, there are these vague &#8220;shit be causin&#8217; cancer&#8221; signs:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/warning.jpg" alt="Cancer Warning"></p>
<p>(They must be talking about Cinnabon?)
</p></div>
<p>Conferences are exhausting, and IndieCade was no exception.  After being on my feet for twelve hours on the concrete firehall floor, i was wiped.  Thank goodness &#8211; three tall, frosty glasses of Cherry Coke came to my rescue.</p>
<h2>Kids Play the Darndest Things</h2>
<p>On Saturday and Sunday, the firehall was open to the public to just wander in, try out the games, and meet their creators.  This was, by far, my favourite aspect of the festival.  i just loved talking to Joe and Jane Community Member, and it was especially exciting whenever a little kid played the game:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/kid1.jpg" alt="Kids Play Ponycorns"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/kid3.jpg" alt="Kids Play Ponycorns"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/kid2.jpg" alt="Kids Play Ponycorns"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/fondle.jpg" alt="Kids Play Ponycorns"></p>
<p>i caught this girl petting each of the ponycorns in turn, giving their manes a test drive. Protip: Fluffybuns has the nicest hair.
</p></div>
<p>Next to our booth was <b>Johann Sebastian Joust</b>, the game that edged us out in our award category.  It drew large crowds with lots of clapping and laughter. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/joust.jpg" alt="Joust"></p>
<p>Okay, sure &#8211; if all you&#8217;re looking for in a game is for it to be fun and exciting for large numbers of people.
</p></div>
<p>Each player gets a Playstation Move controller.  The players must move around the arena in time to the Bach soundtrack &#8211; if you move too quickly, you&#8217;re out.  So the game is all about swatting someone else&#8217;s remote to make it move too quickly and knock that player out of the game.  It&#8217;s a neat idea, and people loved it. </p>
<p>i met a fellow wearing a paper tie whose father was the subject of <b>Deepak Fights Robots</b>, a Pac Man/Bubble Bobble mash-up that took home the award for best game design.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/deepak.jpg" alt="Deepak Fights Robots"></p>
<p>They really managed to *curry* favour with the &#8230; no, never mind.
</p></div>
<h2>That&#8217;s a Rap</h2>
<p>The festival concluded with the Audience and Developer&#8217;s Choice Awards.  A stunned Jim and emilie McGinley accepted their Audience Choice award, but not before the crowd tried a few rounds of Local No. 12&#8242;s the <a href="http://metaga.me/">MetaGame</a>.</p>
<p>In the MetaGame, each player gets a deck of cards. Most cards depict video games, while some cards pose a comparison question, like &#8220;Which game is a better waste of ten minutes?&#8221; or &#8220;Which game deserves to be locked in a vault for 1000 years?&#8221;  The challenger chooses a discussion card, and both players throw down a game card. Then they debate.  It&#8217;s all very Socratic.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/milesMetaGame.jpg" alt="Myles Nye in the Meta-Game"></p>
<p>Never debate a man in a moustachioed shirt.
</p></div>
<p>i squared off against Myles Nye here on the left, who wound up trouncing all comers. He later brought down the house while defending <b>Parappa the Rapper</b> by freestyle rapping his rebuttal.</p>
<p><center><br />
<iframe src="http://player.vimeo.com/video/31494577?title=0&amp;byline=0&amp;portrait=0" width="400" height="225" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe>
<p><a href="http://vimeo.com/31494577">Indiecade 2011 &#8211; Dragon&#8217;s Lair vs Parappa the Rapper</a> from <a href="http://vimeo.com/sokay">Sokay Man</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p></center></p>
<p>IndieCade 2011 was capped with a backyard barbecue at Robin Hunicke&#8217;s house. Robin is a producer at That Game Company (<b>Flow</b>, <b>Flower</b>, and the upcoming <b>Flowest: Flow Harder</b>).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/backyard.jpg" alt="Robin Hunicke's backyard barbecue"></p>
<p>Set phasers to &#8220;mingle&#8221;.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/campfire.jpg" alt="Robin's bbq"></p>
<p>Ed from Twisted Tree Games (<b>Proteus</b>) toasts a marshmallow, while other bearded men and women make s&#8217;mores nearby. The non-bearded gentleman in the background was quickly expelled from the party.
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/philRichardDJ.jpg" alt="Phil Fish and Richard Lemarchand DJ'ing"></p>
<p>Phil Fish, developer of the Best in Show winner <b>Fez</b>, spun tunes with Richard Lemarchand, of <b>Uncharted</b> fame
</div>
<p>i sat down next to Richard to reclaim my key drive, which Phil had borrowed to transfer some music.  He introduced himself, and then said &#8220;i loved Ponycorns.&#8221;  i had to admit that i got stuck somewhat early in his game when i was <em>shot repeatedly in the face</em>.  He assured me i could play <b>Uncharted 2</b> without missing important plot details.</p>
<p>Richard is a very nice guy.  Very British. This is confusing, because his last name is &#8220;Lemarchand&#8221;.  He makes frequent, almost self-conscious references to Dr. Who.  i have a sneaking suspicion he&#8217;s an imposter &#8211; a Frenchman posing as an Englishman for some bizarre reason.  You can&#8217;t fool me, Lemarchand.  Blood will out. </p>
<h2>The Voyage Home</h2>
<p>It was an exhausting five days.  By the end of it, Michael Todd had learned that hotels not only charge exorbitant amounts for in-room phone calls, but also for in-room death threats.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/twitter1.jpg" alt="Michael Todd Goes to IndieCade"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_14/michaelToddReceipt.jpg" alt="Michael Todd Goes to IndieCade"></p>
</div>
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		<title>E is for Enderman</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/13/e-is-for-enderman/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/13/e-is-for-enderman/#comments</comments>
		<pubDate>Thu, 13 Oct 2011 14:36:41 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3984</guid>
		<description><![CDATA[At your house, and in schools across the country, &#8220;E&#8221; might stand for &#8220;Elephant&#8221;. But this is how we roll in my family: my daughter Cassandra, co-creator of Sissy&#8217;s Magical Ponycorn Adventure and a big Minecraft fan, created this fridge/fan art of the game&#8217;s latest enemy: The lower-case &#8220;e&#8221; looks like a &#8220;g&#8221;, but we&#8217;re [...]]]></description>
			<content:encoded><![CDATA[<p>At your house, and in schools across the country, &#8220;E&#8221; might stand for &#8220;Elephant&#8221;.  But this is how we roll in my family: my daughter Cassandra, co-creator of <a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure"><b>Sissy&#8217;s Magical Ponycorn Adventure</b></a> and a big Minecraft fan, created this fridge/fan art of the game&#8217;s latest enemy:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_13/enderman.jpg" alt="Minecraft enderman by Cassie"></p>
</div>
<p>The lower-case &#8220;e&#8221; looks like a &#8220;g&#8221;, but we&#8217;re working on it.  First things first, we have to educate her as to the proper colour of an enderman&#8217;s eyes.  Priorities &#8211; you know.
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		<title>Unity Game Development by Example gets an Update!</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/12/unity-game-development-by-example-gets-an-update/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/12/unity-game-development-by-example-gets-an-update/#comments</comments>
		<pubDate>Wed, 12 Oct 2011 14:49:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3976</guid>
		<description><![CDATA[Last week, Packt Publishing released the second edition of my seminal and important work, Unity 3.x Game Development by Example: A Beginner&#8217;s Guide, which helps fledgling game developers learn Unity through a serious of bad puns and dick jokes. What&#8217;s New in Version 2? Absolutely nothing! The Unity 3.x version is identical to the first [...]]]></description>
			<content:encoded><![CDATA[<p>Last week, Packt Publishing released the second edition of my seminal and important work, <a href="http://www.amazon.com/gp/product/1849691843/ref=as_li_qf_sp_asin_tl?ie=UTF8&#038;tag=untoldentert-20&#038;linkCode=as2&#038;camp=217145&#038;creative=399373&#038;creativeASIN=1849691843"><b>Unity 3.x Game Development by Example: A Beginner&#8217;s Guide</b></a><img src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&#038;l=as2&#038;o=1&#038;a=1849691843&#038;camp=217145&#038;creative=399373" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />, which helps fledgling game developers learn Unity through a serious of bad puns and dick jokes.</p>
<div class="displayed">
<p><a href="http://www.amazon.com/gp/product/1849691843/ref=as_li_qf_sp_asin_tl?ie=UTF8&#038;tag=untoldentert-20&#038;linkCode=as2&#038;camp=217145&#038;creative=399373&#038;creativeASIN=1849691843"><img src="http://www.untoldentertainment.com/blog/img/projects/unity3DByExample/unity3XByExample.jpg" alt="Unity 3.x Game Development by Example"></a><img src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&#038;l=as2&#038;o=1&#038;a=1849691843&#038;camp=217145&#038;creative=399373" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /></p>
</div>
<h2>What&#8217;s New in Version 2?</h2>
<p>Absolutely nothing!  The Unity 3.x version is identical to the first edition, save for the fancy new cover by UbiSoft Toronto game artist <a href="http://dancoxart.com/" title="Dan Cox Art">Dan Cox</a>.  The occasional errata from the first edition have been corrected, and the screenshots have been updated so that they match Unity&#8217;s subtle interface changes.  i&#8217;ve included two new spaceship models by Dan in Chapter 11 (the same ones you see on the cover), which i&#8217;ll make available to owners of all versions.</p>
<p>The first chapter was updated to discuss the BootCamp demo instead of the original Island Demo, which stopped working reliably as of version 3.  Then, just as we were ready to release the book, Unity launched v3.4, which included <em>yet another</em> demo and more subtle UI changes. So Unity 3.x Game Development by Example has been lovingly (?) re-written TWICE to bring it in-line with what those nutty funsters at Unity have been up to.</p>
<h2>Should i Buy It?</h2>
<p>Yes you should.</p>
<p>i made the rather bold claim that the first edition of the book may very well cure cancer.  i realize now that this was entirely irresponsible of me, and i regret my error in judgment.  i can say now with all certainty that version two is <em>guaranteed</em> to cure cancer, or your money back.  Please contact Pack Publishing for all refund inquiries, including a post mortem certificate from your next of kin.</p>
<h2>Praise for Unity 3D Game Development by Example (from actual people)</h2>
<blockquote><p>&#8220;A great resource for learning Unity.&#8221; &#8211; <a href="http://spyeart.com/">Michael Todd</a>, indie game developer</p></blockquote>
<blockquote><p>&#8220;Creighton&#8217;s book teaches both Unity and good design practices while staying hip, funny, and even controversial. A must read!&#8221; &#8211; <a href="http://www.linkedin.com/pub/ryon-levitt/4/544/534">Ryon Levitt</a>, Game Designer</p></blockquote>
<blockquote><p>&#8220;I went from unemployed to working full-time in California!&#8221; &#8211; <a href="http://mohdsahaf.blogspot.com/">Mohammed Al-Sahaf</a>, game school graduate</p></blockquote>
<blockquote><p>&#8220;I didn&#8217;t loose brain cells when I read this book.&#8221; &#8211; <a href="http://tutorialsbyibrent.com">Brent Arnold</a>, Mobile Developer</p></blockquote>
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		<title>Know Your N&#8217;Audience</title>
		<link>http://www.untoldentertainment.com/blog/2011/10/05/know-your-naudience/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/10/05/know-your-naudience/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 03:57:04 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3966</guid>
		<description><![CDATA[Sometimes it&#8217;s just as important to know who&#8217;s NOT going to buy your product than who IS. Spellirium is a story-based game with a word puzzle mechanic. Many people have asked me &#8220;Who&#8217;s the target audience? Kids?&#8221;, or have cocked a skeptical eye, implying that it will never succeed in the mainstream marketplace &#8230; but [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes it&#8217;s just as important to know who&#8217;s NOT going to buy your product than who IS.</p>
<p><b>Spellirium</b> is a story-based game with a word puzzle mechanic.  Many people have asked me &#8220;Who&#8217;s the target audience?  Kids?&#8221;, or have cocked a skeptical eye, implying that it will never succeed in the mainstream marketplace &#8230; but maybe i should try selling the game to schools?  </p>
<p>Breaking from Untold Entertainment&#8217;s core competency, we&#8217;re not developing Spellirium for kids.  It&#8217;s a game for grown-ups.  That&#8217;s because, simply put, <em>kids hate word games.</em></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_05/angryGirl.jpg" alt="Angry Girl"></p>
</div>
<h2>H8</h2>
<p>Back when i was working at YTV, i developed a series of games called <b>The Sitekick Saga</b>.  It had an episodic release schedule, and each chapter contained a game. To progress through the story, you had to finish the game sandwiched inside.</p>
<p>The second chapter&#8217;s game was called <b>Four Letter Words</b>, because i&#8217;m subversive like that.  It had four slots at the bottom of the screen.  Letters would cascade down from the top.  You guided them into the slots to form four-letter words. You needed to meet a quota of words before time ran out to proceed.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_05/bigSnit.jpg" alt="The Big Snit"></p>
</div>
<p>It was an extremely easy game.  The clear strategy was to line up &#8220;ALL&#8221; at one end, and then plunk down letters to form &#8220;BALL&#8221;, &#8220;MALL&#8221;, &#8220;CALL&#8221;, &#8220;FALL&#8221;, &#8220;TALL&#8221;, etc.  You could do the same thing with &#8220;OTE&#8221;, &#8220;ELL&#8221;, &#8220;ATE&#8221; or any other common letter formation. i figured any kid who&#8217;s read a Dr. Seuss book knows this.  Or maybe i paid just a little <em>too</em> much attention to Sesame Street when i was younger, while other kids were busy imagining what&#8217;s up Prairie Dawn&#8217;s skirt?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_05/prairieDawn.jpg" alt="Sesame Street Prairie Dawn"></p>
<p>Hey, baby &#8230; do those legs go ALL the way up?
</p></div>
<p>At any rate, i overestimated the ability of nine and ten year olds to spell simple words.  i received more hate mail about that game than anything i&#8217;ve ever done.  The vitriol poured in over the message boards:</p>
<blockquote><p>YTV how daer you made a game that maks us spel words??  what is this shool, if i wantd to learn i nad go sit in Miss jenkins class</p></blockquote>
<p>While that&#8217;s not an <em>actual</em> quote from the site&#8217;s boards, please understand, dear reader, that in no way am i exaggerating the grammatical prowess here.</p>
<h2>For the Love of the Queen&#8217;s English</h2>
<p>So i don&#8217;t have plans to foist Spellirium on the school system.  It&#8217;s a game for people who <em>enjoy</em> spelling words &#8211; who do it for <em>fun</em> rather than out of obligation.  My players will be people who hold Scrabble matches, who adore Words with Friends, who hunch over newspaper crossword puzzles, and who cruise around WordGameWorld.com on their lunch break &#8211; during their adult job for adults.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_10_05/pornStar.jpg" alt="Porn Star"></p>
<p>Er &#8230; that&#8217;s not quite what i meant.
</p></div>
<p>It&#8217;s important, then, to know who your audience <em>isn&#8217;t</em>, so that you don&#8217;t waste marketing time and effort talking about your game to people who couldn&#8217;t care less.  Beyond that, if you&#8217;ve really done the legwork to identify your target audience, don&#8217;t let folks who <em>haven&#8217;t</em> done the research convince you that you should be selling to someone else.</p>
<p>Word.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
</div>
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		<title>Ponycorns Storm IndieCade 2011!  Yaaaaaay!!</title>
		<link>http://www.untoldentertainment.com/blog/2011/09/16/ponycorns-storm-indiecade-2011-yaaaaaay/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/09/16/ponycorns-storm-indiecade-2011-yaaaaaay/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 05:21:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Fingerprints]]></category>
		<category><![CDATA[Kahoots]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Putty Crime]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3958</guid>
		<description><![CDATA[The news is out: the IndieCade 2011 jurors made their choices from a list of over 400 hopefuls and have put together a knock-out lineup of finalists for the festival this year, and Sissy&#8217;s Magical Ponycorn Adventure made the grade! It&#8217;s an honour just to be nomerated. I&#8217;ll be flying out to the event in [...]]]></description>
			<content:encoded><![CDATA[<p>The news is out: the IndieCade 2011 jurors made their choices from a list of over 400 hopefuls and have put together a knock-out lineup of finalists for the festival this year, and <a href="http://www.ponycorns.com"><b>Sissy&#8217;s Magical Ponycorn Adventure</b></a> made the grade!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/ponycorns.jpg" alt="Sissy's Magical Ponycorn Adventure"></p>
<p>It&#8217;s an honour just to be nomerated.
</p></div>
<p>I&#8217;ll be flying out to the event in Culver City California next month to bring sunshine, love, and high-pitched screaming to a state famous for its short days and dreary cloud cover. While there, i&#8217;ll be able to try out some of the year&#8217;s most talked-about indie titles, and i&#8217;ll get to hang out with an absolutely stellar group of independent game developers, many of whom i&#8217;ll likely have regrettable and unfortunate sex with. i&#8217;m creeping all their Facebook photos right now, trying to weed out the ugly ones.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/philFishFez.jpg" alt="Phil Fish of Fez"></p>
<p>Let&#8217;s try hair down, glasses off.  And lose the fez.
</p></div>
<p>Also in the running are Toronto&#8217;s Capy/SuperBrothers with <b>Sword &#038; Sworcery</b>, who developed the game directly across the hall from the Untold offices <em>under our meddling eye</em>.  And you may not yet have heard of BigPants or their selected stereoscopic game <b>The Depths to Which I Sink</b>, but that&#8217;s another Toronto game by none other than Jim and emilie McGinley, co-founders of the weekend-long TOJam event where Cassie and i developed Ponycorns.  Finally, Gamercamp co-founder Jaime Woo had his &#8220;real&#8221; game <b>Gargoyles</b> selected to be part of the expo.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/jaimeWoo.jpg" alt="Jaime Woo"></p>
<p>i think *somebody&#8217;s* been testing out the Photoshop SexyFace Filter.
</p></div>
<p>And it won&#8217;t just be Toronto finalists attending &#8211; there&#8217;s a whole gaggle of us from the TDot flying out, including Mathew Kumar, the indie journalist behind EXP, Shawn McGrath, who&#8217;s currently building the trippy PS3 game <b>Dyad</b>, and indie dev Michael Todd, who gets a front row seat to my orgiastic debauchery because we&#8217;re splitting a hotel room.  This just further solidifies Toronto&#8217;s reputation as <em>the</em> hub of indie game development in North America, and perhaps the world.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/torontoIndies.jpg" alt="Toronto Indies"></p>
</div>
<p>While i&#8217;d love to bring Cassie to the event, one of the drawbacks to being an indie is that you&#8217;re constantly down at the blood bank trying to sap enough haemoglobin to make rent.  i <em>could</em> get her a plane ticket, but then of course i wouldn&#8217;t be able to act up at IndieCade, so i&#8217;d have to bring her mom &#8230; and if i brought Cheryl, i&#8217;d have to buy a ticket for Cassie&#8217;s little sister &#8230; and if you&#8217;ve ever seen our family pack for a 2-day stay at Grandma&#8217;s, you&#8217;d know that we couldn&#8217;t stop there &#8211; we&#8217;d have to charter our own cargo plane to transport all the &#8220;necessities&#8221; that two little girls require so that the day doesn&#8217;t devolve into a competition to see who can shriek the loudest.  In short, i don&#8217;t have the means.</p>
<h2>Ask Me About Loom™</h2>
<p>While i&#8217;ll be happy to talk Ponycorns and its upcoming Japanese translation, i feel the game has about as much press and attention as any indie title will ever get. As IndieCade fast approaches, we&#8217;re working hard on playable demos of our upcoming games, <b>Putty Crime: On the Trail of the Foxy Badger</b>, a puzzle game modeled entirely in clay, and <b>Spellirium</b>, a post-apocalyptic word puzzle adventure game.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/puttyCrime.jpg" alt="Putty Crime: On the Trail of the Foxy Badger"></p>
<p>Putty Crime: on the Trail of the Foxy Badger
</p></div>
<div class="displayed">
<p><a href="http://www.spellirium.com" title="Spellirum - It's the End of the Word as We Know It"><img src="http://www.untoldentertainment.com/blog/img/2011_09_16/spellirium.jpg" alt="Spellirium"></a></p>
<p>Spellirium
</p></div>
<p>See you at IndieCade!
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		<title>TIFF Nexus Difference Engine</title>
		<link>http://www.untoldentertainment.com/blog/2011/09/15/tiff-nexus-difference-engine/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/09/15/tiff-nexus-difference-engine/#comments</comments>
		<pubDate>Thu, 15 Sep 2011 04:00:23 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3948</guid>
		<description><![CDATA[Sissy&#8217;s Magical Ponycorn Adventure received a mention off the top of this Torontoist article about the Difference Engine, which is a component of TIFF Nexus. Nexus is the umbrella name for all the stuff the Toronto International Film Festival does that&#8217;s not pure film. The Difference Engine is an initiative headed up by Jim Munroe [...]]]></description>
			<content:encoded><![CDATA[<p><b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Adventure</a></b> received a mention off the top of <a href="http://torontoist.com/2011/09/tiff-nexus-moves-beyond-film/" title="TIFF Nexus Difference Engine">this Torontoist article about the Difference Engine</a>, which is a component of TIFF Nexus.  Nexus is the umbrella name for all the stuff the Toronto International Film Festival does that&#8217;s not pure film.  The Difference Engine is an initiative headed up by Jim Munroe (of Everybody Dies fame) and Mare Sheppard (part of the Metanet team behind the ninja game N+).  The idea was this:</p>
<ol>
<li>Ain&#8217;t no ladies in the games industry.
<li>If there were, i wonder what kinds of games they&#8217;d make?
<li>Let&#8217;s find out.
</ol>
<p>Mare is a lady, so her involvement is understandable.  Jim Munroe, however, is definitely NOT a lady, as evidenced by the following diagram:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_14/jimMunroe.jpg" alt="Jim M"></p>
<p>Nothing escapes the probing journalistic eye of Untold Entertainment.
</p></div>
<p>Jim is involved because of his work on the <a href="http://nomediakings.org/artsygames/">Artsy Games Incubator</a>, a somewhat similar concept, where he led a group of non-programmers on an odyssey of game creation.  One of the interesting things i learned when talking to Jim and crew about the Difference Engine: Ladies Edition is that it&#8217;s important to have <em>only ladies</em> in the room, because men &#8211; even only one man (see above) &#8211; can skew the dynamic in the room and tilt the power balance.  Weird, huh?</p>
<p>EVEN WEIRDER is this photo from the article, where we can <em>clearly see</em> Jim, who is a man, in the room with the ladies.  What i love about this photo is that the unshaven man-legs on the right likely belong to Jim, it actually <em>looks</em> he&#8217;s poking his head through that little cubby hole at the other end of the room, spying on the proceedings (perhaps because someone put a &#8220;GIRLZ ONLY&#8221; sign on the door?).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_14/nexusCreep.jpg" alt="Jim M"></p>
<p>i&#8217;m in ur Nexus, creepin&#8217; ur ladygames
</p></div>
<p>The other TIFF Nexus events this year include the Peripherals Intiative, which pairs game developers up with hardware hackers, and another mash-up involving &#8220;sequential artists&#8221;, as comic book folks sometimes call themselves just to make me giggle.  Nexus kicked off last night at a swanky TIFF Bell Lightbox rooftop party in the midst of the film festival.  Untold Entertainment was there.  The tiny yorkshire pudding appetizers were to die for.</p>
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		<title>Ryan on the Run</title>
		<link>http://www.untoldentertainment.com/blog/2011/09/12/ryan-on-the-run/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/09/12/ryan-on-the-run/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 22:03:35 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3943</guid>
		<description><![CDATA[i was thrilled to record a Reviews on the Run segment for Electric Playground last year. The segment didn&#8217;t get aired until the following summer &#8211; if you&#8217;re wondering why i don&#8217;t have any burn scars and still have both my arms in this clip, that&#8217;s why. i still stand by my recommendation! Sword &#038; [...]]]></description>
			<content:encoded><![CDATA[<p>i was thrilled to record a Reviews on the Run segment for Electric Playground last year.  The segment didn&#8217;t get aired until the following summer &#8211; if you&#8217;re wondering why i don&#8217;t have any burn scars and still have both my arms in this clip, that&#8217;s why.</p>
<p><center><br />
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</center></p>
<p>i still stand by my recommendation! <b>Sword &#038; Poker</b> is a fun little toilet game in the spirit of <b>Puzzle Quest</b> and our own upcoming game <b><a href="http://www.spellirium.com" title="Spellrium Word Puzzle Adventure Game" target="_blank">Spellirium</a></b>, in that it marries a casual game mechanic with some ideas from core games &#8211; in this case, RPGs and their hit points, levels, spells, etc.  The mechanic itself <em>isn&#8217;t actually poker</em>, but a clever little puzzle game that uses the concept of poker hands for scoring.  This game got me through many poops. <a href="http://click.linksynergy.com/fs-bin/stat?id=S5athXGL5Y4&#038;offerid=146261&#038;type=3&#038;subid=0&#038;tmpid=1826&#038;RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%252Fapp%252Fsword-poker%252Fid348655690%253Fmt%253D8%2526uo%253D4%2526partnerId%253D30" target="itunes_store">Try it out</a>, or <a href="http://click.linksynergy.com/fs-bin/stat?id=S5athXGL5Y4&#038;offerid=146261&#038;type=3&#038;subid=0&#038;tmpid=1826&#038;RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%252Fapp%252Fsword-poker-2-ww%252Fid369834297%253Fmt%253D8%2526uo%253D4%2526partnerId%253D30" target="itunes_store">buy the sequel!</a>
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		<title>Welcome to the Untold Entertainment Offices</title>
		<link>http://www.untoldentertainment.com/blog/2011/09/07/welcome-to-the-untold-entertainment-offices/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/09/07/welcome-to-the-untold-entertainment-offices/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 03:35:55 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3940</guid>
		<description><![CDATA[We were honoured when respected causal games site Gamezebo decided to include us in their &#8220;cribs&#8221; series, asking us to take pictures of the Untold offices in downtown Toronto &#8211; presumably so they could case the joint and send someone in to steal our expensives. Nice try, fellas &#8211; we&#8217;re broke! Check out our shrine [...]]]></description>
			<content:encoded><![CDATA[<p>We were honoured when respected causal games site Gamezebo decided to include us in their &#8220;cribs&#8221; series, asking us to take pictures of the Untold offices in downtown Toronto &#8211; presumably so they could case the joint and send someone in to steal our expensives.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_07/couch.jpeg" alt="Untold Entertainment Office"></p>
<p>Nice try, fellas &#8211; we&#8217;re broke!
</p></div>
<p>Check out our shrine to classic LucasArts adventure games, our fabulous social media pillows, and the industry&#8217;s most unfortunate plantlife in <a href="http://www.gamezebo.com/news/2011/09/07/gamezebo-cribs-untold-entertainment-edition">Gamezebo Cribs: Untold Entertainment Edition</a>.</p>
<h2>Where It&#8217;s At</h2>
<p>What the article doesn&#8217;t mention is that the Untold offices are situated in a very special building.  Untold is directly across the hall from Capybara Games, who recently hosted and teamed up with Craig D. Adams (AKA Superbrothers) to create the iOS hit <a href="http://www.swordandsworcery.com/"><b>Sword and Sworcery EP</b></a>.  Untold occasionally shares space with world-traveled indie dev Michael Todd, creator of such arty fare as <a href="http://experimentalgameplay.com/blog/2009/08/broken-brothers/"><b>Broken Brothers</b></a> and <b>Silent Skies</b>. Two levels up on the sixth floor in the <em>same building</em> is Jon Mak&#8217;s Queasy Games. You&#8217;ll remember Jon&#8217;s <b>Everyday Shooter</b>; Queasy is hard at work on <a href="http://www.youtube.com/watch?v=gvvTTDiHfiU">Sound Shapes</a> for the Playstation Vita.</p>
<p>So if you want to wipe out a lot of Toronto indie talent, send your angry anthrax-laced letters to our building.  But better yet, if you&#8217;d like to be involved in the perfect storm of creative energy swirling around downtown TO, give Untold Entertainment a call to partner with us on your next exciting project.
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		<title>Dear Lady Gamers: What Do You Want From Me?</title>
		<link>http://www.untoldentertainment.com/blog/2011/09/06/dear-lady-gamers-what-do-you-want-from-me/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/09/06/dear-lady-gamers-what-do-you-want-from-me/#comments</comments>
		<pubDate>Wed, 07 Sep 2011 04:38:12 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3933</guid>
		<description><![CDATA[i was about to begin this article by saying &#8220;all my life, i&#8217;ve tried to make sense of the opposite sex&#8221;, but it sounded too trite and cliche. The truth is, i think &#8211; i honestly do think &#8211; that i have a pretty good grasp of women. i grew up the only child of [...]]]></description>
			<content:encoded><![CDATA[<p>i was about to begin this article by saying &#8220;all my life, i&#8217;ve tried to make sense of the opposite sex&#8221;, but it sounded too trite and cliche. The truth is, i think &#8211; i honestly do think &#8211; that i have a pretty good grasp of women.  i grew up the only child of a single-parent mom, and have lived a pretty estrogen-infused existence.  i know what it is to toll paint.  i have stenciled.  i&#8217;ve knitted.  i&#8217;ve made a macrame owl.  These are things i can not unlearn.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/owl.jpg" alt="Macrame Owl"></p>
<p>Or unsee.
</p></div>
<p>A very interesting conversation very nearly broke out on Facebook today, when i made the wild claim that our upcoming game, <b>Spellirium</b>, is <em>for the ladies</em>, and that i think &#8220;chicks&#8217;ll dig it&#8221;. The game was designed from the ground up to be female-friendly, in ways i will enumerate shortly.  But something  was eating at me: recently, when i made that same claim to a colleague, he said &#8220;Women will enjoy it, eh?  Why? Does it have any romance in it?&#8221;</p>
<p>The blood drained from my face a little. We&#8217;re still not too late in the game to pivot, but no, Spellirium does not actually have a romantic thread running through it, nor does it have a female lead.  i wondered: would these two shortcomings doom it?  Would women not be interested in my game because the lead character is a young white male who doesn&#8217;t romance it up at any point in the story?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/fabio.jpg" alt="Fabio"></p>
<p>Help me, Fabio. You&#8217;re my only hope.
</p></div>
<h2>Chick Magnet</h2>
<p>First, a brief primer. Spellirium is a graphic adventure game, which means that the gameplay and the writing go hand-in-hand.  It&#8217;s set in the future, after a cataclysmic event has left civilization buried under a thousand feet of earth. It tells the story of a young apprentice tailor named Todd living a sheltered life in  a society where reading and writing have been outlawed, on pain of death. But Todd and the other tailors have a secret: they&#8217;re actually Runekeepers, secret curators of an underground library filled with forbidden writing. A short time after the Runekeepers set off on a mission leaving Todd alone,  one of them turns up dead. Brother Todd sets out on a quest to find out why.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/cottages.jpg" alt="Spellirium Runekeeper Cottages"></p>
</div>
<p>Spellirium was originally designed to be a casual downloadable game, the kind of title that a portal like Big Fish Games might carry.  When we were making a case for the game to our funders, we had to demonstrate that Spellirium would be a hit with a female audience, because Big Fish and their ilk cater primarily to older female customers.</p>
<p>Here are the pro-female elements we felt the game had going for it:</p>
<ol>
<li>It&#8217;s story-driven.  If we compare games to porn, they say that women prefer story and character development, while men just enjoy visceral close-ups of gnashing genitalia. If Gears of War is analogous to visceral, visual man-porn, something like Spellirium is far more gentle and female-friendly, with a focus on <em>why</em> the pool boy is visiting on that particular day.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/pizzaBoy.jpg" alt="Porn pizza boy"></p>
<p>Did somebody whose boss just fired her under suspicion of corporate espionage order a pizza?
</p></div>
<li>It&#8217;s a word game. i&#8217;ve actually been warned against admitting this &#8211; indeed, Big Fish Games and friends <a href="http://www.untoldentertainment.com/blog/2010/07/27/were-doomed/">dumped all over Spellirium</a> at Casual Connect two years ago <em>because</em> it&#8217;s a word game. Some of the portal reps called it &#8220;too cerebral&#8221;, and others cautioned that women don&#8217;t like to think when they play games &#8211; they just want to sit down and zone out (hence 50 different flavours of bubble-popping, jewel-matching and hidden object-finding on those sites).
<p>But i can&#8217;t deny it: Spellirium is all about making words, Scrabble/Boggle-style, to solve puzzles.  And my intuition was vindicated when we <a href="http://www.untoldentertainment.com/blog/2010/05/10/switching-to-tcaf/" title="Spellirium at the Toronto Comic Arts Festival">brought a very early build of the game</a> to the Toronto Comic Arts Festival two years ago; every guy who swung by the booth said &#8220;my girlfriend/wife/daughter would really enjoy that&#8221;, while every girlfriend/wife/daughter who passed by did a double-take and stopped to check it out.  And that&#8217;s when it was purely a word game, with no sign of plot or character development in sight.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/spellirium.jpg" alt="Spellirium Alpha"></p>
<p>Women to letter tiles: like moths to a flame.
</p></div>
<li>It&#8217;s dark fantasy.  Fact: women enjoy this genre.  They like <b>Labyrinth</b> and <b>The Dark Crystal</b> and <b>Pan&#8217;s Labyrinth</b> and <b>City of Ember</b> and <b>Buffy the Vampire Slayer</b> and <b>His Dark Materials</b> and the <b>Spiderwick Chronicles</b> and <b>Harry Potter</b> and <b>Lord of the Rings</b> and (perhaps unfortunately) <b>Twilight</b>. Women read those huge 10-book-long fantasy chronicles like <b>Dragonriders of Pern</b>. In particular, i think there&#8217;s something about <em>dark</em> fantasy that women prefer over straight-up elf-ridden <em>high</em> fantasy. Women are drawn in by stories that have an air of mystery, seduction, evil, or &#8230; for lack of a better word, <em>purple</em>.
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/ravenhearst.jpg" alt="Ravenhearst"></p>
<p>Quoth the raven, &#8220;Enter your credit card number.&#8221;
</p></div>
<h2>But It&#8217;s a Straight-Up Sausage Party</h2>
<p>The two main characters in Spellirium are male. One is a young man. The other is a big blue monster.  The third member of the group is a woman &#8211; a <em>hard</em> woman they call The Hunter, who dresses in the pelts of the animals she kills and skins.  She has a big red scar through her left eye, because i was self-conscious about making her too pretty. She&#8217;s self-sufficient and vindictive, and is motivated by revenge.  She doesn&#8217;t take any crap from the main character.  i wrote her this way because i wanted a strong female character who <em>isn&#8217;t</em> subdued by the boyish charms of the male lead, and who <em>doesn&#8217;t</em> succumb to his wily advances, and who <em>will</em> put a bullet up his nose if he tries to come any closer.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_09_06/hunter.jpg" alt="Spellirium: The Hunter"></p>
<p>Three concept sketches of The Hunter. We went with the one on the left. The blunderbuss was non-negotiable.
</p></div>
<p>Will women like her? i have no idea.  Will they still enjoy the game, even though the two leads are male?  No clue.  Will they be less interested in Spellirium because there&#8217;s no love story?  i really don&#8217;t know.  That&#8217;s kind of why i&#8217;m writing this article.  i want to hear from women who play games.  Is any of this stuff important to you?</p>
<p>The only other significant female character is The Mystic, who is an old fortune-teller, which i do realize is the female equivalent of the Magic Negro.  Part of the fun of Spellirium is that it breaks the fourth wall on a regular basis; any time i (the author) introduce a stock character, Todd and company are going to call me out on it in the game dialogue.</p>
<p>Indie dev Michael Todd introduced me to the Bechdel Test today while we were discussing this.  In order to pass the test, your script has to have:</p>
<ol>
<li>at least two women in it,
<li>Who talk to each other,
<li>About something other than a man.
</ol>
<p>As currently scripted, Spellirium fails the Bechdel test at point #2.  Women: have i fallen out of your good graces, or is there still a chance that you&#8217;ll play this game and others like it?</p>
<p>Word.</p>
<p><b><a href="http://www.spellirium.com">Sign up for the Spellirium Newsletter</a></b>. The newsletter contains new screenshots and juicy game gossip that you won&#8217;t find anywhere else.  Tuesday is Ladies&#8217; Night.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/spellirium-designer-diary/"><img src="http://www.untoldentertainment.com/games/spellirium/promotional/designerDiary/designerDiaryTagImage.jpg"></a></p>
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		<title>Are We Headed for a Second Video Game Crash?</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/30/are-we-headed-for-a-second-video-game-crash/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/30/are-we-headed-for-a-second-video-game-crash/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 14:00:58 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3918</guid>
		<description><![CDATA[Who doesn&#8217;t remember 1983? It was the year that Thomas Sankara became the president of the Republic of Upper Volta. It was the year McDonald&#8217;s debuted the &#8220;chicken&#8221; McNugget. And it&#8217;s the year that video games, once a viable and promising business, went (in economic terms) completely tits-up. Quoth Wikipedia: There were several reasons for [...]]]></description>
			<content:encoded><![CDATA[<p>Who doesn&#8217;t remember 1983?  It was the year that Thomas Sankara became the president of the Republic of Upper Volta. It was the year McDonald&#8217;s debuted the &#8220;chicken&#8221; McNugget.  And it&#8217;s the year that video games, once a viable and promising business, went (in economic terms) completely tits-up.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_31/custer.jpg" alt="Custer's Revenge - tits up"></p>
</div>
<p>Quoth Wikipedia:</p>
<blockquote><p>There were several reasons for the crash, but the main cause was supersaturation of the market with hundreds of mostly low-quality games which resulted in the loss of consumer confidence.</p></blockquote>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_31/et.png" alt="E.T."></p>
<p>Confession: i actually loved this game when i was a kid.
</p></div>
<p>Because i hail from the copy/paste school of online research, i&#8217;ll allow Wikipedia to elaborate:</p>
<blockquote><p>Unlike Nintendo, Sega, Sony, or Microsoft in later decades, the hardware manufacturers in this era lost exclusive control of their platforms&#8217; supply of games. With it, they also lost the ability to make sure that the toy stores were never overloaded with products. Activision, Atari and Mattel all had experienced programmers, but many of the new companies — rushing to join the market — did not have enough experience and talent to create the games.</p></blockquote>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_31/kingKong.png" alt="King Kong Atari 2600"></p>
<p>Think you might want to add some &#8211; you know &#8211; *stuff* to this one, fellas?
</p></div>
<p>Essentially, when Activison cracked the nut that allowed them to make games for the proprietary Atari 2600 system, that opened the floodgates for inferior knock-offs and low-quality carts.  If there&#8217;s an Atari or Activision game on the shelf selling for $60, and a bin full of carts selling for $1 apiece right next to them, Joe Uneducated Mom is probably walking out with an armful of shovelware than a copy of Pitfall II.</p>
<h2>Doomed to Repeat It?</h2>
<p>Can you think of another period in history when there was a &#8220;supersaturation of the market with hundreds of mostly low-quality games?&#8221;  Can you name a time when we have $60 games competing with a bin full of titles selling for $1? i can.  It&#8217;s called &#8220;NOW&#8221;.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_31/fartApp.jpg" alt="Fart App"></p>
<p>We&#8217;ve transcended figures of speech: at some points the selection becomes, quite literally, shitty.
</p></div>
<p>i&#8217;m no economist, but i have heard the phrase &#8220;supply and demand&#8221; bandied about.  What we have now is an oversupply and an under-demand.  There are too many people making games, and not enough people to play them &#8211; and more importantly, not enough people willing to pay fair market value for them.  When the president of  Nintendo takes to the stage at GDC 2011 and implores people not to sell their games for a buck, something alarming is happening.  And when you get a trend of people reducing the cost of their games from $1 to FREE because $1 was <em>too expensive</em>, it&#8217;s time to consider jumping ship.  And then setting that ship on fire.</p>
<p>When you have every community college boasting a over-subscribed video game program of one kind or another,  but recent reports suggest that <a href="http://www.nesta.org.uk/library/documents/NextGenv32.pdf">graduates&#8217; success at landing an industry job is 12%</a>, there&#8217;s a problem.  Something ain&#8217;t right. The dam&#8217;s got to burst.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_31/outOfControl.png" alt="Out of Control"></p>
</div>
<p>Am i out to lunch here, or are we headed for another catastrophic, landfill-full-of-E.T.-carts crash of the industry?  And if we do crash, what will that crash look like?  If you <em>are</em> an economist and you think i&#8217;m out to lunch, please tell me why.</p>
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		<title>Fame.</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/28/fame/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/28/fame/#comments</comments>
		<pubDate>Mon, 29 Aug 2011 04:18:53 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

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		<description><![CDATA[i took the family to IKEA today, as a weird potty-training reward for my youngest. The store offers free child care in a room with a ball pool; we told Izzy that they wouldn&#8217;t take kids who weren&#8217;t potty trained. Before a week was out, she was pooping on the can like a champ. But [...]]]></description>
			<content:encoded><![CDATA[<p>i took the family to IKEA today, as a weird potty-training reward for my youngest. The store offers free child care in a room with a ball pool; we told Izzy that they wouldn&#8217;t take kids who weren&#8217;t potty trained. Before a week was out, she was pooping on the can like a champ. But this isn&#8217;t the story about a 3-year-old&#8217;s bowel movements.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/meatballs.jpg" alt="IKEA Meatballs"></p>
<p>And this isn&#8217;t a picture of a 3-year-old&#8217;s bowel movements (though you wouldn&#8217;t know it.)
</p></div>
<p>This is the story of how Izzy was two inches shy of the height cut-off, so we dropped Cassie off at the ball pit and took Izzy secretly to get a frozen yogurt cone to stop her from crying inconsolably. i was wearing my <a href="http://untoldentertainment.com/store/products/I-Am-An-Evil-Lemon-T%252dShirts.html" title="I am an Evil Lemon T-shirt">&#8220;I Am an Evil Lemon&#8221; shirt</a>, one of the <a href="http://untoldentertainment.com/store/" title="Untold Entertainment Store">fine items</a> we sell for fans of <b><a href="http://www.ponycorns.com" title="Sissy's Magical Ponycorn Adventure">Sissy&#8217;s Magical Ponycorn Adventure</a></b>.  The cashier looked at it and said &#8220;cool shirt!&#8221;  This was exciting to me.  &#8220;Do you know what this is?&#8221; i asked.  &#8220;No,&#8221; he said.</p>
<p>Oh. What a let-down.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/trombone.jpg" alt="Sad trombone"></p>
</div>
<p>i said &#8220;It&#8217;s from this game i made with my daughter.&#8221;  His face brightened up.  &#8220;You were on the news!&#8221;  Then <em>my</em> face brightened up as well.</p>
<h2>The World Over</h2>
<p>What i found remarkable about the exchange was that he was a young guy, supposedly part of a generation that didn&#8217;t watch teevee any more &#8211; and especially not the <a href="http://www.globaltoronto.com/video/index.html?releasePID=Y2FN_O_t_HcF1JqgLEgd5ntqwYGzr18k" title="Ponycorns on Global TV">6 o&#8217;clock news</a> (or the nation-wide morning show <a href="http://www.ctv.ca/canadaam/?video=481072" title="Ponycorns on Canada AM">Canada AM</a>).  </p>
<p>But that didn&#8217;t beat my experience a week ago.  We had rented a cottage in Haliburton, a patch of cottage country three hours Northwest of Toronto.  The map to that area of Ontario has exactly one road running through it; the rest is very very green, and spotted with lakes.  The village closest to the cottage was a place called Gooderham, which i hesitate to call a &#8220;one-horse town&#8221;, because i got the feeling they likely had to borrow a horse from the next town over.  The only commercial buildings in Gooderham are a diner, a gas station, and a convenience store.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/nowhere.jpg" alt="Nowhere, Ontario"></p>
<p>Three hours Northwest of Toronto?  Not convenient.
</p></div>
<p>We went in to buy marshmallows, popsicles, and snow cone syrup &#8211; you know, all the camping staples &#8211; and i was wearing my Evil Lemon shirt.  As with the IKEA story, the guy behind the cash register remarked at my shirt.  &#8220;That&#8217;s a strange shirt,&#8221; he said.  &#8220;Oh &#8211; it&#8217;s from this game i made with my daughter,&#8221; i replied.</p>
<p>And then, this guy who worked his parents&#8217; convenience store in the middle of B.F. Nowhere in Ontario, three hours Northwest of Toronto, and <em>three months after the fact</em>, said &#8220;Oh &#8211; you were on the news!&#8221;</p>
<p>i&#8217;ve had people write to me to tell me how they&#8217;ve shared the game around.  You&#8217;ll remember the <a href="http://www.untoldentertainment.com/blog/2011/07/11/hooray-its-ponycorn-ptoosday/" title="Ponycorns at Anime North">teacher who dressed up as the Ponycorns game and went to an anime convention</a>.  At the cottage, we spent some time with an old friend of ours, who is also a teacher.  Before school ended, he shared the game with his high school students, who went absolutely nuts for it.  Come exam time, his students (unprovoked) doodled ponycorns fan-art on the backs of their papers:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/ponycorns1.jpg" alt="ponycorns"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/ponycorns2.jpg" alt="ponycorns"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/ponycorns3.jpg" alt="ponycorns"></p>
<p>IMPORTANT NOTE: My friend does not teach art.
</p></div>
<h2>Tiny Voice, Enormous Head</h2>
<p>Many people ask me how Cassie is handling her notoriety. A few weeks back, we wanted to have brunch at a place downtown. The waitress politely told us it would be a five minute wait for a table.  Cassie looked up at her and said, in a rehearsed manner, &#8220;Hi! My name&#8217;s Cassie.  i&#8217;m five years old.  i made a game called Sissy&#8217;s Magical Ponycorn Adventure, and almost everyone in the whole world has played it.&#8221;  Then she waited, expectantly.  This, of course, was all to my utter horror.</p>
<p>&#8220;Cassie &#8230; are you trying to get us a table more quickly?&#8221; i asked.  Then, to salvage the situation with humour (as i am wont to do), i chuckled uncomfortably and said to Cassie (for the waitress&#8217;s benefit) &#8220;No, sweetie &#8211; this is how you do it: you say &#8216;DO YOU KNOW WHO I AM??&#8217;&#8221;</p>
<p>i&#8217;m not sure the waitress appreciated that approach either.</p>
<p>Every so often, i&#8217;ll catch Cassie smugly saying to her sister &#8220;i&#8217;m the <em>famous</em> girl&#8221;, and i&#8217;ll bark at her from another room &#8220;KNOCK IT OFF.  You&#8217;re NOT famous.&#8221;  She just continues colouring, and humming to herself contentedly. </p>
<p>We&#8217;re far from having created a monster, but my wife and i do have to issue occasional reminders about humility vs. conceitedness. We told Cass that &#8220;almost everyone in the world&#8221; had played her game, only to help frame it for her.  She wouldn&#8217;t have appreciated the scope of the game&#8217;s virality if we had said &#8220;GREAT news, sweetie! Your game is huge in Michigan, and in select parts of Western Mexico!&#8221;  </p>
<p>Still, the fact that folks remember us from the news remains a thrill.  It&#8217;s a far cry from getting mobbed in a shopping mall by squealing preteen girls, but hey &#8230; we can&#8217;t all be Wilford Brimley.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_28/wilford.jpg" alt="Wilford Brimley"></p>
</div>
<p>This November, i&#8217;ll be talking about the whole roller coaster ride of creating a viral game, and the steps we took to maximize our exposure and reach during the peak of the craziness, at the Screens festival in Toronto for my presentation &#8220;<a href="http://www.fitc.ca/events/presentations/presentation.cfm?event=118&#038;presentation_id=1656" title="Ponycorns: Catching Lightning in a Jar">Ponycorns: Catching Lightning in a Jar</a>&#8220;.  </p>
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		<title>How Little Things Escalate</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/22/how-little-things-escalate/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/22/how-little-things-escalate/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 14:09:44 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3910</guid>
		<description><![CDATA[&#8220;Escalation&#8221; is the term game developers use to describe the ways in which a video game gets progressively more challenging. There are many different ways to escalate a game. Here are a few: decrease the amount of time the player has to complete a goal at the climax of Super Metroid, the player has to [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;Escalation&#8221; is the term game developers use to describe the ways in which a video game gets progressively more challenging.  There are many different ways to escalate a game.  Here are a few:</p>
<ol>
<li>decrease the amount of time the player has to complete a goal
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/superMetroid.png" alt="Super Metroid"></p>
<p>at the climax of <b>Super Metroid</b>, the player has to escape the ship before it explodes
</div>
<li>increase the speed or power of obstacles
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/pacMan.jpg" alt="Pac Man"></p>
<p>Pac Man&#8217;s ghost enemies speed up as the game escalates
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/bubbleBobble.jpg" alt="Bubble Bobble"></p>
<p>Bubble Bobble introduces the invincible Baron von Blubba when the player dawdles
</p></div>
<li>decrease the number of &#8220;chances&#8221; or &#8220;tries&#8221; the player has to complete a goal
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/donkeyKong.jpg" alt="Donkey Kong"></p>
<p>Donkey Kong gives the player a set number of tries (&#8220;lives&#8221;) as the game escalates before the machine requires another quarter and the player has to start from the beginning
</p></div>
<li>increase complexity
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/bejeweled.jpg" alt="Bejeweled"></p>
<p>as Bejewelled escalates, it introduces extra gem colours, which makes finding matches more challenging
</p></div>
<li>increase the grind &#8211; an action the player must perform repeatedly to be successful
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/granTurismo.jpg" alt="Gran Turismo"></p>
<p>Gran Turismo introduces endurance races where the player must race for a set number of real-time hours to win
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/worldOfWarcraft.jpg" alt="World of Warcraft"></p>
<p>World of Warcraft confronts the player with increasingly more difficult monsters, which forces the player to repeatedly kill weaker monsters to improve his stats
</p></div>
<li>decrease the amount of visual information available to the player
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/legendOfZelda.jpg" alt="The Legend of Zelda"></p>
<p>The Legend of Zelda periodically turns out the lights, and requires the player to doggedly re-ignite lamps
</p></div>
<li>increase the quota &#8211; the number of small goals the player must complete within the time limit.  This is really just a variation on decreasing the time limit.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/dinerDash.jpg" alt="Diner Dash"></p>
<p>As each level progesses, Diner Dash increases the number of customers you have to serve
</p></div>
</ol>
<h2>Lightning Bolt!  Lightning Bolt!</h2>
<p>i learned an interesting tip about escalation. i wish i could credit my source, but i have a memory like a sieve .  (Mother Nature escalates my life by increasingly turning me into a doddering old fool.)  The tip is to escalate your game with a lightning bolt graph, rather than a smooth incline.  Regard:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/graphs.png" alt="Game Escalation Graphs"></p>
</div>
<p>In an old-school arcade game, the levels get progressively more insane, until you lose the game and have to feed the machine more quarters.  This makes sense for a coin-op that exists to devour your hard-earned pocket change, but it doesn&#8217;t make sense if you&#8217;re designing a more modern game where you <em>want</em> your player to be engaged for as long as possible.  A freemium game, for example, lives and dies by retaining players; a linear escalation curve increases the likelihood that the player will quit out of fear or exhaustion.  If he just <em>barely</em> makes it out of level 10 by the skin of his teeth, he may not even <em>want</em> to attempt level 11.  He&#8217;d sooner quit while he&#8217;s ahead.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/ballmer.jpg" alt="Steve Ballmer"></p>
<p>Is that all you got??  BRING ON THE WATER TEMPLE!!
</p></div>
<p>A modern game that strives for retention might use a lightning bolt or stair-step graph.  Here, level 10 was insanely difficult, but level 11 gives the player a bit of a breather.  One of the early examples of this approach that i can remember is the coin-op beat-em-up <b>Final Fight</b>.  After brawling your way through a preposterously crime-ridden city as the roid-raging mayor or one of his two ninja buddies, you get to smash a car.  No bad guys, no chance of death, no risk of losing &#8211; just a time-limited opportunity to smash a car.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/carSmash.jpg" alt="Final Fight Car Smash"></p>
<p>Because nothing says &#8220;tough on crime&#8221; like the mayor engaging in a little senseless vandalism.
</p></div>
<p>A more modern example is <b>Little Things</b>, a hidden object game on the iPad that i&#8217;ve been playing this week.  The levels in Little Things are, refreshingly, NOT rooms in a Victorian mansion in which a child ghost has murdered a wealthy detective.  Instead, they&#8217;re little pictures composed of even smaller pictures.  The player has to complete his quota by finding the items on the list.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/littleThings.jpg" alt="Little Things"></p>
<p>i was trying to keep this article classy, but they had to go mentioning shuttlecocks.
</p></div>
<p>Some of these pictures make it easier to find the little things within.  The umbrella&#8217;s striped design makes it easier to compartmentalize sections of the image and limit your focus.  In contrast, the hideously jam-packed cupcake is a real challenge to sift through.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/beagle.jpg" alt="Little Things Beagle"></p>
<p>Little Things beagle: easy. Little things hamburger: not-so-easy. (This is somewhat of a reversal of real life.)
</p></div>
<p>If Little Things were to escalate linearly, you&#8217;d unlock the easy pictures at the beginning of the game, and the denser pictures towards the end.  But Little Things has a staggered escalation; the densely-populated hamburger is introduced before the cinchy electric guitar.  If the escalation was linear, you&#8217;d complete 10 missions in the beagle picture before moving on to complete 10 further missions in the wheelbarrow picture.  Instead, Little Things bounces around from picture to picture, shuffling in the easier images to give the player a break.  Even the missions themselves are staggered: in one instance, you&#8217;ll find yourself scouring the level for 15 objects under distinct time pressure; the very next level, you&#8217;ll need to point at four pairs of sunglasses in one of the easier pictures.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_22/waldo.jpg" alt="Where's Waldo"></p>
<p>Serously &#8211; there he is.  He&#8217;s RIGHT THERE.  Just click on him.  50 points.
</p></div>
<p>The net effect is that Little Things held my attention much longer than it would have if its escalation were progressive.  Give consideration to staggered escalation if you count player retention among your next game&#8217;s goals.
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		<title>Untold Entertainment Goes Forth</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/07/untold-entertainment-goes-forth/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/07/untold-entertainment-goes-forth/#comments</comments>
		<pubDate>Sun, 07 Aug 2011 20:50:34 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Bidness]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Kahoots]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Pimp My Portal]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Spellirium]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3895</guid>
		<description><![CDATA[When Untold Entertainment Inc. turned three last year, we were reeling from the fallout of the global economic collapse. It&#8217;s been a slow, difficult recovery, and we still have a lot of work left to do, but i&#8217;m happy to say we&#8217;ve nosed out of the tailspin. This was a landmark year for Untold; we [...]]]></description>
			<content:encoded><![CDATA[<p><center><br />
<img src="http://www.untoldentertainment.com/blog/img/2011_08_07/untoldGoesForth.png" alt="Untold Entertainment Goes Forth"><br />
</center></p>
<p>When Untold Entertainment Inc. <a href="http://www.untoldentertainment.com/blog/2010/08/09/untold-entertainment-turns-three/">turned three last year</a>, we were reeling from the fallout of the global economic collapse. It&#8217;s been a slow, difficult recovery, and we still have a lot of work left to do, but i&#8217;m happy to say we&#8217;ve nosed out of the tailspin. This was a landmark year for Untold; we are poised to have an absolutely incredible fifth year going forward.  If last year was our <em>Empire</em>, this year is our <em>Jedi</em>.  Bring on the Ewoks, baby.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/ewok.jpg" alt="Ewok"></p>
<p>Yub nub, motherf*cker.
</p></div>
<p>Here&#8217;s a look at the Year That Was.</p>
<h2>2010</h2>
<p><b>August</b></p>
<p>Last fiscal ended on a dark note.  We were struggling through <b>Spellirium</b>, our post-apocalyptic puzzle adventure game, as various production problems saw the budget sapped with very little to show for our efforts.  The year ahead had us planning to complete service projects in the hope that we&#8217;d bank enough margin to continue working on the game.</p>
<p><center><br />
<img src="http://www.untoldentertainment.com/blog/img/2011_08_07/spellirium.png" alt="Spellirium"><br />
</center></p>
<p><b>September</b></p>
<p>My book was published!  Unity 3D Game Development by Example: A Beginner&#8217;s Guide is a great introduction to game development, computer programming, and Unity 3D itself, which is a super-powerful game engine for creating on a wide variety of platforms.  Thanks to you all for buying a copy, or for recommending the book to your friends.</p>
<div class="displayed">
<p><a href="http://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/book/mid/2709105s93kf?utm_source=untoldentertainment.com&#038;utm_medium=affiliate&#038;utm_content=authorsite&#038;utm_campaign=mdb_004881"><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/unity3dGameDevelopmentByExample.jpg" alt="Unity 3D Game Development By Example"></a></p>
</div>
<p><b>Fall</b></p>
<p>We launched <b><a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/">Jinx 3: Escape from Area Fitty-Two</a></b> on YTV.com.  Jinx 3 was the first game to use UGAGS, the Untold Graphic Adventure Game System.  It supported multiple playable characters, an inventory system, a subtitle system, game variable control, and a &#8220;puppet&#8221; guidance system, which enables the developer to write commands to build in-game cutscenes.  Jinx 3 was the first UGAGS game we developed, but the second one to launch, after Heads.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/"><img src="http://www.untoldentertainment.com/games/jinx3/featured.jpg" alt="Jinx 3: Escape from Area Fitty-Two" /></a>
</div>
<p>i spoke about UGAGS at <a href="http://www.untoldentertainment.com/blog/2010/10/23/ryan-goes-to-camp/">Gamercamp Level 2.0</a>, a Toronto convention celebrating the joy of video games.</p>
<p>October saw the publication of a now-infamous article about the <a href="http://www.untoldentertainment.com/blog/2010/10/19/canadian-vortex-game-competition-named-a-scottish-team-to-win/">Vortex Game Development Competition</a>, where the previous year&#8217;s winners were revealed to have never worked on the winning game.</p>
<p>i experimented with a feature called <a href="http://www.untoldentertainment.com/blog/linkbait-tuesdays/">Linkbait Tuesdays</a>, where i used the <a href="http://linkbaitgenerator.com/index.php">Linkbait Generator</a> to spit out randomized titles for blog posts.  It wasn&#8217;t much appreciated by my readership, and didn&#8217;t appreciably increase blog traffic, so i killed the feature.</p>
<p>On Hallowe&#8217;en, we launched our second free games portal called <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a>.  If you know the song about the old woman who swallowed the fly, you&#8217;ll understand our challenge with these portals.  We built <a href="http://www.wordgameworld.com" title="Word Game World - Play the Best Free Word Games Online">WordGameWorld.com</a> in order to attract a word game-playing audience, so that we could control the site&#8217;s ad inventory and find an audience for Spellirium.  When the site suffered from flagging traffic, i decided to build a <em>network</em> of game portals; ZombieGameWorld.com was ostensibly created to help drive traffic to WordGameWorld.com, which should drive traffic to Spellirium.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/oldLady.jpg" alt="Old lady who swallowed a fly"></p>
<p>She swallowed the spider to catch the fly.  i don&#8217;t know why she swallowed the fly. i guess she&#8217;ll die?
</p></div>
<p>To round out the fall, i <a href="http://www.untoldentertainment.com/blog/2010/11/27/movember-2010/">grew a beard</a> to win hockey tickets, despite not enjoying hockey.  i spoke at an <a href="http://www.untoldentertainment.com/blog/2010/11/03/the-mistake-i-make/">interactiveontario luncheon</a>. And i wrote an article for Mochiland.com on the disgraceful refusal by contracting companies to <a href="http://www.untoldentertainment.com/blog/2010/11/24/where-credit-is-due/">credit their Flash game developers</a>. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/movember.jpg" alt="Ryan Henson Creighton's epic moustache"></p>
<p>Why wouldn&#8217;t you want your game to be associated with this guy?
</p></div>
<p><b>Winter</b></p>
<p>As the cold weather set in, i took a position at a private college teaching Unity 3D game development.  i had hoped for a better experience than i had at Hervé Velasquez School for the Digitally Inclined, but no such luck: halfway through the course, which was dubbed Programming II (the students had supposedly been taught Flash/Actionscript for <em>four months</em> prior to my arrival), i had to dial everything back and re-teach programming basics to them.  And by basics, i mean stuff like &#8220;What does the &#8216;=&#8217; symbol do?&#8221; and  &#8220;What is a variable?&#8221; </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/name.jpg" alt="name"></p>
<p>What &#8230; is your NAME?
</p></div>
<p>The class was only eight students, but i had no fewer than two of those students&#8217; parents call or email me to ask why little Billy was getting low grades on tests. YaRly.</p>
<p>In this, i further proved the thesis in my contentious What&#8217;s Wrong with Ontario Colleges articles (<a href="http://www.untoldentertainment.com/blog/2010/02/18/whats-wrong-with-ontario-colleges-part-1/">Part 1</a> and <a href="http://www.untoldentertainment.com/blog/2010/02/23/whats-wrong-with-ontario-colleges-part-2/">Part 2</a>). Helicopter parenting and failure aversion have created a generation of non-functional kids, which i later dubbed <a href="http://www.untoldentertainment.com/blog/2011/05/18/the-most-useless-generation/">The Most Useless Generation</a>. My diagnosis is that many college undergrads have escaped high school without ever understanding <a href="http://www.untoldentertainment.com/blog/2011/08/07/how-to-be-a-student/">How to Be a Student</a> (an article i wrote while teaching last winter, which i&#8217;ve only just posted now that i&#8217;ve put some distance between myself and the situation).  </p>
<p>In the interest of helping young people be more successful, i offered <a href="http://www.untoldentertainment.com/blog/2010/11/10/my-prescription-for-more-successful-students/">My Prescription for (More) Successful Students</a>, which my students all ignored, and i wrote a serious of articles called <a href="http://www.untoldentertainment.com/blog/flash-and-actionscript-911/">Understanding Programming</a> to explain programming basics, which my students also ignored.  Oh well. As the saying goes, you can lead a horse to water, but sometimes you just have a retarded horse.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/retardedHorse.jpg" alt="retarded horse"></p>
</div>
<h2>2011</h2>
<p><b>Spring</b></p>
<p>In 2011,  we launched an exciting blog series called <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a>, detailing our struggles to drive traffic to ZombieGameWorld.com and WordGameWorld.com.  The hook here was <b>The World&#8217;s Most Meager Marketing Budget</b>, a pot of just $100 that i spent on Fiverr.com to buy testimonial videos to promote the site, the rationale being that search loves video.  The Old Lady who Swallowed the Fly reared her ugly head again, as i found that i had no audience to watch the videos to go to the portal to go to the OTHER portal to find out about Spellirium.  The Pimp My Portal series is ongoing.</p>
<p>Around this time, we were commissioned by The Centre for Skills Development and Training to produce a series of games to help teach workplace skills to 15-30-year-olds. The resulting game, <a href="http://www.untoldentertainment.com/blog/2011/06/22/summer-in-smallywood/">Summer in Smallywood</a>, enabled us to make a number of improvements to UGAGS, including auto-save, debug tools, navigation meshes, saved game profiles, and threaded conversations. We&#8217;re looking forward to working further with The Centre in the coming year to expand our educational gaming experience.</p>
<div class="displayed">
<p><a href="http://www.summerinsmallywood.ca"><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/smallywoodTitle.jpg" alt="Summer in Smallywood by Untold Entertainment" /></a></p>
</div>
<p>In March, i admit i was feeling a little bit desperate and squirrely.  Work was trickling into the shop in fits and starts, and i was really wondering whether renewing our lease would be wise.  Wild-eyed and hungry at GDC, i was overcome with the need to let the world know <em>i am here</em>, like the tiny Whos living on a speck on a clover stalk, who ultimately issue a resounding YOPP! to show the jungle animals that they exist (and to keep from getting boiled in beezlenut oil).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/horton.jpg" alt="Horton"></p>
<p>A game dev&#8217;s a game dev, no matter how small.
</p></div>
<p>To that end, i pulled some shenanigans at the conference, which came to be known as the famous <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/" title="GDC Coin Stunt">GDC Coin Stunt</a>.  The <a href="http://www.untoldentertainment.com/blog/2011/03/15/have-you-met-my-friend-spike/">resulting press</a> on most major online games sites greased the wheels for what was to be our greatest victory yet.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/coinsShirt.jpg" alt="i have all the coins shirt"></p>
</div>
<p>Over the years, we&#8217;ve found it so difficult to drive enough steady Flash game development work that we haven&#8217;t been able to bank enough time or enough money to do our own thing.  To date, the only chance we seem to get is TOJam, an annual weekend-long Toronto game jam, during which we always produce a complete and original game.  Indeed, nearly every title in the <a href="http://www.untoldentertainment.com/games/">Original Games</a> section of our portfolio is a TOJam game, completed in one weekend by <em>me alone</em>.</p>
<p>This year, we used UGAGS to create <b><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></b>.  i worked on the game with my 5-year-old daughter Cassandra.  It was no accident that i was wearing my &#8220;I have all the coins&#8221; T-Shirt in the TOJam group photo this year. After the game went live, it went viral, initially being featured on many of the same sites that covered the coin stunt. In the few months since its launch, the ponycorns game has gone on to become an international sensation (i just granted an interview to a Japanese newspaper this week!).  </p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieAndDaddy.jpg" alt="Cassie and Daddy"></a></p>
<p>[photo by <a href="http://www.flickr.com/photos/brendanlynch/tags/tojam6">Brendan Lynch</a>]
</div>
<p>With the ponycorns game, we took a very important step to improving our viability as a dev studio by launching the game on the <a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?mt=8">Apple iPad</a> and the <a href="http://appworld.blackberry.com/webstore/content/45781">BlackBerry Playbook</a>. On the third day of its launch week, Sissy&#8217;s Magical Ponycorn Adventure was featured by Apple in its New &#038; Noteworthy section.</p>
<p>Ponycorns also drove us to develop our first alternate revenue stream based on our original IP.  We launched the <a href="http://untoldentertainment.com/store/">Untold Booty</a> merchandise store with a number of different ponycorns-based SKUs, and have been very happy with the results.  </p>
<p>Throughout the year, i remained active with the IGDA Toronto Chapter, organizing some well-received events including the speed dating-style Game.Set.Match, the Open Mic Night rant session, Straight Outta TOJam: Pint-sized Postmortems, and the Fund in the Sun workshop. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/posters.jpg" alt="IGDA Toronto Chapter posters"></p>
</div>
<p>Through the spring, we developed a great puzzle/platformer game called <a href="http://www.untoldentertainment.com/blog/2011/07/29/spladder/">Spladder</a>, which currently runs on a number of kids&#8217; broadcaster sites &#8211; YTV.com. TVO.org and CBBC.co.uk among them.</p>
<p>We launched a new games portal called <a href="http://www.tdgameworld.com" title="Tower Defense Game World - Play the best free tower defense games">TowerDefenseGameWorld.com</a> and filled it with free tower defense games, because it&#8217;s difficult to prove a theory about a network of games portals lending each other traffic if you only have two portals.  We also gave a major upgrade to ZombieGameWorld.com by expanding it to feature zombie games and goodies on other platforms.</p>
<p>i know an old lady who swallowed a horse.  She&#8217;s dead, of course. </p>
<p><b>Summer. Future.</b></p>
<p>We&#8217;ve come full circle.  Spellirium remains unfinished, but we&#8217;re finally spending time on it again.  We poked Kahoots with a stick to see if it was still twitching. Thankfully, it is! We&#8217;ve made some creative changes to it to spare a fellow indie game dev company some unpleasant legal strife; look forward to a Kahoots-related announcement in the coming months.  </p>
<p>i&#8217;m writing the 3.x update to my Unity 3D book, which will be ready shortly (send me an email and i&#8217;ll add you to our notification list when the update is released).</p>
<p>Going forward, our plan is to leverage the success of the ponycorns game to make major in-roads into game development and education for kids (see our article on CBC.ca).  i&#8217;m preparing a pilot project with Cassie&#8217;s elementary school this fall.  We&#8217;re preparing the unstoppable UGAGS engine for a business-to-business, and then consumer, release &#8211; expect it to have a kid-friendly interface.    We&#8217;re polling people for their interest in an iPhone/iPod version of the game (send us an email!).  i&#8217;ll be delivering my conference session <a href="http://www.fitc.ca/events/presentations/presentation.cfm?event=118&#038;presentation_id=1656" title="Ponycorns: Lightning in a Jar">Ponycorns: Lightning in a Jar</a> at the Screens festival this fall, and at other conventions throughout the year.  Ponycorns is being translated into Japanese in anticipation of the Sense of Wonder Night at the Tokyo Games Show.  </p>
<p>Untold Entertainment&#8217;s fifth year will be filled with low-life panda bears, daily word puzzles, gamesByKids, and more great articles about game development and education, peppered with rude jokes and stolen LOLcat pictures.  Thanks so much for your support, everyone!  i&#8217;m really looking forward to writing an amazing recap next year.</p>
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		<title>How to Be a Student</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/07/how-to-be-a-student/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/07/how-to-be-a-student/#comments</comments>
		<pubDate>Sun, 07 Aug 2011 17:24:57 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3295</guid>
		<description><![CDATA[The current crop of teens and early 20-somethings in Ontario (and perhaps elsewhere, but i can only comment on Ontario) is being derided for its poor work ethic and its sense of entitlement. In my notorious articles What&#8217;s Wrong with Ontario Colleges? (Part 1 and Part 2), i boiled it all down to certain decisions [...]]]></description>
			<content:encoded><![CDATA[<p>The current crop of teens and early 20-somethings in Ontario (and perhaps elsewhere, but i can only comment on Ontario) is being derided for its poor work ethic and its sense of entitlement.  In my notorious articles What&#8217;s Wrong with Ontario Colleges? (<a href="http://www.untoldentertainment.com/blog/2010/02/18/whats-wrong-with-ontario-colleges-part-1/">Part 1</a> and <a href="http://www.untoldentertainment.com/blog/2010/02/23/whats-wrong-with-ontario-colleges-part-2/">Part 2</a>), i boiled it all down to certain decisions made by the Ontario Ministry of Education that persisted for about 13 years:</p>
<ol>
<li>No deadlines.  Students are free to submit assignments whenever they feel like it.  So an assignment that was due in September can be submitted in June with no penalty.
<li>No failing.  As of the 1996 intake, students could not fail the ninth grade.
<li>Social promotion.  While students could still fail individual courses throughout high school, every effort was made to &#8220;socially promote&#8221; them in order to keep them with their peer group.  So a student in his fourth year of high school, who was working at a grade nine level or below in various subjects, was still considered a grade twelve student.
</ol>
<p><b>Note:</b> The Ministry of Ed has recently reversed its experiment on late penalties.  Teachers can once again dock marks for late assignments.  A teacher friend of mine thinks it will take another 5-10 years to see the benefits of an improved work ethic in our graduating students, as current grade nine students are brought up under this regime.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/lostBoys.jpg" alt="Lost Boys"></p>
<p>That leaves us with a group of kids who are book-ended by more effectively-educated generations.
</p></div>
<p>The result of these decisions, in conjunction with permissive parenting, is that the current crop of high school grads (which i&#8217;ve dubbed &#8220;<a href="http://www.untoldentertainment.com/blog/2011/05/18/the-most-useless-generation/">the Most Useless Generation</a>&#8220;) has turned out foolish, lazy, and entitled.  Not to mince words.</p>
<h2>We Don&#8217;t Need No Education</h2>
<p>When i was teaching a Flash course earlier last year, this exchange took place between a student and me:</p>
<p><b>Me:</b> You need to understand this concept in order to program a game.<br />
<b>Student:</b> Well that&#8217;s <em>your</em> job.<br />
<b>Me:</b> What is?<br />
<b>Student:</b> Making us understand.</p>
<p>&#8220;Students&#8221; today expect some sort of Matrix-like solution where their responsibility ends with showing up to class.  It&#8217;s there that the instructor somehow jacks a cable into their necks to <em>inject</em> knowledge into their brains. If the student leaves that 3- or 4-hour class without new knowledge, it&#8217;s a failing of the instructor.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/kungFu.jpg" alt="Kung Fu"></p>
<p>Whoa. I know small business management.
</p></div>
<p>That&#8217;s the fantasy.  Here&#8217;s how it <em>actually</em> works:</p>
<p>The responsibility of the instructor is to disseminate information.  The very worst instructors do this by standing at the front of the room and talking.  The very best instructors do this by combining a variety of stimuli &#8211; they speak, they gesture, they sing, dance and play music, they use call-and-response to engage the class, they have the class members participate by doing (typing the code, touching the fabric, operating the drill press, tabulating the survey results).  They try to gauge the students&#8217; <b>UNDERSTANDING</b> of the material as they teach.  (Although, despite what Dead Poets Society taught you, it&#8217;s not the responsibility of a teacher to be entertaining.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/robin.jpg" alt="Dead Poets Society"></p>
<p>Robin Williams: ruining education for decades.
</p></div>
<p>As a student, you have a number of responsibilities.  The first is ABSORPTION.  You need to come to class on time, fill a seat, and soak up the instruction.  It&#8217;s all about using your senses: hear the instructor&#8217;s voice, look at the visuals, repeat the terminology, touch the equipment (type on the keyboard, operate the drill press, hold the notepad).  Your learning increases exponentially when you use two or more of your senses at the same time: touch one of your fingers while repeating a key term, write a note while listening to the lecturer&#8217;s voice, or ask a question while looking at a visual aid.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/sponge.jpg" alt="Sponge"></p>
<p>You, in class.
</p></div>
<p>Through your ABSORPTION of the material, you need to reach UNDERSTANDING.  If you don&#8217;t understand the concepts, you can ask questions of the instructor, your classmates, or <em>the Internet</em> (which knows pretty much everything, so i&#8217;m not sure why you&#8217;re acting like your Google Fingers are broken). </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/lmgtfy.jpg" alt="Let me Google that For You"></p>
</div>
<h2>The Old College Try</h2>
<p>Once you have (or think you have) UNDERSTANDING, you need to convert that into KNOWLEDGE by way of PRACTICE.  This is especially important in a technical or a vocational pursuit like learning to program games, learning to play the piano, or learning to make a hope chest out of pine wood.  The reason you need to gain KNOWLEDGE is because the instructor is going to test you on your knowledge through tests, quizzes, exams and assignments.  <em>This is how you get marks in a class:</em> by demonstrating your KNOWLEDGE in these situations.</p>
<p>So PRACTICE is the way you convert UNDERSTANDING into KNOWLEDGE.  Okay &#8211; i get <em>how</em> to use a tablesaw to cut a piece of wood &#8230; now i actually need to <em>use</em> a tablesaw to cut a piece of wood.  Because if the instructor gives me a test, and one of the steps is cutting a piece of wood with a tablesaw, and i&#8217;ve never actually practiced that, i may be on thin ice during the test.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/tablesaw.jpg" alt="tablesaw"></p>
<p>i&#8217;m pretty sure i start it up by putting my face on the spinny thing &#8230; Man, i wish this test was open-book.
</p></div>
<p>Likewise, if the lecture was about writing a custom class to program a game, i ABSORBED the material, and gained UNDERSTANDING of how to write a custom class.  On the test, the instructor will require me to demonstrate my KNOWLEDGE of how to write a custom class.  In order to convert my UNDERSTANDING into KNOWLEDGE, i need to PRACTICE &#8230; that means i actually have to <em>write a few custom classes.</em>  If you just listen to the theory behind writing a custom class, but never bother to actually write a few on your own, you won&#8217;t fare well.  (But that&#8217;s exactly what most of my students have done.  And then their mommies call me up to ask why they&#8217;re failing tests.  Seriously.)</p>
<p>PRACTICE may require some back-and-forth.  You may think you understand the material, and then fall flat on your face when you go to practice it.  That&#8217;s when you return to the instructor and say &#8220;i tried this and it didn&#8217;t work &#8211; could you help me improve my understanding?&#8221;, or &#8220;could you clarify what you meant by X?&#8221;</p>
<p>You&#8217;ll know you&#8217;ve gained KNOWLEDGE when you can demonstrate the material without having to ask questions or refer to your notes.  Someone with a KNOWLEDGE of how to saw a board does not need to check the tablesaw manual or refer to a list of steps on sawing a board.  Someone with a KNOWLEDGE of how to write a custom class does not need to call up past assignments, or Google a tutorial on it.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_07/skydiving.jpg" alt="Skydiving"></p>
<p>I&#8217;m going to begin your skydiving session today by checking a book out of the library.
</p></div>
<h2>Prove It.</h2>
<p>Finally, back in class on test or assignment day, you DEMONSTRATE the KNOWLEDGE you have gained through PRACTICE.  That is what is required of you as a student.</p>
<p>The approach that the no-fail generation takes to education is lazy and firmly rooted in fantasy. They think &#8220;If i take a course in X, then at the end of the four months, i will be able to get a job doing X&#8221;.  (Of course, only people with KNOWLEDGE of X will be in any kind of position to get a job doing X &#8230; and it&#8217;s only the people with KNOWLEDGE who compete for that job.  If you have no KNOWLEDGE of X, you&#8217;re automatically out of the running, unless you have a well-connected uncle. )</p>
<p>A better attitude is &#8220;If i take a course in X, they will provide me with the information i need <em>to learn X</em>.  If i take the responsibility to learn X well enough, i may be able to compete for a job doing X.&#8221;</p>
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		<title>Pocket Ponycorns and Chinese Brainwashing</title>
		<link>http://www.untoldentertainment.com/blog/2011/08/03/pocket-ponycorns-and-chinese-brainwashing/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/08/03/pocket-ponycorns-and-chinese-brainwashing/#comments</comments>
		<pubDate>Thu, 04 Aug 2011 01:27:39 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3877</guid>
		<description><![CDATA[i try my best on this blog to give you sneak peaks at my strategies and the methods behind my madness, lest i come off as just plain crazy. My schemes to launch a media empire may appear misguided. What&#8217;s up with ZombieGameWorld.com? Why did i come back from New York with a puppet? And [...]]]></description>
			<content:encoded><![CDATA[<p>i try my best on this blog to give you sneak peaks at my strategies and the methods behind my madness, lest i come off as <em>just plain crazy</em>.  My schemes to launch a media empire may appear misguided.  What&#8217;s up with <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a>?  Why did i come back from New York with a puppet?  And how are the two related?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_02/elmo.jpg" alt="Elmo want braaains"></p>
<p>Elmo want braaaains. (photo by <a href="http://www.flickr.com/photos/norab_photo/4388338893/">Nora Warens</a>)
</div>
<p>(Rest assured, all will be revealed in due course.)</p>
<p>One great tip i heard for getting along with people and resolving problems is that <em>people don&#8217;t do things for no reason</em>.  Almost always, there&#8217;s purpose behind our actions, even if it&#8217;s a bent purpose.  Here, then, is a little glimpse at my ongoing strategy to market <b>Sissy&#8217;s Magical Ponycorn Adventure</b> on mobile devices.</p>
<h2>P&#8217;thetic</h2>
<p>i named the launch day for the iPad version of ponycorns &#8220;Ponycorn P&#8217;toosday&#8221;.  This is an absolutely ridiculous name.  It doesn&#8217;t really make any sense, and probably sounds stupid to most people.  The reason i gave it a frustratingly insipid name is not because i thought the name itself was terribly clever. It&#8217;s because i wanted something memorable, and stupid can be memorable. <em>That&#8217;s</em> the clever bit.</p>
<p>It&#8217;s the same premise behind subtitling <b>Alvin and the Chipmunks 2</b> &#8220;the Squeakquel&#8221;.  That&#8217;s an absolutely retarded word that everyone i know absolutely despises.  But it&#8217;s memorable.  And people repeat it, angrily, while fighting back smiles.  It&#8217;s detestably dumb.  And oddly likable.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_02/dude.jpg" alt="Squeakquel"></p>
<p>Hollywood pockets a LOT of our cash with the detestably dumb and the oddly likable.
</p></div>
<p>So i released the game on the iPad. It took a lot of backflips and crying and asking friends and strangers for help, but it finally launched on Ponycorn P&#8217;toosday as planned.  i reconfigured the Twitter hashtag to #touchPonycorns, which is still cute and weird, but i may have diluted my message.  &#8220;Pocket Ponycorns&#8221;, keeping with the &#8220;P&#8221; alliteration, is the move to put the game on the iPhone.  Enough people wrote to me during the iPad release claiming they&#8217;d like to purchase the game, but gosh-darnit, they don&#8217;t have iPads.  </p>
<p>Putting ponycorns on the iPhone requires some extra work, because i have to resize all of the game&#8217;s graphics down to the smaller format.  i have to do a bunch of testing, because the memory profiles of the phones and music players are slimmer than the tablets. And i don&#8217;t own an iPhone, which makes testing more difficult.  i could buy one, but all of this of course takes time and money &#8211; time and money i&#8217;m not keen on spending unless i can be assured i&#8217;d at least break even on my efforts.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_02/cassie.jpg" alt="Cassie"></p>
<p>(or i could make games out of the goodness of my heart, and let my family die of starvation)
</p></div>
<h2>Have Me Committed</h2>
<p>i read a famous book last year called <strong><a href="&lt;a href=">Influence</a><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&amp;l=as2&amp;o=1&amp;a=B002BD2UUC&amp;camp=217145&amp;creative=399373" border="0" alt="" width="1" height="1" /> </strong>by Robert Cialdini &#8230; if you&#8217;ve read Malcolm Gladwell&#8217;s <strong><a href="&lt;a href=">The Tipping Point: How Little Things Can Make a Big Difference</a><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&amp;l=as2&amp;o=1&amp;a=0316346624&amp;camp=217145&amp;creative=399369" border="0" alt="" width="1" height="1" /></strong>, you&#8217;ve read many of the same case studies Cialdini talks about; the books cover a lot of common ground (although Cialdini predates Gladwell by decades). </p>
<p>In Influence, the author lays out six &#8220;weapons of influence&#8221; that advertisers, marketers and salespeople use to control us.  The book&#8217;s conceit is that if we understand these weapons, we&#8217;ll have power over them. It always struck me as a spurious excuse to teach these techniques.  &#8220;i&#8217;m going to teach you how to build a bomb, so that if you ever see one on the street, you&#8217;ll know how to dismantle it.&#8221;  Yeah, right.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_02/anarchist.jpg" alt="Anarchist Cookbook"></p>
<p>i&#8217;m so glad we have the Anarchist Cookbook to teach us to watch out for all that anarchy.
</p></div>
<p>So <em>being</em> an advertiser/marketer/salesperson in the context of the ponycorns game, i decided to use one of Cialdini&#8217;s weapons of influence to ensure i don&#8217;t waste any time on an iPhone game that nobody buys.  i&#8217;ll quote directly from Wikipedia here:</p>
<blockquote><p><b>Commitment and Consistency</b></p>
<p>If people commit, orally or in writing, to an idea or goal, they are more likely to honor that commitment because of establishing that idea or goal as being congruent with their self image. Even if the original incentive or motivation is removed after they have already agreed, they will continue to honor the agreement. For example, in car sales, suddenly raising the price at the last moment works because the buyer has already decided to buy. Cialdini notes Chinese brainwashing on American prisoners of war to rewrite their self image and gain automatic unenforced compliance.</p></blockquote>
<p>My bright idea was to create a &#8220;petition&#8221; that people could sign, to convince us to release the ponycorns game on the iPhone and iPod.  Really, it&#8217;s just a mailing list sign-up form, but i like the connotation that the word &#8220;petition&#8221; bears.  i&#8217;ll have people <em>commit</em> to purchasing the iPhone version.  Then i&#8217;ll know if there&#8217;s enough interest.  If there IS enough interest, i&#8217;ll build the game and send everyone an email.  Cialdini&#8217;s Commitment and Consistency principle promises that those people <em>will</em> buy the game, having committed.  It&#8217;s like a small-scale Kickstarter program, which is the digital equivalent of bumming change.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_02/program.jpg" alt="Program for food"></p>
</div>
<h2>In For a Penny, In For a Ponycorn</h2>
<p>How&#8217;s it gone so far?  Following the initial announcement on Twitter, we&#8217;ve had 14 sign-ups.  Do the math with me:</p>
<p>14 purchases (best-case scenario, if Cialdini&#8217;s claim is bulletproof) @ $0.99 = $13.86<br />
Subtract Apple&#8217;s 30% cut: $9.70</p>
<p>Is nine dollars and seventy cents incentive enough to resize all the graphics for the game, do a bunch of testing, and possibly purchase a testing device?  No.  No it is not.</p>
<p>So!  As it stands now, unfortunately we won&#8217;t put the game on the iPhone or iPod.  </p>
<p>&#8230; or i could use another one of Cialdini&#8217;s weapons of influence:</p>
<blockquote><p><b>Social Proof</b></p>
<p>People will do things that they see other people are doing. For example, in one experiment, one or more confederates would look up into the sky; bystanders would then look up into the sky to see what they were seeing. At one point this experiment aborted, as so many people were looking up that they stopped traffic.</p></blockquote>
<h2>Rewriting History</h2>
<p>(ahem) Holy cow!  Our Pocket Ponycorns petition has been SO POPULAR, we&#8217;ve had to <em>upgrade our hosting account</em> to keep up with demand!  Sign up for our mailing list NOW so that you, along with <em>so many other people</em>, will receive an email on THAT GLORIOUS DAY when <b>Sissy&#8217;s Magical Ponycorn Adventure</b>, beloved of <em>millions</em>, is released for the iPod and iPod touch. </p>
<p><a href="http://www.ponycorns.com/petition.html"><b>YES!</b> I WANT TO JOIN THE RANKS OF HAPPY iPHONE OWNERS EAGERLY AWAITING THE GAME!</a><br />
<a href="http://www.ponycorns.com/petition.html"><b>NO!</b> I DON&#8217;T WANT TO BE LEFT OUT. TAKE ME TO THE SIGN-UP PAGE NOW! </a></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_08_02/barnum.jpg" alt="PT Barnum"></p>
<p>These veins bleed Barnum.
</p></div>
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		<title>Spladder</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/29/spladder/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/29/spladder/#comments</comments>
		<pubDate>Fri, 29 Jul 2011 20:01:41 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Commissioned]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[marblemedia]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3870</guid>
		<description><![CDATA[Untold Entertainment was commissioned by marblemedia, one of our preferred clients, to create a game for Splatalot! Splatalot! is a kid-targeted mash-up of American Gladiator and Japanese obstacle course game shows like Most Extreme Elimination Challenge. The program airs on YTV in Canada, on BBC in the UK and on ABC in Australia. Click to [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/spladder/featured.jpg" alt="Spladder by marblemedia and Untold Entertainment" /></div>
<p>Untold Entertainment was commissioned by marblemedia, one of our preferred clients, to create a game for <b>Splatalot!</b>  Splatalot! is a kid-targeted mash-up of <b>American Gladiator</b> and Japanese obstacle course game shows like <b>Most Extreme Elimination Challenge</b>. The program airs on YTV in Canada, on BBC in the UK and on ABC in Australia. </p>
<div class="displayed">
<p><a href="http://www.bbc.co.uk/cbbc/games/spladder-game"><img src="http://www.untoldentertainment.com/games/spladder/featured.jpg" alt="Spladder by marblemedia and Untold Entertainment" /></a></p>
<p><a href="http://www.bbc.co.uk/cbbc/games/spladder-game">Click to play Spladder at CBBC!</a>
</div>
<p>The second segment of Splatalot! has the contestants assembling a ladder to escape a pit, while the adult Defenders (think &#8220;Gladiators&#8221;) shoot goop at them.  marblemedia called the game Spladder (splat + ladder &#8211; you see?). They wanted a more puzzle-oriented game than the catapult and obstacle-based games in the show&#8217;s suite, so we built the fun puzzle platformer game that you see above, in the style of <b>Abe&#8217;s Oddysee</b> or <b>Lost Vikings</b>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_29/lostVikings.jpg" alt="Lost Vikings"></p>
<p>(What ever happened to the Lost Vikings developer? Meh &#8211; probably faded into obscurity.)
</p></div>
<h2>It&#8217;s Been a Slice</h2>
<p>We used the <a href="http://www.citrusengine.com">Citrus Engine</a> to build Spladder.  It&#8217;s a framework of classes that speed up platform game creation.  Citrus uses Box2D for its physics bodies. It gives you some great customizable character control and a level editor out of the box.  The engine wasn&#8217;t quite set up to handle tiled platforms (in the examples, every platform is a discrete art asset) &#8211; strong-arming that to work was probably the most challenging aspect of development. That, and the level editor eventually became more of a hindrance than a help, to the point where i wound up hand-coding most of the levels in xml.  The latest version of Citrus Engine drops the level editor so that you&#8217;re free to use your own solution.</p>
<div class="displayed">
<p><a href="http://www.citrusengine.com"><img src="http://www.untoldentertainment.com/blog/img/2011_07_29/citrus.png" alt="Citrus Engine Logo"></a></p>
<p>Juicy.
</p></div>
<p>The art and animation in Spladder are by veteran Canadian kids&#8217; game artist Elizabeth de Fazio, who was an absolute joy to work with.  marble&#8217;s Johnny Kalangis and i hammered out story details together to build an enjoyable game that we&#8217;re quite proud of.  i hope you like it!
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		<title>Anchorage Brings the Funk</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/22/anchorage-brings-the-funk/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/22/anchorage-brings-the-funk/#comments</comments>
		<pubDate>Fri, 22 Jul 2011 20:17:17 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Bizarre]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3863</guid>
		<description><![CDATA[The Alaska Airlines logo. What i&#8217;m supposed to see. What i actually see. i cannot be the only one.]]></description>
			<content:encoded><![CDATA[<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_22/alaskaAirlinesLogo.jpg" alt="Alaskan Airlines logo"></p>
<p>The Alaska Airlines logo.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_22/inuitMan.jpg" alt="Inuit man in a fur hood"></p>
<p>What i&#8217;m supposed to see.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_22/billyPreston.jpg" alt="Billy Preston"></p>
<p>What i actually see.
</p></div>
<p>i <em>cannot</em> be the only one.
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		<title>What is Untold Entertainment?  Read Me First!</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/19/what-is-untold-entertainment-read-me-first/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/19/what-is-untold-entertainment-read-me-first/#comments</comments>
		<pubDate>Tue, 19 Jul 2011 07:27:04 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3858</guid>
		<description><![CDATA[i&#8217;ve finally arrived in Seattle after being bounced out of customs for a soon-to-be expired passport (although they managed to treat me like i swam across a river with a belly full of smack-filled balloons). Ryan Henson Creighton: NOT a drug mule. (Photo by Brendan Lynch, also not a drug mule. The little girl looks [...]]]></description>
			<content:encoded><![CDATA[<p>i&#8217;ve finally arrived in Seattle after being bounced out of customs for a soon-to-be expired passport (although they managed to treat me like i swam across a river with a belly full of smack-filled balloons).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_18/cassieDaddy.jpg" alt="Ryan Henson and Cassie Creighton"></p>
<p>Ryan Henson Creighton: NOT a drug mule. (Photo by Brendan Lynch, also not a drug mule. The little girl looks suspicious.)
</p></div>
<p>If you meet me at Casual Connect this week and want to know what Untold Entertainment is all about, here&#8217;s a cheat sheet:</p>
<ul>
<li>We just released <a href="http://www.ponycorns.com"><b>Sissy&#8217;s Magical Ponycorn Adventure</b></a> on the iPad.  It&#8217;s a game i made in a weekend with my 5-year-old daughter Cassie.  The <a href="http://itunes.apple.com/ca/app/sissys-magical-ponycorn-adventure/id445696590?mt=8">iPad version</a> is selling well, and has been featured by Apple.  We continue to ship <a href="http://www.untoldentertainment.com/store/">ponycorns merchandise</a> around the world. We&#8217;ve received an insane amount of <a href="http://www.ponycorns.com/press.html">press</a> for the game.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_18/ponycorns.jpg" alt="ponycorns"></p>
</div>
<li>Ponycorns was made possible by UGAGS (the Untold Graphic Adventure Game System), our internal game engine that we use to make games quickly.  We&#8217;ve built <a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/">three</a> <a href="http://www.untoldentertainment.com/blog/2011/06/11/heads/">other</a> <a href="http://www.untoldentertainment.com/blog/2011/06/22/summer-in-smallywood/">games</a> with UGAGS, and are working to prepare the engine for an eventual commercial release, for which we&#8217;ve seen a lot of interest. Ask me (Ryan) about investment or licensing opportunities with UGAGS.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_18/ugags.jpg" alt="UGAGS"></p>
</div>
<li>The service side of Untold is alive and well.  We specialize in <a href="http://www.untoldentertainment.com/games">web and mobile games</a> for kids, teens, tweens and preschoolers.  Our clients to date have mostly been kids&#8217; broadcasters and teevee production companies.  We&#8217;re happy to talk to you about your upcoming projects.
<li><b>DID U KNOW</b> that Canada is home to a number of tax incentives for video game development?  Partnering with Untold Entertainment on a co-production could unlock a sizable labour rebate. Untold has successfully procured government funding for a number of projects and initiatives.  Ask me how you can save money by working with us!
<li>While the original productions side of our business is still growing, we have a number of interesting projects in development, including a puzzle/adventure game called Spellirium, and a mobile game modeled entirely in clay.
</ul>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_18/spellirium.png" alt="spellirium"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_18/puttyCrime.jpg" alt="puttyCrime"></p>
</div>
<p>i hope to meet as many of you as possible this week.  Have a great show!</p>
<p>- Ryan
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		<title>An Education.</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/15/an-education/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/15/an-education/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 13:54:49 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3854</guid>
		<description><![CDATA[Big news today as Adobe evangelist Lee Brimelow points out that the iPad version of Sissy&#8217;s Magical Ponycorn Adventure has been featured by Apple in their New &#038; Noteworthy section: Heck yes! I&#8217;ll Buy THAT For a Dollar i&#8217;ve heard a little murmering about the game&#8217;s price point. For your education and edification, here is [...]]]></description>
			<content:encoded><![CDATA[<p>Big news today as Adobe evangelist <a href="http://www.leebrimelow.com/?p=2906">Lee Brimelow points out</a> that the iPad version of <a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?ls=1&#038;mt=8" title="Sissy's Magical Ponycorn Adventure on the iPad"><b>Sissy&#8217;s Magical Ponycorn Adventure</b></a> has been featured by Apple in their New &#038; Noteworthy section:</p>
<div class="displayed">
<p><a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?ls=1&#038;mt=8" title="Sissy's Magical Ponycorn Adventure on the iPad"><img src="http://www.untoldentertainment.com/blog/img/2011_07_15/sissy.jpg" alt="Sissy's Magical Ponycorn Adventure iPad"></a></p>
<p>Heck yes!
</p></div>
<h2>I&#8217;ll Buy THAT For a Dollar</h2>
<p>i&#8217;ve heard a little murmering about the game&#8217;s price point.  For your education and edification, here is a list of five things to occupy your kid that are more expensive than Sissy&#8217;s Magical Ponycorn Adventure:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_15/brussels.jpg" alt="brussels sprouts"></p>
<p>A pound of brussels sprouts.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_15/clown.jpg" alt="clown kid"></p>
<p>A ticket to the Terrifying Clown Bros. Circus.
</p></div>
<div class="displayed">
<p><a href=""http://ferenc.biz/gallery/unhappy-portrait-vietnamese-kids-outdoor-haircut.html"><img src="http://www.untoldentertainment.com/blog/img/2011_07_15/haircut.jpg" alt="haircut"></a></p>
<p>A haircut.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_15/smoking.jpg" alt="smoking"></p>
<p>A pack of smokes.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_15/peanutButter.jpg" alt="peanut butter"></p>
<p>A jar of peanut butter.
</p></div>
<p><a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?ls=1&#038;mt=8" title="Sissy's Magical Ponycorn Adventure on the iPad">Sissy&#8217;s Magical Ponycorn Adventure is $2.99 on the iTunes App Store</a>. i leave you with <a href="http://theoatmeal.com/blog/apps">The Oatmeal</a>.  Seacrest out.
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		<title>Hooray!  It&#8217;s Ponycorn P&#8217;toosday!</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/11/hooray-its-ponycorn-ptoosday/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/11/hooray-its-ponycorn-ptoosday/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 04:12:54 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3840</guid>
		<description><![CDATA[Today marks the iPad release of Sissy&#8217;s Magical Ponycorn Adventure! Now you can take Poo-Pants, Fluffybuns, Lady Fuzzwuzzle, Orangeboy, and (inaudible) with you wherever you go. Impress your extended family! Accost sour-looking strangers in waiting rooms! Play it for a pick-me-up when the boss isn&#8217;t watching! To celebrate, we&#8217;re showcasing the work of some dyed-in-the-wool [...]]]></description>
			<content:encoded><![CDATA[<p>Today marks the <a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?ls=1&#038;mt=8" title="Sissy's Magical Ponycorn Adventure on the iPad">iPad release of <b>Sissy&#8217;s Magical Ponycorn Adventure</b></a>!  Now you can take Poo-Pants, Fluffybuns, Lady Fuzzwuzzle, Orangeboy, and (inaudible) with you wherever you go.  Impress your extended family!  Accost sour-looking strangers in waiting rooms!  Play it for a pick-me-up when the boss isn&#8217;t watching!</p>
<p>To celebrate, we&#8217;re showcasing the work of some dyed-in-the-wool ponycorn fans.</p>
<h2>Ponycorns at Anime North</h2>
<p>Mike Barltrop is an educator who showed Sissy&#8217;s Magical Ponycorn Adventure to his high school students so they&#8217;d be without excuse &#8211; if a 5-year-old could pull off a game, he can expect a lot more from them.  Mike enjoyed ponycorns so much that he painstakingly re-created a number of Cassie&#8217;s drawings and <em>dressed up as the game</em> for the Anime North nerdfest in Toronto:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/animeNorth.jpg" alt="Sissy's Magical Ponycorn Adventure Anime North costume"></p>
<p>For serious.
</p></div>
<p>To put Mike&#8217;s ponycorns passion into perspective, the game was released on May 25th.  Anime North started the following Friday and ran the length of the weekend.  And people at the conference <em>recognized Mike&#8217;s costume</em>.  Awesomazing!</p>
<h2>The Star&#8217;s Crayon Forgery Shenanigans</h2>
<p>We spotted one piece of fan art that was no less hilarious than Mike&#8217;s costume, but unbelievable for a different reason.  When the <a href="http://www.thestar.com/news/article/1001877--game-drawn-by-toronto-girl-5-becomes-online-sensation?bn=1&#038;sms_ss=twitter&#038;at_xt=4de8578f2d414d61,0">Toronto Star posted its story</a> about the ponycorns&#8217; meteoric rise to prominence, the online piece had two images in its gallery: a shot of Cassie playing the game, and THIS:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/forgery.jpg" alt="Sissy's Magical Ponycorn Adventure Toronto Star forgery"></p>
<p>Also for serious.
</p></div>
<p>It doesn&#8217;t take a keen eye to see that this image is actually a forgery, created by an adult employed at the Star.  When we saw this image on the site, we were a little baffled.  We have a stack of original crayon art from the game that we could have sent to the newspaper at a moment&#8217;s notice.  This kind of thing is in keeping with some of my other dealings with news media, like my <a href="http://www.untoldentertainment.com/blog/2008/12/04/ryan-creighton-on-city-news-at-6-with-dr-karl/" title="Ryan Henson Creighton on CityTV">interview with CityTV</a> from a while back where they grabbed one tiny soundbite from me to prove the point they were trying to make, and completely discarded everything else i said.  Hilarious!  If you don&#8217;t already watch the news and read the paper with a cocked eye, i hope you&#8217;ll start today.</p>
<p>We asked the Toronto Star to correct the article, and the picture was removed in short order.</p>
<p><b>UPDATE</b></p>
<p>Now it&#8217;s ME doing the retracting. The wacky lads over at <a href="http://www.shh-mom.com/shh-mom-in-the-ponycorn-world/">Shh-Mom.com</a> have confessed to penning the offending artwork which, in its original context, isn&#8217;t offending at all.  The folks at the Star must have grabbed it, thinking it to be genuine.  i&#8217;m glad we got to the bottom of this. Has it restored my faith in traditional news media?  No.  Question everything!</p>
<h2>Flannery&#8217;s Fanfic</h2>
<p>We&#8217;re saving the best for last on Ponycorn P&#8217;toosday.  9-year-old Flannery, proud owner of a <a href="http://untoldentertainment.com/store/products/Ponycorns-Mega%252dPack.html">plush ponycorns mega-pack</a>, sent us this fantastic storybook featuring the extended adventures of the ponycorns gang.  Enjoy your face off!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/01.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/02.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/03.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/04.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/05.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/06.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/07.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/08.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/09.jpg" alt="Ponycorns Fanfic"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_07_12/10.jpg" alt="Ponycorns Fanfic"></p>
</div>
<h2>Get Some</h2>
<p>If this is your first exposure to ponycorns, <a href="http://itunes.apple.com/us/app/sissys-magical-ponycorn-adventure/id445696590?ls=1&#038;mt=8" title="Sissy's Magical Ponycorn Adventure on the iPad">pick up your copy on the iPad today</a>!  The game is also available on the <a href="http://appworld.blackberry.com/webstore/content/45781" title="Sissy's Magical Ponycorn Adventure on the BlackBerry Playbook">BlackBerry Playbook</a> and <a href="http://www.ponycorns.com/game.html" title="Sissy's Magical Ponycorn Adventure">in your browser</a>.</p>
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		<title>Ponycorn P&#8217;toosday Approaches</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/07/ponycorn-ptoosday-approaches/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/07/ponycorn-ptoosday-approaches/#comments</comments>
		<pubDate>Thu, 07 Jul 2011 05:01:57 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3834</guid>
		<description><![CDATA[With the help of Intern Chris (@CBAnims) and Intern Sina (@sinaKash), we&#8217;ve cut together a really cool trailer for Sissy&#8217;s Magical Ponycorn Adventure, the game i authored with my 5-year-old daughter Cassandra: (any regular Untold reader will figure out how i commissioned such a great trailer voice-over without breaking the bank! :) This is all [...]]]></description>
			<content:encoded><![CDATA[<p>With the help of Intern Chris (<a href="http://twitter.com/#!/cbanims">@CBAnims</a>) and Intern Sina (<a href="http://twitter.com/#!/sinakash">@sinaKash</a>), we&#8217;ve cut together a really cool trailer for <b>Sissy&#8217;s Magical Ponycorn Adventure</b>, the game i authored with my 5-year-old daughter Cassandra:</p>
<p><center><br />
<iframe width="560" height="349" src="http://www.youtube.com/embed/W5-2YAZTvJ4" frameborder="0" allowfullscreen></iframe><br />
</center> </p>
<p>(any regular Untold reader will figure out how i commissioned such a great trailer voice-over without breaking the bank! :)</p>
<p>This is all in anticipation of the release of Sissy&#8217;s Magical Ponycorn Adventure on the Apple iPad next week, on a momentous date we&#8217;re calling <b>Ponycorn P&#8217;toosday</b> (July 12 2011).</p>
<h2>Pricing and Strategy</h2>
<p>The game is priced at $2.99.  When pricing, i followed this reasoning;</p>
<ul>
<li>iPad versions of games <em>usually</em> sell for more than their iPhone/iPod counterparts.  Why?  Because.  (you pay more money for your iPad, so you should pay more for its software?  i guess?  *shrug*)
<li>the lowest paid price for an iPhone/iPod app is 99 cents, so following the rule, that brings the iPad price to $1.99
<li>i have heard tell from people who have researched it more heavily that curiously, people don&#8217;t seem to differentiate between the $1.99 and $2.99 price points.  If you go $3.99, they fly off the handle and you sell zero copies.  But given the choice between selling at 2 bucks or 3 bucks, you may as well go with 3.
<li>Generally, it&#8217;s much easier to lower the price than it is to raise it, so you may as well start high.  Some companies have claimed to launch at a low &#8220;introductory price&#8221; and have raised it from there &#8211; that&#8217;s really the only way i&#8217;ve seen of getting away with those sorts of price-raising shenanigans.  (Although Tommy Refenes famously <a href="http://supermeatboy.com/tag/lols/">raised his price every time he got a sale</a>.  That was hilarious.  And tough to duplicate.)
</ul>
<p>The average donation amount to Cassie&#8217;s Education Fund on the ponycorns website was $10, so it&#8217;s not such a wild stab.</p>
<h2>Why Buy the Cow?</h2>
<p>Now, of course, the real interesting bit will be to see if folks will buy the game on a mobile platform even though it&#8217;s available for free online.  Here are a few reasons why the mobile version is more appealing:</p>
<ol>
<li>it runs ad-free
<li>there&#8217;s no download wait &#8211; the game instantly starts up
<li>it&#8217;s easier for the kids in your life to access &#8230; they just have to tap the game icon (instead of you having to type in a url for them to play)
<li>kids prefer touch interfaces over mouse-driven ones (and have more success with touch)
<li>the touch interface even lowers the minimum play age down from 2 years old to zero years old
<li>the audio is uncompressed and crystal-clear
</ol>
<h2>The Importance of Being iOS</h2>
<p>The indie game developers i know, who have had varying degrees of success on the iOS platform, have lovingly cautioned me that i&#8217;ve entered a lottery, and that i shouldn&#8217;t get my hopes up.  i&#8217;m running somewhat of a different business than they are. It&#8217;s not crucial for an original Untold game to succeed on iOS, but it <em>is</em> crucial for Untold to have launched a product there.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_07/lolcat.jpg" alt="lolcat"></p>
</div>
<p>The reason is that most of our kids&#8217; production and broadcast clients are presently putting all their eggs in the iOS basket, for better or worse &#8230; i think that, as with most people, their eyes are all a-twinkle at the prospect of actually selling their kids&#8217; games.  Many of my clients treat these kids&#8217; teevee brand extensions into video games as a marketing expense, and the interactive departments don&#8217;t generally turn a profit.  When the axe comes down, as it often does, it comes down hardest on departments that are non-revenue generating.  iOS represents a faint hope to many of these folks that they can become a money-making operation to gain more sway and security within the larger organization.</p>
<p>So!  Now that Untold Entertainment can offer both online web game services AND mobile game development services (including Android, Playbook and iOS) to our clients, we&#8217;re very well situated.  Don&#8217;t get me wrong &#8211; i&#8217;d LOVE for ponycorns to take off on the iPad and warrant an iPhone/iPod version.  There are a whole lot of people out there whose days have not yet been brightened by the rainbow-coloured land of ponycorns, so we have some work left to do. </p>
<h2>P&#8217;too Long; Didn&#8217;t Read</h2>
<p>Did i mention the game comes out on the iPad on <b>Ponycorn P&#8217;toosday, July p&#8217;12th</b>?  Mark your calendars!
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		<title>Tower Defense Game World Rounds Out Untold&#8217;s Game Portal Network</title>
		<link>http://www.untoldentertainment.com/blog/2011/07/06/tower-defense-game-world-rounds-out-untolds-game-portal-network/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/07/06/tower-defense-game-world-rounds-out-untolds-game-portal-network/#comments</comments>
		<pubDate>Wed, 06 Jul 2011 17:47:16 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Spellirium]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3828</guid>
		<description><![CDATA[5 JULY 2011 &#8211; TORONTO Untold Entertainment is excited to announce the latest addition to its network of free-to-play game collections with the release of Tower Defense Game World. Over 120 games are ready to play, with new additions posted every week. Tower Defense Game World is the newest member of Untold&#8217;s suite of free [...]]]></description>
			<content:encoded><![CDATA[<p><b>5 JULY 2011 &#8211; TORONTO</b></p>
<div class="displayed">
<p><a href="http://www.tdgameworld.com"><img src="http://www.tdgameworld.com/img/logos/tdGameWorldLogo_300x300.png" alt="Tower Defense Game World"></a>
</p>
</div>
<p>Untold Entertainment is excited to announce the latest addition to its network of free-to-play game collections with the release of <a href="http://www.tdgameworld.com">Tower Defense Game World</a>. Over 120 games are ready to play, with new additions posted every week. Tower Defense Game World is the newest member of Untold&#8217;s suite of free game networks, which currently includes <a href="http://www.zombiegameworld.com">Zombie Game World</a> and <a href="http://www.wordgameworld.com">Word Game World</a>.</p>
<p>&#8220;Tower defense&#8221; is a game genre that has become immensely popular in the past five years. Most tower defense games have the player protecting a fortress or base from incoming &#8220;waves&#8221; of enemies.  The player can purchase and place turrets that fend off the hordes of invaders. Through careful placement and upgrading, the player can emerge victorious with an unscathed fortress.</p>
<p>Tower Defense games have proven to be one of the most popular game genres available today, with varieties that appeal to casual gamers, core players, and everyone in between. Plants vs. Zombies by Popcap Games is one of the most well-known tower defense games. Tower Defense Game World offers a curated experience, bringing the best free Tower Defense games currently available into one website.</p>
<p><b>About Untold Entertainment</b></p>
<p>Untold Entertainment Inc. is a boutique game development studio in Toronto specializing in games and apps for kids, teens, tweens, and preschoolers.  Untold developed <b><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a></b> which was co-created by a five-year-old girl, and its upcoming post-apocalyptic puzzle adventure game <b>Spellirium</b>.
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		<title>How the Graphic Adventure Video Game Genre Can Save Your Kids&#8217; TV-to-Game 360 Transmedia Strategy</title>
		<link>http://www.untoldentertainment.com/blog/2011/06/28/how-the-graphic-adventure-video-game-genre-can-save-your-kids-tv-to-game-360-transmedia-strategy/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/06/28/how-the-graphic-adventure-video-game-genre-can-save-your-kids-tv-to-game-360-transmedia-strategy/#comments</comments>
		<pubDate>Wed, 29 Jun 2011 04:30:36 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[UGAGS]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3820</guid>
		<description><![CDATA[UGAGS, the Untold Graphic Adventure Game System, is a framework and toolset that we use to create graphic adventure games. A graphic adventure game often adheres to these conventions: Third person perspective (you can see your character&#8217;s body), rather than first person (you can see through the eyes of your character) Full Throttle (left) is [...]]]></description>
			<content:encoded><![CDATA[<p>UGAGS, the Untold Graphic Adventure Game System, is a framework and toolset that we use to create graphic adventure games.</p>
<p>A graphic adventure game often adheres to these conventions:</p>
<ul>
<li>Third person perspective (you can see your character&#8217;s body), rather than first person (you can see through the eyes of your character)
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/fullThrottleVsMyst.jpg" alt="Third person vs. first person adventure game perspectives"></p>
<p>Full Throttle (left) is a third person adventure game, while MYST is atypically first person
</p></div>
<li>Emphasis on story and character
<li>Inventory system (the player can carry objects)
<li>&#8220;Puzzles&#8221; &#8230; these are choke points in the game which can be overcome through various means (read: <a href="http://www.untoldentertainment.com/blog/2009/08/26/12-types-of-puzzles-in-graphic-adventure-games/">The 12 Types of Puzzles in Graphic Adventure Games</a>)
<li>Dialogue.  Characters &#8220;speak&#8221; either through on-screen subtitles, or voice-over, or both.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/dott.gif" alt="Day of the Tentacle"></p>
</div>
<li>Conversations.  Many graphic adventure games use branching dialogue trees for character interaction.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/conversation.png" alt="Indiana Jones and the Fate of Atlantis conversation system"></p>
</div>
<li>Humour. This is one of the only video game genres that consistently uses humour as a selling point and main attraction.
</ul>
<p>Some famous examples of graphic adventure games are <b>The Secret of Monkey Island</b>, <b>King&#8217;s Quest</b>, and <b>Simon the Sorceror</b>. (Note that games involving adventure, like <b>The Legend of Zelda</b>, are often called &#8220;adventure games&#8221;, but the &#8220;graphic adventure&#8221; moniker applies only to this very specific genre we&#8217;ve outlined.)</p>
<p>The graphic adventure game genre suffered its demise in the mid-90&#8242;s at the hand of more popular action-oriented games like <b>DOOM</b>.  The criticism of graphic adventure games, at the time, was that they were too expensive to produce and didn&#8217;t provide the player with enough replay value.  Games like <b>LOOM</b> could be completed in a single day, and carried a $50-70 price tag. </p>
<h2>Advantages of the Genre</h2>
<p>The causes of the graphic adventure game&#8217;s fall from grace have, in a strange way, become its new strengths &#8211; particularly in the context of extending children&#8217;s brands to new platforms.</p>
<h3>Replayability and Kids</h3>
<p>Graphic adventure games are not very replayable for adults and older, because the experience is the same every time; adults are constantly seeking something new and challenging.  But this is actually a <em>strength</em> when it comes to children&#8217;s entertainment.  Young children will watch a movie or a teevee show again and again, with each viewing immediately following the last. In fact, certain teevee properties have acknowledged and leveraged this fact: Nickelodeon aired each new <b>Blue&#8217;s Clues</b> episode five times in a row from Monday to Friday, and test results found that this increased viewers&#8217; attention and comprehension.  Every episode of <b>Teletubbies</b> contains a live action segment of children performing an activity. This exact same live action segment is repeated within the same episode.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/teletubbies.jpg" alt="Teletubbies and repetition"></p>
<p>(It&#8217;s a real shame kids have to relive this.)
</p></div>
<p>To a young child, <em>everything</em> is new and challenging. There&#8217;s a distinct comfort in knowing the answers.  Just as a child will proudly repeat a newly-learned task to demonstrate his mastery (standing on one leg, clicking his tongue, drawing the letter &#8220;A&#8221;), children delight in playing and replaying graphic adventure games <em>because</em> they&#8217;re predictable.  Children like knowing that they can play a game from beginning to end, predictably experiencing the same events and confidently overcoming the same challenges.</p>
<h3>Development Costs</h3>
<p>The entire aim of UGAGS is to reduce the cost to develop graphic adventure games.  While it was once true that graphic adventure games have demanded high budgets for low value, the cost of developing games in other, more action-based genres, has skyrocketed. </p>
<h3>Brand Extension</h3>
<p>Very often, we see kids&#8217; television brands being extended to other areas, most notably video games.  The mistake people usually make is to figure &#8220;well, teevee shows are about story and character, while video games are about defeating enemies and jumping on platforms &#8230; so we&#8217;ll take our teevee character and make her defeat enemies and jump on characters.&#8221;</p>
<p>This errant thinking stems from a very narrow understanding of video game genres.  The result is games like <b>That&#8217;s So Raven</b> for the Nintendo Gameboy Advance:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/thatsSoRaven.png" alt="That's So Raven GBA"></p>
<p>This game is the epitome of lazy and uninformed content development for kids.
</p></div>
<p>That&#8217;s So Raven was based on the Disney show of the same name.  The game&#8217;s genre is best described as action &#8230; as Raven, you have to navigate the halls of your school, dodging book-throwing baddies and spraying your enemies in the face with perfume.  </p>
<p>On the Disney site itself, you also have That&#8217;s So Raven Pinball:</p>
<p><center><br />
<iframe width="560" height="349" src="http://www.youtube.com/embed/zzh-rm_ZOqs" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>What do these two games do to extend the That&#8217;s So Raven brand to video games?  As a That&#8217;s So Raven fan, is this how you want to interact with the brand?  It&#8217;s the equivalent of just throwing That&#8217;s So Raven on a sleeping bag or a pencil case and calling it a day.  What does That&#8217;s So Raven have to do with sleeping, colouring, or pinball?  Are there any moments in the show where Raven has to make it from one end of the school to the other, while dodging thrown books? Nope.</p>
<p>HERE is an excellent pinball game brand extension:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/wizard.jpg" alt="Wizard pinball game"></p>
<p>The Wizard pinball machine extends the Tommy brand, which is all about pinball.
</p></div>
<p>HERE is a great sleeping bag brand extension:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/sleepingBag.jpg" alt="Taun-taun Sleeping Bag"></p>
<p>The Taun Taun sleeping bag unzips to reveal guts, just like in The Empire Strikes Back.
</p></div>
<p>What&#8217;s That&#8217;s So Raven all about?  Well, she can see the future.  How about a That&#8217;s So Raven Tarot Card deck?  Fortune cookies? A magic 8-ball?</p>
<p>As a fan of the show, i want to play as Raven (they got that part right), but i also want to do the things that Raven does.  i want to talk to all my friends, crack jokes, use my future-seeing powers, and get up to zany hijinks. The Game Boy Advance game pays lip service to this, by relegating your hijinks to cutscenes (non-interactive segments that play between levels).  This game treatment is the equivalent of slapping a logo on a toothbrush.  It&#8217;s essentially a white label game with an irrelevant brand make-up job.</p>
<p>The good news is that you <em>can</em> extend the brand logically to video games with a That&#8217;s So Raven graphic adventure game.  Instead of hijinks being tacked on superficially, the entire plot of the game can unfold like an episode of the teevee show, with the player as the central character.  You can even produce a few games, and release them episodically, <em>just like the show</em>.  It&#8217;s a mode of production that teevee people understand, and it can even employ the show&#8217;s writers and actors in its development. </p>
<h2>Lost in Translation</h2>
<p>When considering how best to parlay your teevee show into video game format, consider how your show&#8217;s fans may want to engage with your brand, and try to match the genre to the show.  If you have a boys&#8217; action series, it might make sense to do a top-down space shooter with lasers and power-ups.  But since a majority of kids&#8217; content is about story and character, a graphic adventure game is going to give the audience what they want, and will make for a much smoother transition into games if you don&#8217;t fully grasp their nuances.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_28/icarlyIDreamInToons.jpg" alt="iCarly I Dream in Toons"></p>
<p><b>iCarly: I Dream in Toons</b> is a hidden object game where you have to search for items on a list.  The <b>iCarly</b> show is about a girl who has a popular web series.  i spy with my little eye: a brand disconnect.
</div>
<h2>Slaves of the 80&#8242;s</h2>
<p>Again, here&#8217;s a scenario i see all the time, and it&#8217;s a perfect example of what <em>not</em> to do: your show&#8217;s lead character doesn&#8217;t ride a skateboard, but you once heard of a popular game franchise called <b>Tony Hawk&#8217;s Pro Skater</b> (your nephew plays it &#8230; or he used to, a few years ago.  You can&#8217;t remember &#8211; you don&#8217;t follow this <em>video game stuff</em> too closely).</p>
<p>So you cook up the idea to put your character on a skateboard, jumping pylons and ducking seagulls, because you figure you&#8217;d basically be producing the same effect as the Tony Hawk game and reaping that popularity for your own brand. </p>
<p>There&#8217;s a (hopefully) obvious disparity in development time and budget here (a Tony Hawk game costs millions, and has a bona fide cool factor, celebrity endorsements, and legacy of prequels wherein the gameplay was refined over the course of a decade).  Then there&#8217;s the brand disconnect: you feel your character should ride a skateboard in the game, simply because it&#8217;s more &#8220;gamey&#8221;; your show doesn&#8217;t have enough <em>video game-like</em> action in it, so you need to manufacture some.  The good news is that if you understand game genres, and are aware of the graphic adventure genre in particular, you don&#8217;t have to squeeze your characters into genres and scenarios that aren&#8217;t a good brand fit. </p>
<p>You&#8217;d never market a <b>Smurfs</b> Chainsaw.  You&#8217;d never redraw <b>Martha Speaks</b> anime-style and have her punching and kicking as a ninja in feudal Japan.  It&#8217;s just as inappropriate and off-putting to have a <b>Suite Life of Zack and Cody</b> Pac Man clone:</p>
<p><center><br />
<iframe width="425" height="349" src="http://www.youtube.com/embed/NW4VtP7KJdk" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>i know exactly what happened here: a group of folks who don&#8217;t fully understand video games got together in a board room to decide on a video game concept for the Zack and Cody.  The most recent frame of reference they had was Pac Man (25 years ago), so that&#8217;s what the game was modeled after.  i&#8217;ve seen this situation unfold time and again.  By leaning more on the understanding and expertise of game developers, you can avoid this brand disconnect and still end up with a fun video game that engages and entertains your players.  Building a graphic adventure game from a show property is the most straightforward way to avoid this brand disconnect.</p>
<p>If your show is about putting on shoes and going on adventures, like in <b>Frannie&#8217;s Feet</b>, you can do exactly that in a graphic adventure game.  If your characters have to visit planets to learn new things, as they do in <b>Rob the Robot</b>, a graphic adventure game makes the perfect brand extension.  In fact, i&#8217;ll go so far as to say that the genre works with <em>any</em> narrative kids&#8217; teevee show on the market today.  Give the graphic adventure genre a shot for your next teevee-to-game project! </p>
<p>For more information on UGAGS, please contact <a href="mailto:ugags@untoldentertainment.com">ugags@untoldentertainment.com</a>.</p>
<p>Here is a list of games that have been made to date with UGAGS:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/">Jinx 3: Escape from Area Fitty-Two</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/06/11/heads/">Heads</a>
<li><a href="http://www.untoldentertainment.com/blog/2011/06/22/summer-in-smallywood/">Summer in Smallywood</a>
<li><a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a>
</ul>
<p>And here are some movies and teevee shows that have been logically extended into the video game realm within the graphic adventure game genre:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/drWho.jpg" alt="Dr. Who Adventure Games"></p>
<p>Dr. Who
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/beavis.jpg" alt="Beavis and Butthead in: Virtual Stupidity"></p>
<p>Beavis and Butthead in: Virtual Stupidity
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/duckman.jpg" alt="Duckman: the Graphic Adventures of a Private Dick"></p>
<p>Duckman: the Graphic Adventures of a Private Dick
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/starTrek.jpg" alt="Star Trek 25th Anniversary"></p>
<p>Star Trek 25th Anniversary
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/bladeRunner.jpg" alt="Blade Runner"></p>
<p>Blade Runner
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/indianaJones.jpg" alt="Indiana Jones and the Last Crusade"></p>
<p>Indiana Jones and the Last Crusade
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_29/bttf.jpg" alt="Back to the Future"></p>
<p>Back to the Future
</p></div>
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		<title>Summer in Smallywood</title>
		<link>http://www.untoldentertainment.com/blog/2011/06/22/summer-in-smallywood/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/06/22/summer-in-smallywood/#comments</comments>
		<pubDate>Wed, 22 Jun 2011 17:10:47 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Commissioned]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3701</guid>
		<description><![CDATA[Summer in Smallywood is an online educational game built with UGAGS, the Untold Graphic Adventure Game System. The project was funded by the Government of Canada&#8217;s Office of Literacy and Essential Skills, and was produced by the Center for Skills Development and Training in Burlington Ontario. It aims to teach three workplace skills to 15-30 [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/smallywood/featured.jpg" alt="Summer in Smallywood by Untold Entertainment" /></div>
<div class="invisible"><img src="http://www.untoldentertainment.com/games/smallywood/thumb.jpg" alt="Summer in Smallywood by Untold Entertainment" /></div>
<div class="displayed">
<p><a href="http://www.summerinsmallywood.ca"><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/smallywoodTitle.jpg" alt="Summer in Smallywood by Untold Entertainment" /></a></p>
</div>
<p><strong>Summer in Smallywood</strong> is an online educational game built with UGAGS, the Untold Graphic Adventure Game System.</p>
<p>The project was funded by the Government of Canada&#8217;s Office of Literacy and Essential Skills, and was produced by the Center for Skills Development and Training in Burlington Ontario. It aims to teach three workplace skills to 15-30 year olds. Here&#8217;s how the project came about:</p>
<h2>All Thumbs</h2>
<p>Ontario employers have apparently had as much trouble hiring young people as <a href="http://www.untoldentertainment.com/blog/2011/05/18/the-most-useless-generation/">i&#8217;ve had teaching them</a>. They&#8217;ve identified nine &#8220;Essential Skills&#8221; they want the Ministry to help instill in young people, so that those young people can thrive in the workplace. What are these &#8220;Essential Skills&#8221;, you ask? Poetry recitation? Wire-walking? Differential calculus?</p>
<p>&#8216;Fraid not. It&#8217;s stuff like &#8220;thinking.&#8221; Really. This is where we&#8217;re at. We need to teach <em>thinking</em>.</p>
<div class="displayed">
<p><a href="http://www.summerinsmallywood.ca"><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/thecat2.jpg" alt="Summer in Smallywood by Untold Entertainment" /></a></p>
</div>
<p>Historically, these Essential Skills have been taught via somewhat dry worksheets and booklets &#8211; the kind you&#8217;d see in a typical guidance councilor&#8217;s office (next to the 1986 Ziggy desk calendar and the half-empty bottle of Jack Daniels). Summer in Smallywood presents the information in a far more interesting format: as a video game.</p>
<h2>What Went Very, Very Right</h2>
<p>Teaching three of the nine Essential Skills in video game form was the brainchild of the Center, and our client Matt Markowiak in particular. The Smallywood project was the perfect example of everything that can possibly go right on this type of project:</p>
<ol>
<li>Video games are very much a generational thing &#8211; you either grew up with them in your life, or you didn&#8217;t. Matt was asked to take the reigns on this project because he understands games. It was an excellent decision.</li>
<li>The Center involved a game developer (us!) very early in the development process. Often, we&#8217;re approached to pull the trigger on a project long after the stakeholders, who may not have a strong grasp of video games (&#8220;i used play Pac Man&#8221;), have decided on every minute aspect of the project &#8230; without benefit of a game developer&#8217;s involvement. Hiring a game developer to consult at the beginning of a project is a very smart move! It keeps your vendor invested and interested in the project, and often results in a better final product.</li>
<li>The Center wasn&#8217;t completely hyper about hammering home the message. There&#8217;s a real fine line to walk when you use a game as a teaching tool. If there&#8217;s too much preachy instruction, it becomes a complete bore and you might as well have put the info in a 3-ring binder to begin with. If it&#8217;s too <em>gamey</em> and not <em>learny</em> enough, the stakeholders might kick up a fuss. Summer in Smallywood strikes a really nice balance between its &#8220;edu&#8221; and its &#8220;tainment.&#8221;</li>
</ol>
<p>i do feel the game is too dialogue-heavy, but it&#8217;s difficult to convey this information in this genre without having a lot of lip-flap. It would be amazing if Summer in Smallywood could have received a full voice-over treatment, if time and budget had permitted.</p>
<h2>I Don&#8217;t Have Time To Play It &#8211; Give Me the Gist!</h2>
<p>Summer in Smallywood pits you as a shift supervisor at a low-rent amusement park called Smallywood, where the rides and attractions are upsettingly tiny. One exhibit features miniaturized versions of Canada&#8217;s largest roadside attractions (Sudbury&#8217;s Big Nickel is an actual nickel).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/rollerCoaster.jpg" alt="Summer in Smallywood world's smallest roller coaster" /></p>
<p>Thrill to the spectacle of the World&#8217;s Smallest Roller Coaster!</p>
</div>
<p>The boss, an eccentric entrepreneur named Mr. Wood, challenges his employees to learn three essential skills: Oral Communication, Thinking Skills, and Working with Others. Master these, and you may be up for a raise and a promotion at the end of the summer.</p>
<p>Matt&#8217;s obviously played a lot of Pokémon. in the Oral Communication module, you face off against customers against an anime action background. Instead of choosing combat moves from a list, you choose helpful customer service responses.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/customer.jpg" alt="Summer in Smallywood customer battle" /></p>
<p>Player uses &#8220;nod in agreement&#8221;. It&#8217;s super effective!</p>
</div>
<p>There are other classic video game references to spot. The dialogue window is pure Final Fantasy. Mario&#8217;s 1-up mushroom makes an appearance. Matt even had class NES-style video game boxes and instruction booklets printed to play up the initiative&#8217;s unique format:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/gameBox1.jpg" alt="Summer in Smallywood game box and instructions" /></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/gameBox2.jpg" alt="Summer in Smallywood game box and instructions" /></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/gameManual.jpg" alt="Summer in Smallywood game box and instructions" /></p>
<p>In hindsight, i should have rigged up a Konami code easter egg.</p>
</div>
<p>Matt&#8217;s love of retro gaming came out in the video he produced to promote Smallywood to schools. Check out this trailer, dripping with &#8220;Zelda rap&#8221;-esque cheese:</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/zlAVBkw_NT4" frameborder="0" width="560" height="349"></iframe></center>The reception from both students and educators has been very positive. Here are some comments from students who look very grateful to not have to fill out dull Essential Skills questionnaires:</p>
<p><center><br />
<iframe src="http://www.youtube.com/embed/swrM6h92mHw" frameborder="0" width="560" height="349"></iframe></center></p>
<h2>UGAGS Enhancements</h2>
<p>Summer in Smallywood made possible a handful of important new features for UGAGS version 3:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/dialogue.jpg" alt="UGAGS v3.0 branching dialogue feature" /></p>
<p>1. Branching conversations/dialogue trees</p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/profiles.jpg" alt="UGAGS v3.0 profiles feature" /></p>
<p>2. Multiple game profiles</p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/thecat.jpg" alt="UGAGS v3.0 auto-save functionality" /></p>
<p>3. Auto-save functionality</p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/navMesh.jpg" alt="UGAGS v3.0 navmesh feature" /></p>
<p>4. Navigation meshes (instead of waypoints) for character movement</p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_21/varsPanel.jpg" alt="UGAGS v3.0 variables panel" /></p>
<p>5. An admin panel for tweaking game variables</p>
</div>
<p><strong>FUN FACT:</strong> <a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a> was made using UGAGS v3, adding character voice-over, which brings the framework to v3.5.</p>
<p>Maybe it&#8217;s a weird quirk in my <em>brainthoughts</em>, but i really enjoy the challenge of presenting bone-dry material in an interesting and engaging way. Summer in Smallywood was Untold Entertainment&#8217;s first foray into educational gaming. i&#8217;m definitely interested in working on more games like this one, with great clients like Matt.</p>
<p>For up-to-the-minute news on edutainment and educational games, follow <a href="http://twitter.com/#!/smallywoodgame/">@smallywoodgame</a> on Twitter.</p>
<h2>Credits</h2>
<h3>For The Center for Skills Development and Training:</h3>
<ul>
<li><strong>Project Coordinator, Game Design, Script:</strong>Matt Markowiak</li>
<li><strong>Script Editors:</strong>Christine Prieur, Lorna Hart and Maria McDonald</li>
<li><strong>Graphic Designer:</strong>Rita Ladjansky</li>
<li><strong>Project Assistant:</strong> Dawn Walker</li>
</ul>
<h3>For Untold Entertainment Inc.</h3>
<ul>
<li><strong>Art, Animation, Additional Game Design and Programming:</strong>Ryan Henson Creighton</li>
<li><strong>Character and Title Art:</strong>Kelly Conley</li>
<li><strong>Additional UGAGS Programming:</strong>Jeff Gold</li>
<li><strong>Script Editor:</strong> Chris Clemens</li>
</ul>
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		<title>Study: Video Games Can Make You Less of a Cock</title>
		<link>http://www.untoldentertainment.com/blog/2011/06/15/study-video-games-can-make-you-less-of-a-cock/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/06/15/study-video-games-can-make-you-less-of-a-cock/#comments</comments>
		<pubDate>Wed, 15 Jun 2011 13:14:00 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Violence]]></category>
		<category><![CDATA[Violence in Gaming]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3801</guid>
		<description><![CDATA[i write a lot about violence in video games, and i&#8217;ve spoken to the press a few times about it. People who are anti-game-violence are always looking for that smoking gun &#8211; the kid who shoots up his school, and leaves a note at home that says &#8220;Halo made me do it.&#8221; i&#8217;ve never claimed [...]]]></description>
			<content:encoded><![CDATA[<p>i write a lot about <a href="http://www.untoldentertainment.com/blog/tag/violence-in-gaming/">violence in video games</a>, and i&#8217;ve spoken to the press a few times about it.  People who are anti-game-violence are always looking for that smoking gun &#8211; the kid who shoots up his school, and leaves a note at home that says &#8220;Halo made me do it.&#8221;</p>
<p>i&#8217;ve never claimed the effects of murdering hookers for 40 hours straight in Grand Theft Auto are 1:1.  i don&#8217;t think that murdering video game hookers means you&#8217;re going to go out and murder a <em>real</em> hooker.  i <em>do</em> however believe very strongly in the garbage in/garbage out concept: playing violent games may not turn you into a rampaging murderous psycho, but it&#8217;s not very far-fetched to believe they may turn you into a bit of a dick.  Cutting people off on the highway, treating wait staff poorly, raising your voice more often &#8230; i think <em>these</em> are the results of practicing aggression and putting your brain on constant offense. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_15/chet.jpg" alt="Chet from Weird Science"></p>
<p>True story: i keep pictures of Chet from Weird Science on my desktop for whenever i write blog posts about a-holes.
</p></div>
<h2>Four Dead in O-Hi-O</h2>
<p>It looks like i may have <em>my</em> smoking gun to back up my wild claims.  A <a href="http://www.cbsnews.com/stories/2011/06/13/scitech/main20070918.shtml">study out of Ohio State</a> shows that playing calming games may make you a better contributor to your society, while playing aggressive or violent games may make you more of an asswipe.</p>
<blockquote><p>During the first experiment, participants were asked to compete against another player &#8212; who did not actually exist &#8212; in pushing a button as quickly as possible. The winner would be awarded a small financial sum; the loser would be punished with a brief noise blast. Before each trial, participants could determine how much their competitors would receive if they won, and how strong a noise blast they would receive if they lost.</p>
<p>&#8220;Those people who had played violent games punished their partners the most and rewarded them the least,&#8221; Bushman said. &#8220;Those who had played relaxing games gave the lowest levels of noise and most amount of money.&#8221;</p></blockquote>
<p>Before you go all knee-jerk on this (as gamers are wont to do), chill out: no one&#8217;s going to take your crappy violent games away.  You may still freely choose the way in which you feed your brain. It&#8217;s very satisfying to me, though, to have a study that not only extols the virtues of gentle fare, but also demonstrates the real risks involved in meditating on aggression.</p>
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		<title>Flew the Coop: Playing Chicken with Indie Game Marketing</title>
		<link>http://www.untoldentertainment.com/blog/2011/06/14/flew-the-coop-playing-chicken-with-indie-game-marketing/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/06/14/flew-the-coop-playing-chicken-with-indie-game-marketing/#comments</comments>
		<pubDate>Tue, 14 Jun 2011 18:42:28 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Pimp My Game]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3797</guid>
		<description><![CDATA[Toronto is developing quite the reputation for being a hub of indie game development, and for good reason: the city is packed with small teams and individual devs making games, some to great acclaim. But for all our creative strength, i worry that a number of our devs are doomed to failure because we, as [...]]]></description>
			<content:encoded><![CDATA[<p>Toronto is developing quite the reputation for being a hub of indie game development, and for good reason: the city is packed with small teams and individual devs making games, some to great acclaim.  But for all our creative strength, i worry that a number of our devs are doomed to failure because we, as a community, lack the business sense required to get our games noticed &#8230; and sold.</p>
<p>We&#8217;re running a lot of game jams in the city.  In addition to <a href="http://www.tojam.ca">TOJam</a>, we&#8217;ve had <a href="http://torontojammers.com/">Clam Jam</a>, library jam, and the ongoing <a href="http://gameprototypechallenge.com/">Game Prototype Challenge</a> led by Jason P. Kaplan, which runs almost monthly. So a lot of small games and prototypes are getting made, but how are they selling?  Are they even <em>being</em> sold?  Who knows about them, or their creators?  If you&#8217;re living outside of Toronto, how many Toronto game devs can you name?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_14/kaplan.jpg" alt="Jason P. Kaplan"></p>
<p>Here&#8217;s one:Kaptain Kaplan himself. (Photo by <a href="http://www.flickr.com/photos/brendanlynch/">Brendan Lynch</a>)
</div>
<h2>Stop Building, Start Selling</h2>
<p>i can&#8217;t remember who to credit this idea to, but recently someone suggested that instead of running game jams, Toronto should have a <em>marketing jam</em>.  The need for us to get better at business was never more clear to me than when Jason announced the release of his first indie game, <a href="http://flewthecoopgame.com/">Flew the Coop</a>, on iOS. i asked him &#8220;what&#8217;s your marketing plan?&#8221;, and he just kind of shrugged sheepishly.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_14/sheep.jpg"></p>
<p>i can haz farm puns?
</p></div>
<p>i know where he&#8217;s coming from.  The rule of thumb i&#8217;ve heard is that for every dollar you spend on game development, you need to spend a dollar on marketing.  To begin with, very few indie devs actually bother putting a dollar value to their time.  &#8220;What was your budget on that game?&#8221;  &#8220;Nothing!  It was all sweat equity!&#8221;  Well, fine &#8230; but it costs you a certain amount of money to LIVE and EAT, Mr. Clever.  From there, you can find out your annual cost of living.  Factor in the number of hours you work in a week, on average, and you can determine your hourly rate.  Multiply that by the number of hours you sunk into your game, and that&#8217;s the game&#8217;s budget.</p>
<p>Let&#8217;s say your game took $5000 to make.  That&#8217;s $5k in sweat equity &#8211; &#8220;free&#8221; money &#8211; because you didn&#8217;t actually have to produce cold hard cash for development.  But if the marketing rule of thumb is to be believed, you now have to cook up five thousand real, actual dollars to market the game &#8230; Facebook and iAds don&#8217;t accept a service barter.  Cooking up that marketing cash is often beyond the ability or appetite of small indie devs.  The result is that they release their games, hoping they will somehow <em>magically</em> catch like wildfire through word of mouth because they&#8217;re <em>so good</em>, and they&#8217;ll be the talk of the town.  If you&#8217;ve spent even an hour reading articles on the success rates of iOS developers, you&#8217;ll know that there are thousands of devs out there still waiting for their ships to come in.</p>
<h2>The Holy Grail of 3-Figure Sales</h2>
<p>The challenge, then, is to come up with marketing plans that don&#8217;t cost any money.  You&#8217;ve already seen what i&#8217;ve done to promote my game portals with <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">The World&#8217;s Most Meager Marketing Budget</a> &#8211; a miniscule $100 pot and a LOT of sweat equity.  My pal Matt Rix, the successful developer of Trainyard for the iPhone, set up a great David vs. Goliath battle when he asked the Reddit community to help him dethrone Angry Birds in the App Store.  Zero marketing money paired with a good story (and a GREAT game) rocketed him to the top of the charts.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_14/mattRix.jpg"></p>
<p>(and it doesn&#8217;t hurt that his beard is dead sexy)
</p></div>
<p>i took a look at Jason&#8217;s <b>Flew the Coop</b> and thought &#8220;if this was my game, how would i market it with zero dollars?&#8221;  The game is a Canabalt clone that pits you as a baby chicken running away from a farm, bouncing on the backs of animals and avoiding the inappropriate grasping of farmers.  The first thing that came to mind is the involvement PETA had with <b>Super Meat Boy</b>, where they created a parody game called <a href="http://features.peta.org/super-meat-boy-parody/"><b>Super Tofu Boy</b></a>.  So i tweeted PETA about Flew the Coop:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_06_14/tweet.jpg"></p>
<p>i don&#8217;t think they noticed.
</p></div>
<h2>Make a Suggestion, Win a Free Game!</h2>
<p>So!  Maybe i&#8217;m not the free marketing master i thought i was.  Or maybe i&#8217;m just not trying hard enough because it&#8217;s not my game.  But have a <b>promo code for a FREE COPY OF FLEW THE COOP</b> for the reader who can cook up the best free marketing idea for the game by next Wednesday June 22 2011.</p>
<p>Can you really market a game with no money?  Or are those who have done it just incredibly, incredibly lucky?  Post your best idea in the comments section below, and let&#8217;s see what Jason can do for Flew the Coop on a &#8230; ahem &#8230; wing and a prayer.</p>
<h2>Further Reading:</h2>
<ul>
<li><a href="http://www.celsiusgs.com/blog/?p=229">Indie Gamedevs: You’re (Probably) Doing it Wrong</a>
</ul>
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		<title>Heads</title>
		<link>http://www.untoldentertainment.com/blog/2011/06/11/heads/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/06/11/heads/#comments</comments>
		<pubDate>Sun, 12 Jun 2011 00:29:20 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[Playbook]]></category>
		<category><![CDATA[UGAGS]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3770</guid>
		<description><![CDATA[Our entry for TOJam 5 (the Toronto independent game jam) was Heads. The jam theme was &#8220;missing&#8221;. Heads is about a fellow who wakes up one morning missing &#8230; well, his head. The first puzzle in the game sees you constructing a makeshift head before you can leave the house. From there, we introduce a [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/heads/featured.jpg" alt="Heads by Untold Entertainment" /></div>
<div class="invisible"><img src="http://www.untoldentertainment.com/games/heads/thumb.jpg" alt="Heads by Untold Entertainment" /></div>
<p>Our entry for <a href="http://www.tojam.ca">TOJam 5</a> (the Toronto independent game jam) was <b>Heads</b>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/games/heads/screenshot.jpg" alt="Heads by Untold Entertainment">
</div>
<p>The jam theme was &#8220;missing&#8221;.  Heads is about a fellow who wakes up one morning missing &#8230; well, his <em>head</em>.  The first puzzle in the game sees you constructing a makeshift head before you can leave the house.  From there, we introduce a somewhat novel mechanic where you can switch heads with other characters to use their abilities.  The game was the second title we created with UGAGS &#8211; the Untold Graphic Adventure Game System.</p>
<h2>Worth 1000 Words</h2>
<p>Heads was one of the games on Untold&#8217;s &#8220;Games to Build&#8221; wiki.  The intended scope was much larger than what we ended up with, but the advantage of creating Heads at a weekend game jam is that we <em>finished</em> it and got the idea out to the world.  The innovation we attempted with Heads came directly out of the first UGAGS game we created, <a href="http://www.untoldentertainment.com/blog/2010/10/31/jinx-3-escape-from-area-fitty-two/">Jinx 3: Escape from Area Fitty-Two</a>.  Jinx 3 had a LOT of character dialogue and was very wordy.  Heads was a reaction to that; we tried to create a game with absolutely no character dialogue whatsoever.</p>
<p>The resulting challenge was that everything we needed to communicate to the player required a new animation.  The unique Heads style required us to draw every frame 3 or 4 times to achieve a Squigglevision-style effect.  This all added up to a very time-consuming process that tested the limits of what we were able to pull off in a single weekend.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/games/heads/thoughtBubble.jpg" alt="Heads by Untold Entertainment"></p>
<p>Most goals and challenges are communicated to the player by shrugging and thought bubbles.
</p></div>
<h2>Acclaim for Heads</h2>
<p>Heads won &#8220;Best Use of Theme&#8221; at the public TOJam Arcade exhibition.  It was featured in the <a href="http://www.untoldentertainment.com/blog/2010/09/25/ocad-start-show-marks-latest-bandwagon-bid-to-co-opt-games/">START</a> video game show at the Ontario College of Art and Design.  You can play Heads for free on the <a href="http://appworld.blackberry.com/webstore/content/38777?lang=en">Blackberry Playbook</a>.  </p>
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		<item>
		<title>i Touched Ron Gilbert</title>
		<link>http://www.untoldentertainment.com/blog/2011/06/07/i-touched-ron-gilbert/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/06/07/i-touched-ron-gilbert/#comments</comments>
		<pubDate>Tue, 07 Jun 2011 22:16:52 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3754</guid>
		<description><![CDATA[You wouldn&#8217;t know it, but this is a story about ponycorns, and how something really amazing happened. One Life, No Continues One of the best things about being a game developer (aside from having a job that&#8217;s ALL FUN ALL THE TIME, with NO HARD WORK INVOLVED WHATSOEVER), is that all of my heroes are [...]]]></description>
			<content:encoded><![CDATA[<p>You wouldn&#8217;t know it, but this is a story about ponycorns, and how something really amazing happened.</p>
<h2>One Life, No Continues</h2>
<p>One of the best things about being a game developer (aside from having a job that&#8217;s ALL FUN ALL THE TIME, with NO HARD WORK INVOLVED WHATSOEVER), is that all of my heroes are still alive.  If you&#8217;re a mathematics fan, most of the biggest names in your movement have been pushing up daisies for centuries; if you&#8217;re into philosophy, your guys have been gone for millennia.  (But what <em>is</em> death, really?) </p>
<p>We&#8217;ve lost a few folks: there&#8217;s <a href="http://en.wikipedia.org/wiki/Gary_Gygax">Gary Gygax</a> (but i was never a big D&#038;D player), and <a href="http://en.wikipedia.org/wiki/Danielle_Bunten_Berry">Dan Bunten</a> (but again, i could never figure out how to play my friend&#8217;s cracked C64 copy of M.U.L.E. without an instruction manual).  Whenever i mention this, my 1337 gaming friends bring up a Japanese designer whose name escapes me &#8230; i only really follow Miyamoto, who&#8217;s still alive and kicking, with that almost unnerving Peter Pan grin.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/miyamoto.jpg" alt="Shigeru Miyamoto"></p>
<p>He believes in fairies.
</p></div>
<h2>Da-Doo Ron Ron</h2>
<p>One of my favourite developers is Ron Gilbert, who created <b>Maniac Mansion</b> and <b>The Secret of Monkey Island</b> (as well as <b>The Secret of Monkey Island 2: LeChuck&#8217;s Revenge</b>, which happens to be my favourite game of all time).  He went on to develop a number of kids&#8217; games with Humongous Entertainment.  That makes us both kids&#8217; games designers, so i feel there&#8217;s a certain affinity there.  He worked on the first Penny Arcade game and designed <b>DeathSpank</b> with Hothead Games.  After leaving Hothead, he eventually fell back in with Tim Schafer, a former LucasArts intern who worked with Ron on the Monkey Island games.</p>
<p>Back at Game Developers&#8217; Conference 2011 a few months ago, i shamelessly geeked out when Ron delivered his Maniac Mansion postmortem, and he agreed to pose for a picture:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/ryanHensonCreightonAndRonGilbert.jpg" alt="Ron Gilbert and Ryan Henson Creighton"></p>
<p>i would have been satisfied just touching the hem of his garment.
</p></div>
<p>What&#8217;s more, he even deigned to sign my two original Amiga 500 Monkey Island game boxes from the games i <em>actually played</em> as a kid in the early 90&#8242;s.  They&#8217;re hanging on my office wall right now:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/boxes.jpg" alt="Monkey Island Game Boxes in the Untold Entertainment offices"></p>
</div>
<p>&#8230; opposite the gigantic plaque-mounted Monkey Island posters:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/posters.jpg" alt="Monkey Island posters in the Untold Entertainment offices"></p>
</div>
<h2>It Began, Fittingly, With Piracy</h2>
<p>What&#8217;s the big deal about Gilbert&#8217;s games?  As i explained to him, here&#8217;s how it went down: </p>
<p>i didn&#8217;t have my own computer growing up in the 80&#8242;s because we were cash-strapped, and at that time home computers were toys of the idle rich. In one of the few times when i saw him, my father bought me an Atari 2600 for my birthday a few years after the crash, when 2600 shovelware was filling the bins at $1/cartridge (it&#8217;s actually not far off the situation in the App Store, actually. History repeats itself.)</p>
<p>i got a lot of play time in at The Twins&#8217; house &#8230; that&#8217;s where i&#8217;d go to fill in the gap between the end of the school day, and the end of my mom&#8217;s work day. The Twins had a C64 and a massive treasure trove of over 400 pirated games.  i used to love flipping through those big plastic floppies, reading the cryptic names written to the disk labels in the handwriting of multitudes of mysterious people, using a variety of pens.</p>
<p><b>Me:</b> What&#8217;s &#8216;Whirlinerds&#8217;?</p>
<p><b>Twin #1:</b> (from the other room, where they were playing with G.I. Joes) Oh &#8211; it&#8217;s this game where you&#8217;re a guy with a propeller on his head. It&#8217;s really hard.</p>
<p>(flip flip flip flip)</p>
<p><b>Me:</b> What&#8217;s &#8216;Transformers&#8217;?</p>
<p><b>Twin #2:</b> Sucks.</p>
<p>(flip flip flip flip)</p>
<p><b>Me:</b> What&#8217;s &#8216;GEOS&#8217;?</p>
<p><b>Twin #2:</b> Educational.</p>
<p><b>Twin #1:</b> Sucks.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/geos.jpg" alt="GEOS"></p>
<p>Always heed the wisdom of The Twins.
</p></div>
<p>From there, it was just a quick LOAD *.*, 8 <RETURN>  (load load load) CTRL+CURSOR UP,CTRL+CURSOR UP,CTRL+CURSOR UP,CTRL+CURSOR UP, LOAD, CURSOR OVER, 8, 1 ; <RETURN>, (load load load load load) (rainbow vomit-coloured pirate screen) (glitch) (load load load load load) (title screen), and i was playing a game!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/c64.jpg" alt="C64 boot screen"></p>
<p>(Did i mention how much i hate the command line &#8230; ?)
</p></div>
<p>Twitch games were okay (Whirlinerds <em>was</em> actually pretty difficult), but the games i really took to were the text adventure games.  There were a bunch of them in that disk tray. i didn&#8217;t get to play any of the best-in-class Infocom titles (The Twins had <b>Leather Goddesses of Phobos</b>, but we weren&#8217;t allowed to play it</b>. Here are a few games i came back to time and again:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/dallasQuest.jpg" alt="C64 Dallas Quest"></p>
<p>The Dallas Quest was based on the popular prime time soap drama Dallas.  Oh yes it was.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/windhamWizardOfOz.jpg" alt="C64 Windham Classics: The Wizard of Oz"></p>
<p>Windham Classics was a series of text adventures based on kidlit.  Even though the Wizard of Oz displayed all of the relevant parser commands in a sidebar, i still couldn&#8217;t beat it.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/windhamAliceInWonderland.jpg" alt="C64 Windham Classics: Alice in Wonderland"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/windhamBelowTheRoot.jpg" alt="C64 Windham Classics: Below the Root"></p>
<p>Some people really went gangbusters for Windhan&#8217;s Alice in Wonderland and Below the Root, but i found the graphics so low-fi that i had no idea what was going on.  (That&#8217;s an umbrella?  &#8230; Seriously?)
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/lawOfTheWest.jpg" alt="C64 Law of the West"></p>
<p>Law of the West was a game about moral choices that <em>ah hear tell</em> still influences game designers to this very day.
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/questProbeTorch.jpg" alt="C64 Questprobe: Human Torch and the Thing"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/questProbeHulk.jpg" alt="C64 Questprobe: The Incredible Hulk"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/questProbeSpiderman.jpg" alt="C64 Questprobe: Spider-Man"></p>
<p>QuestProbe was a trilogy of text adventures based on the Marvel license. The games had terrible graphics and a really primitive parser, but they were awesome cuz superheroes.
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/wizardAndPrincess.jpg" alt="C64 The Wizard and the Princess"></p>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/ulysses.jpg" alt="C64 Ulysses and the Golden Fleece"></p>
<p>In the early days of Sierra, before King&#8217;s Quest, they released a few adventures like The Wizard and the Princess, and Ulysses and the Golden Fleece.  (They&#8217;d obviously never cracked a Classics text book &#8230; Ulysses/Odysseus never touched that fleece &#8230; it was Jason.)
</p></div>
<p>The schtick was the same with all of these games:</p>
<blockquote><p>
> get shovel</p>
<p>(wait wait wait)</p>
<p><b>You pick pup the shovel.</b></p>
<p>> dig hole</p>
<p>(wait wait wait)</p>
<p>(slow-ass graphics refresh)</p>
<p><b>You dig a hole in the ground.  There is treasure here.</b></p>
<p>> get treasure</p>
<p>(wait wait wait)</p>
<p><b>I don&#8217;t understand &#8220;treasure&#8221;.</b></p>
<p>> well, sssssuper.
</p></blockquote>
<h2>Enter the Maniacs</h2>
<p>i&#8217;ll never forget the day The Twins came home from their friend&#8217;s house, breathless and sweaty, and recounted the incredible things they&#8217;d seen on another C64.</p>
<p><b>Twin #1:</b> It&#8217;s this GAME, and you get to pick like three people &#8230;</p>
<p><b>Twin #2:</b> from a list of TEN &#8230;</p>
<p><b>Twin #1:</b> Yeah, and you have to break into this mad scientist&#8217;s house and rescue your girlfriend &#8230;</p>
<p><b>Twin #2:</b> and you get chased out of the house by this nurse with a knife &#8230;</p>
<p><b>Twin #1:</b> &#8230; and later you have to call her on the phone and she teaches you how to make a dirty phone call &#8230;</p>
<p><b>Twin #2:</b> &#8230; and you have to ring the doorbell and this guy comes down to the front door while you hide in the bushes, and you have to switch to another kid and break into his bedroom &#8230;</p>
<p><b>Twin #1:</b> &#8230; and steal his hamster and put it in the microwave &#8230;</p>
<p><b>Twin #2:</b> &#8230; and it&#8217;s totally &#8230;</p>
<p><b>Both Twins Together</b> &#8230; AWESOME!!</p>
<p>It was pretty clear to me that The Twins had been enjoying some hallucinogens at their friends&#8217; place.  What they were describing wasn&#8217;t even <em>possible</em> in a video game.</p>
<p><b>Me:</b> So you &#8230; so you type out your commands, and all this stuff happens in text descriptions?</p>
<p><b>Twin #2:</b> NO!  It <em>actually happens</em> on the screen.  And it&#8217;s like &#8230;</p>
<p><b>Twin #1:</b> It&#8217;s like animated, and stuff.</p>
<p><b>Twin #2:</b> It&#8217;s like playing a MOVIE.</p>
<p></b>Me:</b> (after a long, thoughtful pause) &#8230; You guys are full of CRAP.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/maniacMansion.jpg" alt="C64 Maniac Mansion"></p>
<p>Maniac Mansion: the fever-dream of 10-year-old boys
</p></div>
<h2>Legacy of the Tentacle</h2>
<p>As it turns out, they weren&#8217;t full of crap.  It was some time later that i actually got a chance to play Maniac Mansion for myself, but since that day, i&#8217;ve been enthralled with the graphic adventure genre and the possibilities it pioneered.  Now, nearly a quarter century later, i run my own video games studio making games in the same style, using UGAGS (the Untold Graphic Adventure Game System), a tool very similar to SCUMM (Script Creation Utility for Maniac Mansion) that ran those wonderful old games.</p>
<p>We just released a game that i made with my 5-year-old daughter called <a href="http://www.ponycorns.com">Sissy&#8217;s Magical Ponycorn Adventure</a>. It&#8217;s a graphic adventure game that went viral, and eventually found its way to Ron Gilbert, who talked it up on Twitter:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_06/ronGilbertTweetsAboutPonycorns.jpg" alt="Ron Gilbert tweets about Sissy's Magical Ponycorn Adventure"></p>
<p>Shit just got real.
</p></div>
<p>Friends &#8230; <em>dear readers</em>, you have to understand &#8230; i&#8217;ve never cried tears of joy in my LIFE &#8211; not even on the day that Cassie herself was <em>born</em> &#8211; but when i saw that tweet by Ron, my living game dev hero, my face leaked.  If <a href="http://www.untoldentertainment.com/blog/2011/05/31/ponycorns-come-to-kindergarten/">Cassie&#8217;s ponycorns day in kindergarten</a> was the best moment for her in all of this, Ron&#8217;s shout-out has been the absolute highlight for me.</p>
<p>i wasn&#8217;t the only one at Ron Gilbert&#8217;s GDC Maniac Mansion postmortem to credit him with my career in the games industry.  He heard the same story numerous times that day, and whenever someone would tell him &#8220;you&#8217;re the reason i got into the video games industry!&#8221; his response was always the same: &#8220;i&#8217;m sorry.&#8221;   Don&#8217;t be sorry, Ron.  It&#8217;s largely because of you that i&#8217;m here to begin with, making the things i make, and striving for the things i strive for.</p>
<p>i touched Ron Gilbert, and he touched me.  </p>
<p>i mean, i don&#8217;t want to kiss the guy on the mouth or anything.  i just wanted to say thanks.</p>
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		<title>Ponycorns Come to Kindergarten</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/31/ponycorns-come-to-kindergarten/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/31/ponycorns-come-to-kindergarten/#comments</comments>
		<pubDate>Wed, 01 Jun 2011 03:41:22 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Awesomazing]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[ponycorns]]></category>
		<category><![CDATA[Preschool]]></category>
		<category><![CDATA[Video Games]]></category>

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		<description><![CDATA[If you&#8217;ve been following the ponycorns saga, you know that i made a game with my 5-year-old daughter Cassandra at a weekend game jam, and it went viral. This isn&#8217;t the story of its unexpected success &#8230; i&#8217;ll save that story for another time. It&#8217;s still unfolding. This is the story of how my highest [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;ve been following the <a href="http://www.untoldentertainment.com/blog/2011/05/24/sissys-magical-ponycorn-adventure/">ponycorns saga</a>, you know that i made a game with my 5-year-old daughter Cassandra at a weekend game jam, and it went viral.  This isn&#8217;t the story of its unexpected success &#8230; i&#8217;ll save that story for another time. It&#8217;s still unfolding.  This is the story of how my highest hope for Cassie (for the time being, anyway) came true.</p>
<h2>Visualization FTW</h2>
<p>Have you ever imagined how a scene in your life would play out, and when you reached that moment, everything went exactly as you envisioned it, as if you and everyone around you were following a script?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_31/dogCostume.jpg" alt="Dog Costume"/></p>
<p>Actually when i pictured it, it was more of an octopus ..
</p></div>
<p>When i originally had the idea to work on a <a href="http://www.tojam.ca">TOJam</a> game with my daughter, i knew the ultimate pay-off would be the day she walked into her kindergarten class with our Blackberry Playbook, and showed the game off to the other kids.  Short of &#8220;Daddy and i built a jetpack&#8221;, it&#8217;s probably one of the coolest show n&#8217; tell sessions ever. </p>
<p>In the days after TOJam and all the fun Cassie and i had there, she would excitedly tell her classmates about the experience.  True to form, her fellow five-year-olds actually started mocking her, saying &#8220;TOJam isn&#8217;t REAL.  You&#8217;re making it up!&#8221;  They even doubted the existence of &#8220;The Boss&#8221;, TOJam co-founder Jim McGinley, who took on a Santa Claus-like mystique following the jam.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_31/jimMcGinley.jpg" alt="Jim McGinley"/></p>
<p>He does have a magical twinkle, doesn&#8217;t he? (photo by <a href="http://www.paulhillier.com/">Paul Hillier</a>)
</div>
<h2>Eat THIS, Five-Year-Olds</h2>
<p>All this doubt floating around at school, and Cassie&#8217;s Snuffleupagesque insistence that it really did happen, paved the way for a truly magical show n&#8217; tell session today in her kindergarten class.  There we were, just as i&#8217;d pictured it, showing the Playbook version to a formerly disbelieving group of kids as they sat, spellbound, on the storytime carpet.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_31/ponycorns_classroom1.jpg" alt="Ponycorns at Kindergarten"/></p>
<p>Cassie&#8217;s finest hour.
</p></div>
<p>Wit a grown-up telling the class all about it, there was no way the little TOJam-deniers could object.  We told them all about how you get to stay up way past your bedtime there &#8211; even overnight &#8211; and that lots of people brought pillows and slept on the <em>floor</em>.  We told them about the kitchen full of candy, where you could grab as much as you wanted and still go back for more.  Cassie regaled them with the tale of how she ate two and a half bagels, and they made her fart, so i told her to stand in the designated &#8220;farting corner&#8221; to keep our work area bearable. (This is a story she gleefully repeated this evening when we were interviewed by <a href="http://bit.ly/kwdQ05">BulletProof Radio</a>.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_31/ponycorns_classroom2.jpg" alt="Ponycorns at Kindergarten"/></p>
<p>&#8220;What did you learn in school today?&#8221;  &#8220;Ponycorns friggin&#8217; RULE!&#8221;
</p></div>
<p>The kids watched, transfixed, as Cassie showed them how to collect the first two ponycorns. We left it on a cliffhanger, but i wrote a little note that will go into each student&#8217;s Wednesday envelope that tells their parents how they can access the game to play the rest of it with their children.  i also wrote that if the parents were interested in making games with <em>their</em> children, they could check out the fabulous <a href="http://scratch.mit.edu/">Scratch</a>.</p>
<h2>Games for Change</h2>
<p>To wrap it up, we did a &#8220;question&#8221; period. The questions were &#8220;Um, Cassie, i like the green ponycorn,&#8221; and &#8220;i like the colour purple that you used in your rainbows.&#8221;  Then Cassie showed the children the plush ponycorns that her mom made for her, and we gave each of the students a little ponycorn button.</p>
<p>i really, truly hope that this will spark a desire in the kids and their parents to get more involved in technology, an area which is tragically stagnant in elementary-level education due to the age of the teachers and a lack of funding. This is the same school where i&#8217;m working with the principal to offer Scratch instruction to the grade three class, which may yet become a lunchtime program that all of the students can enjoy.</p>
<p>The ponycorn revolution is turning out to be more than just the story of a little girl making a game &#8230; i&#8217;d like it to be the story of kids, everywhere, using technology to create &#8211; not just to consume.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_31/ponycorns.jpg" alt="Cassie and her Ponycorns"/></p>
</div>
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		<title>5-Year-Old Girl Makes Video Game</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/24/sissys-magical-ponycorn-adventure/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/24/sissys-magical-ponycorn-adventure/#comments</comments>
		<pubDate>Tue, 24 May 2011 14:00:14 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[TOJam]]></category>
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		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3729</guid>
		<description><![CDATA[As planned, i took my five-year-old daughter Cassie to TOJam, the three-day Toronto independent game jam, to make a game with me. And here it is: Play Sissy&#8217;s Magical Ponycorn Adventure Cassie drew all the pictures, wrote all the titles, and recorded the voice of the main character. She also came up with the NPCs [...]]]></description>
			<content:encoded><![CDATA[<p>As <a href="http://www.untoldentertainment.com/blog/2011/04/29/the-tiniest-tojammer/">planned</a>, i took my five-year-old daughter Cassie to <a href="http://www.tojam.ca">TOJam</a>, the three-day Toronto independent game jam, to make a game with me. And here it is:</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/sissy_title.jpg" alt="Sissy's Magical Ponycorn Adventure"></a></p>
<p>Play <a href="http://www.untoldentertainment.com/games/sissy/">Sissy&#8217;s Magical Ponycorn Adventure</a>
</div>
<p>Cassie drew all the pictures, wrote all the titles, and recorded the voice of the main character.  She also came up with the NPCs (including Mr. Turtle, the Mean Tiger, and the villainous Lemon), and designed some of the puzzles (including the one where you <b>[SPOILER ALERT]</b> have to read a sign to justify your need for a coconut to throw at the Lemon).</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieAndDaddy.jpg" alt="Cassie and Daddy"></a></p>
<p>Cassie and Ryan [photo by <a href="http://www.flickr.com/photos/brendanlynch/tags/tojam6">Brendan Lynch</a>]
</div>
<h2>Send Cassie to College?</h2>
<p>i used Mochimedia&#8217;s ad service to inject ads into the game, which is fitting, because Mochi was a TOJam sponsor this year.  i threw ads in there with the hope that the game might drum up a little bit of cash, which i will put toward the education fund that Cassie&#8217;s grandma started for her.  Wouldn&#8217;t it be cool if Cassie&#8217;s game paid for college?  (Sadly, it won&#8217;t happen.  See the <a href="http://www.untoldentertainment.com/blog/feature-articles/pimp-my-game/">Pimp My Game</a> series for more reasons why.)  For kicks, i added a PayPal Donate button beneath the game.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieChopsticks.jpg" alt="Cassie tries ot eat with chopsticks"></a></p>
<p>With your help, maybe we can send her to get some etiquette training? [Photo by <a href="http://road-rage-bunny.livejournal.com/127136.html">Paul Hillier</a>]
</div>
<h2>Alert Child Services</h2>
<p>Dragging your kid to a weekend-long game jam, eh?  Before you call Children&#8217;s Aid on me, please understand that i didn&#8217;t actually keep Cassie captive at TOJam all weekend long.  She came in with me at 9:30 Saturday morning, and was the most excited i&#8217;ve ever seen her.  We&#8217;d been preparing her for MONTHS so that she&#8217;d be emotionally ready for TOJam.  After the organizers expressed concern that my rotten kid would be running around the place pestering people and making noise (an entirely likely scenario, if you&#8217;re familiar with my insane children and my lousy parenting style), i spent every evening coaching Cassie.</p>
<blockquote><p><b>Me:</b> Remember, you&#8217;re the first little girl who&#8217;s ever made a game at TOJam.  And everyone&#8217;s worried you&#8217;re going to run around screaming and making noise and wrecking things.</p>
<p><b>Cassie:</b> (shocked face)  No i won&#8217;t!</p>
<p><b>Me:</b> *i* know you won&#8217;t. (totally lying here &#8211; i was as nervous about it as anyone)  But you have to prove to everyone that little girls can make video games too.  If you&#8217;re very well behaved, then next year if another little girl wants to come and make a game, the TOJam people will say &#8220;the little girl who made a game last year was SO wonderful, we&#8217;d LOVE to see more little girls making games.&#8221;</p>
<p><b>Cassie:</b>  i&#8217;ll <em>be have</em>. i will!</p></blockquote>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/cassieBeHave.jpg" alt="Cassie bes have"></a></p>
<p>Cassandra, &#8220;being have&#8221; [Photo by <a href="http://road-rage-bunny.livejournal.com/127136.html">Paul Hillier</a>]
</div>
<h2>Yes, Cassandra, There Is a Game Jam</h2>
<p>The morning of TOJam was like Christmas for her.  i&#8217;m not kidding.  In the days leading up to the event, she told everyone she knew that she was going to TOJam.  Naturally, they had no idea what she was talking about, but the strangers in the elevator and in the grocery store smiled and nodded politely all the same.</p>
<p>By the end of the day on Saturday, Cassie had spent 10 hours at TOJam, and was <em>begging</em> me to let her stay overnight.  She had put in about 6 hours of actual colouring work, and sunk at least another hour into voice acting later that evening at home, where it was quieter.  i tucked her into bed and returned to TOJam late Saturday evening, and then pulled an all-nighter scanning her crayon drawings and integrating them with the game logic using UGAGS (the Untold Graphic Adventure Game System).</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/daddyWorking.jpg" alt="Daddy working"></a></p>
<p>[Photo by <a href="http://road-rage-bunny.livejournal.com/127136.html">Paul Hillier</a>]
</div>
<h2>Family Jam</h2>
<p>Sunday morning after church, the whole family joined me at TOJam with a bunch of instruments in tow.  My wife Cheryl and the two little girls sat together on the carpet down a quiet hallway.  Cassie grabbed the harmonica, i took the drum, Cheryl took the ukulele, and little Isabel used the thumb harp and the Happy Apple.  We recorded some music tracks together.  The one that made it into the game intro is just Cassie and Izzy playing together.  It was really nice to have everyone involved like that.  Here&#8217;s the family track that didn&#8217;t quite make the cut:</p>
<p>[display_podcast]</p>
<p>Sunday evening, the family regrouped at TOJam.  The game, while still unfinished, was set up in a hallway where Cassie excitedly ran up to any interested passers-by, snatched the mouse out of their hands, and said &#8220;I MADE THIS!  LEMMIE SHOW YOU HOW TO PLAY!&#8221;  </p>
<p>i think it was a really valuable life lesson for Cassie to see that all her hard work and effort went into making a product that brought smiles to the faces of her players. The next step is to brave the hairy Playbook process to get it on the device so that Cassie can bring it to school for Show &#038; Tell.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/games/sissy/"><img src="http://www.untoldentertainment.com/blog/img/2011_05_23/family.jpg" alt="Creighton family"></a></p>
<p>[Photo by <a href="http://road-rage-bunny.livejournal.com/127136.html">Paul Hillier</a>]
</div>
<h2>Correcting History</h2>
<p>i really hope you enjoy <b>Sissy&#8217;s Magical Ponycorn Adventure</b>. In all of this, our goal as parents is to give our kids the kind of childhood we would KILL to have had.  i can&#8217;t imagine how different my life would have been if i had made a real working video game with my father at age 5.  In fact, i can&#8217;t imagine how different my life would have been if he hadn&#8217;t left when i was eight months old.</p>
<p>But no matter. Some day, the ponycorns will get him.</p>
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		<title>Dear RIM Blackberry Playbook People: Please Put that Shit on a Button</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/19/dear-rim-blackberry-playbook-people-please-put-that-shit-on-a-button/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/19/dear-rim-blackberry-playbook-people-please-put-that-shit-on-a-button/#comments</comments>
		<pubDate>Thu, 19 May 2011 18:40:58 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[AIR]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[AS3 Helper Class]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Playbook]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3722</guid>
		<description><![CDATA[Dear RIM Blackberry Playbook People, Thank you for sending me a Playbook. i like it very much. i didn&#8217;t very much like the steps involved to put my work on the device, though. It was the most needlessly complicated thing i&#8217;ve had to do in all my life. i&#8217;d like to see the Playbook succeed, [...]]]></description>
			<content:encoded><![CDATA[<p>Dear RIM Blackberry Playbook People,</p>
<p>Thank you for sending me a Playbook.  i like it very much.  i didn&#8217;t very much like the steps involved to put my work on the device, though. It was the most needlessly complicated thing i&#8217;ve had to do in all my life. i&#8217;d like to see the Playbook succeed, but you need to put more effort into helping your developers succeed first.  </p>
<p>Here are a few of the issues i ran into while porting my game <a href="https://appworld.blackberry.com/webstore/content/reviews/38777?lang=en">Heads</a> to your platform:</p>
<ol>
<li>i had to download Many Things, and sign up for Many Accounts. Each Thing and each Account came with 15 pages of legalese with an &#8220;I Agree&#8221; button at the bottom.  <em>I Agree</em> &#8230; that this stinks.
<li>One of the Many Things i had to download was Adobe AIR 2.5.  i followed the link on your site to Adobe AIR <em>2.6</em>, which i downloaded instead.  When i tried to follow your workflow, i was told that only AIR 2.5 would work, so i had to cast about the Internatz to find the 2.5 download, which wasn&#8217;t made immediately and obviously available on the Adobe site.  If i&#8217;m creating something for your platform, everything i do should ideally be immediate and obvious.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/clickHere.jpg" alt="Click here">
</div>
<li>i downloaded VMWare and your VMWare Playbook profile so that i could run a virtual Playbook.  But the emulator stalled at the startup screen for a very long time.  i checked message boards, and found two possible solutions:
<ol>
<li>Leave it overnight.
<li>Alternatingly restart your computer or VMWare multiple times (some reports said &#8220;six or seven&#8221;) until it works.
</ol>
<p>i opted to restart VMWare and my computer multiple times until it worked.  This was very frustrating.  i&#8217;m not the only one who experienced this problem, as evidenced by this web comic by my Twitter pal @<a href="http://twitter.com/#!/iqandreas">IQAndreas</a>:</p>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic1.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic2.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic3.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic0.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<div class="displayed">
<p><a href="http://iqandreas.blogspot.com/2011/03/developing-for-playbook-chapter-3.html"><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/comic4.png" alt="Developing for the Playbook: Chapter 3"></a>
</div>
<li>In order to deploy my game to the virtual Playbook, i had to know its IP.  To get that, i had to swipe the &#8220;development&#8221; option into the &#8220;on&#8221; position and punch in my password.  i had to use the software keyboard to punch in my password, because my computer keyboard didn&#8217;t work.  And worse than that, it took about 4-5 tries swiping the slider and punching in my password before the Developer hammer icon would appear on the home screen &#8230; for whatever reason, that slider kept undoing itself.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_19/slider.jpg" alt="Playbook Development Slider"></p>
<p>Somebody call Jerry O&#8217;Connell, cuz this slider be busted.
</p></div>
<li>When it came time to bundle my files together in a .bar file, i was dismayed to find that since i don&#8217;t use Flash Builder (but, rather, FlashDevelop), i would need to use the command line to continue.  i hate the command line. HAATE it.  i know that eggheads love it, and that you employ Many Eggheads at RIM, but you have to understand that even though the command line is useful and powerful and 1337 and everything, i absolutely can&#8217;t be arsed with it.  Like, not at all.  So knock it off.
<p>Here is what i had to type into the command line in order to bundle my project into a .bar file:</p>
<blockquote><p>C:\dev\BlackBerryTabletSDK\blackberry-tablet-sdk-0.9.3\bin\blackberry-airpackager -package MyGame.bar -installApp -launchApp MyGame-app.xml blackberry-tablet.xml MyGame.swf blackberry-tablet-icon.png -device 192.168.58.128 -password 123456</p></blockquote>
<p>This is not a fun thing to have to type.  Know what i want to do?  Click a button.  Can you make it so that i just click a button?  Buttons good, typing bad.  It may not be 1337, but it also doesn&#8217;t eat up my entire afternoon.</p>
<li>i am currently rocking three Blackberry accounts: one to develop my game, one to sell my game, and one to talk about my game on your forums.  This is Too Many Accounts.  Know how many there should be? One.  Know why?  Because it&#8217;s easier.  Know what&#8217;s not easy?  You.
<li>When i signed my application, i had to download a file that you sent to me two days after i emailed you and asked you for it.  That&#8217;s Too Many Days.  That&#8217;s because you also took two or three days to approve my vendor account.  Why not do this in one step instead of two?  Clearly, a vendor is always going to need the application signing file.  See how you don&#8217;t make things easy, when you potentially could?
<li>Then i had to use the <em>command line</em> (which, as we&#8217;ve already established, is <em>bad</em>) to create a file that i could send to you so that my computer could sign files.  At least i think that&#8217;s what i was doing. Here&#8217;s what the command looked like:<br />
<blockquote><p>blackberry-signer -csksetup -cskpass DesiredCSKPassword</p></blockquote>
<p>Then i had to use the <em>command line</em> (bad. BAD!) to send you my .csj file <em>to receive permission to sign my other file</em>.  i think.  i&#8217;m not quite sure what was going on, because it was tough to interpret the command, which looked like this:</p>
<blockquote><p>blackberry-signer -register -csjpin PinEnteredWhileRequestingCSJ -cskpass PasswordEnteredWhileGeneratingCSK client-RDK-XXXXXXXXXX.csj</p></blockquote>
<p>Next, i had to create a .p12 certificate using this command:</p>
<blockquote><p>
blackberry-keytool -genkeypair -keystore DesiredCertificateName.p12 -storepass NewPassword -dname &#8220;cn=MyCompanyName&#8221; -alias author</p></blockquote>
<p>Then i had to get you to sign the file using this command:</p>
<blockquote><p>blackberry-signer -verbose -cskpass CSKPassword -keystore CertificateName.p12 -storepass StorePassword BarFileNameForRIMToSign.bar RDK</p></blockquote>
<p>Then i had to sign the file myself using this command:</p>
<blockquote><p>blackberry-signer -keystore CertificateName.p12 -storepass StorePassword RimSignedBarFile.bar author</p></blockquote>
<li>When i finally went to upload my file, in the web form you asked me for an <em>additional</em> icon in some bizarre size (243&#215;717 or something like that).  i went away and produced that icon, and by the time i returned, the web form had timed out.  Know what would be easier?  A checklist!<br />
<blockquote><p><b>YOU WILL NEED:</b></p>
<ul>
<li>A swf
<li>An xml file called whatever.xml &#8211; download it HERE!
<li>A thumbnail icon &#8211; download a template HERE!
<li>A second icon &#8211; download a template HERE!
<li>A brief description of your application &#8211; max X words
<li>A long-form description of your application &#8211; max Y words
</ul>
<p>And HERE&#8217;S an image of how all this stuff looks when it&#8217;s in the Blackberry App World!  We&#8217;ve LABELLED everything for you, so you know where the descriptions and icons appear and how they&#8217;ll look to the user.</p></blockquote>
<p>Really, though &#8211; how long does that kind of thing take to set up?  An afternoon?  Why does this not exist yet?</p>
<li>To add insult to injury, my game was initially rejected because it did not contain the icon.png.  i figured i must have forgotten to include the .png filename when i created the .bar file, so i went through all of those horrible steps <em>again</em>.  For a second time, my game was rejected.  Same reason.
<p>Know what the problem was?  i hadn&#8217;t added this to the xml file:</p>

<div class="wp_syntax"><div class="code"><pre class="xml" style="font-family:monospace;"><span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;icon<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>
    <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;image<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>whatever.png<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/image<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>
<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/icon<span style="color: #000000; font-weight: bold;">&gt;</span></span></span></pre></div></div>

<p>N&#8217;awesome.
</ol>
<p>i didn&#8217;t enjoy doing this, and i don&#8217;t want to have to do it ever again.  Know what i want?  i want a big blank <em>area</em> where i can drag and drop my file, with a huge shiny juicy button that says &#8220;GO BITCH GO&#8221; which, when i click it, <em>does all the bullshit i just described above</em>.  Please get your eggheads on that.  </p>
<p>In addition to all of the brilliant software and hardware engineers you employ, you simply need to hire more <em>people</em> to evaluate this process.  An egghead will tell you that using the command line is cool and awesome and that everyone loves doing it.  A <em>person</em> will tell you the actual truth: using the command line blows, and you need to put that shit on a button.  </p>
<p>Please let me know if and when you plan to put that shit on a button, and i&#8217;ll gladly continue developing for your device, because it&#8217;s pretty cool.</p>
<p>Sincerely,</p>
<p>Ryan Henson Creighton</p>
<p>President, Untold Entertainment Inc.</p>
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		<title>The Most Useless Generation</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/18/the-most-useless-generation/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/18/the-most-useless-generation/#comments</comments>
		<pubDate>Wed, 18 May 2011 21:59:32 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3712</guid>
		<description><![CDATA[Tom Brokaw calls the folks who survived the Great Depression and went on to fight in Word War II &#8220;the Greatest Generation&#8221;. That&#8217;s fine &#8211; i&#8217;ll give them that. When they make movies based on the Greatest Generation, we get Saving Private Ryan. When they make movies based on my generation, we get Dude, Where&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>Tom Brokaw calls the folks who survived the Great Depression and went on to fight in Word War II &#8220;the Greatest Generation&#8221;.  That&#8217;s fine &#8211; i&#8217;ll give them that.  When they make movies based on the Greatest Generation, we get <strong>Saving Private Ryan</strong>.  When they make movies based on my generation, we get <strong>Dude, Where&#8217;s My Car?</strong></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_12/dude.jpg" alt="Dude, Where's My Car?"></p>
<p>Once more into the breach, dear bro &#8230;
</p></div>
<p>Following the Greatest Generation, we had the Baby Boomers, and then Generation X (which is lazy naming), followed by my people, Generation Y (which is even lazier). i have a feeling we&#8217;ll eventually take to renaming Generation Y &#8220;the Internet Generation&#8221; if we haven&#8217;t already.  </p>
<h2>Rare Sandwich Filling</h2>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_12/graph.jpg" alt="Generational Technological Competence"></p>
<p>It&#8217;s scienticious!
</p></div>
<p>The interesting thing i&#8217;ve noticed about the Internet Generation is that it&#8217;s sandwiched between two generations of people who are completely crap at using technology and computers: the kids who are now 45-50, who went to high school in the 80&#8242;s, and <em>their</em> kids, who are currently in &#8211; or graduating from &#8211; college and University.  The difference between the kids of the 80&#8242;s and their kids is that while the parents arguably didn&#8217;t <em>need</em> to know how to use computers effectively in the workplace while they were being hired, their kids absolutely do.  But since the parents weren&#8217;t immersed in the Internet and computers, they raised their kids to be similarly disconnected.  The result is a generation of kids who absolutely <em>do</em> need to know how to use computers and the Internet, but <em>don&#8217;t</em>.  i dub them the Most Useless Generation.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_12/ohNo.jpg" alt="Oh no you di'int"></p>
<p>Oh yes i did &#8230;
</p></div>
<h2>Simple Pleasures</h2>
<p>i can honestly say that one of the biggest thrills, one of the most memorable times in my life, was when i sat down at my friend&#8217;s computer while he launched mIRC, an Internet Relay Chat client.  These were the early days of home Internet usage &#8230; the 14.4 dial-up days.  My friend, a year older than me, had convinced his parents to get access because he wanted to use the Internet at home.  Universities across Canada were providing Internet access to their students, <em>right in their own dorm rooms</em>.</p>
<p>Until then, the only real access high school students could get was on ONE machine in the school library, IF their school was progressive.  And that computer was treated like a rare and precious angel fart &#8211; you had to book it in advance, and the whole time you used it, you&#8217;d have the head librarian breathing down your neck making sure you didn&#8217;t &#8220;hack NASA&#8221; or whatever.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_12/broderick.jpg" alt="War Games"></p>
<p>Damn you and your far-fetched legacy, Broderick.
</p></div>
<p>But here in my friend&#8217;s room, and in Universities across the country (it was one agonizingly long year until i&#8217;d get my chance), we had unfettered, gloriously unsupervised access to the Internet.  The thrill &#8211; the <em>unbridled thrill</em> of chatting to <em>complete strangers</em> in a text-only chat channel was a magical moment i&#8217;ll honestly never forget as long as i live.  i&#8217;m not being cynical here: it absolutely blew my mind.</p>
<h2>Denerdification</h2>
<p>All through grade school, only the nerdiest kids learned to use computers because it was a niche interest that effectively turned you into a social outcast.  But in high school, with the advent of the Internatz, <em>everyone</em> learned how to use computers &#8211; often under their own initiative &#8211; because computers became <em>that damned interesting</em>.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_12/gore.jpg" alt="Al Gore Internet"></p>
</div>
<p>Flash forward to today, when i discover while <a href="http://www.untoldentertainment.com/blog/2010/02/24/poll-who-deserves-an-insta-fail/">teaching group of college students</a> that they don&#8217;t know how zip a file and send it as an attachment in an email.  This is <em>email</em> we&#8217;re talking about &#8211; the Internet&#8217;s killer app &#8211; and it was causing anxiety attacks in students enrolled in a <em>computer art program</em>.</p>
<p>This is the generation of kids who were horror-stricken that i&#8217;d been teaching Sunday School using Wikipedia as a research guide.  Their teachers have long told them that Wikipedia is absolutely unreliable, and they&#8217;re not to use it.  This is the generation that can&#8217;t Google worth a fat damn.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_12/googleFu.jpg" alt="Google-fu"></p>
<p>Your Google-Fu is weak.  Now we fight.  Heeya.
</p></div>
<p>This is also the generation, incidentally, that doesn&#8217;t offer the courtesy of a phone call or an email when they don&#8217;t come into work.  This comes from both personal experience and from anecdotal word-of-mouth, as i&#8217;ve heard that many employers are frustrated with The Most Useless Generation.  Instead of giving notice, they just don&#8217;t show up.  If they don&#8217;t want to do something because they don&#8217;t find it fun or interesting or engaging, they don&#8217;t do it.  i once had an intern quit on me by phone call, with zero notice, and i suspect it&#8217;s because he wasn&#8217;t having any luck with the CSS task i&#8217;d given him. Based on all i&#8217;ve been hearing, i&#8217;m frankly surprised i received a phone call at all.</p>
<h2>Let&#8217;s Get Out of Here</h2>
<p>i&#8217;m not sure how to solve this problem, or even if we need to?  Maybe we just have to put up with a generation of unemployable kids, until the next generation can put us back on track?   Perhaps we can wage a special, separate World War III and draft everyone between the ages of 15 and 25 to fight it?  But there&#8217;s a good chance they&#8217;ll find war either too difficult or too uninteresting, and will lay down their guns so they can butcher the English language in undecipherable text messages to each other.</p>
<p>Or maybe we should just build a spaceship to <em>somewhere else</em>?  Everyone is freely invited to board it and get off this rock.  We&#8217;ll send the invite by email.</p>
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		<title>Hide Your Daughters: ActiveTuts+ Interviews Ryan Henson Creighton</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/11/hide-your-daughters-activetuts-interviews-ryan-henson-creighton/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/11/hide-your-daughters-activetuts-interviews-ryan-henson-creighton/#comments</comments>
		<pubDate>Wed, 11 May 2011 14:56:31 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3709</guid>
		<description><![CDATA[Activetuts+, a site packed with tutorials, articles and tips (MUCH LIKE MY OWN), recently posted an interview with me. In it, you&#8217;ll learn all about Adobe&#8217;s negligent parenting practices, why Unity 3D Game Development By Example is the greatest book since this one, and how to properly pay a prostitute. Interview With Untold Entertainment’s Ryan [...]]]></description>
			<content:encoded><![CDATA[<p>Activetuts+, a site packed with tutorials, articles and tips (<a href="http://www.untoldentertainment.com/blog/flash-and-actionscript-911/">MUCH LIKE MY OWN</a>), recently posted an interview with me.  In it, you&#8217;ll learn all about Adobe&#8217;s negligent parenting practices, why <a href="http://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/book?mid=2709105s93kf&#038;utm_source=untoldentertainment.com&#038;utm_medium=affiliate&#038;utm_content=authorsite&#038;utm_campaign=mdb_004881" alt="Unity 3D Game Development by Example - A Beginner's Guide by Ryan Henson Creighton">Unity 3D Game Development By Example</a> is the greatest book since this one, and how to properly pay a prostitute.</p>
<ul>
<li><a href="http://active.tutsplus.com/articles/interviews/interview-with-untold-entertainments-ryan-henson-creighton/">Interview With Untold Entertainment’s Ryan Henson Creighton </a>
</ul>
<p>A few things to point out:</p>
<ol>
<li>The site used <a href="http://brendanlynch.com/">Brendan Lynch&#8217;s</a> pic of me from TOJam 5 without crediting him.  Since Lynch is prone to fits of terrible rage, i felt i should give him credit, rather than to wait for him to pay me an unpleasant Godfather-style visit.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_11/ryan.jpg" alt="Ryan"></p>
<p>Photo by the blessed and powerful Brendan Lynch, peace be upon him
</p></div>
<li>All other photos used in the interview were stolen from Google Image Search by <em>me</em> without credit.  He who sends the angriest email will shoot to the top of my todo list for adding attribution.
<li>i&#8217;ve landed in a bit of hot water with <a href="http://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/book?mid=2709105s93kf&#038;utm_source=untoldentertainment.com&#038;utm_medium=affiliate&#038;utm_content=authorsite&#038;utm_campaign=mdb_004881" alt="Unity 3D Game Development by Example - A Beginner's Guide by Ryan Henson Creighton">Unity 3D Game Development by Example</a>, ever since a high school teacher demanded the publisher remove the &#8220;obscene&#8221; material from it to make it appropriate for high school students.  Now the publisher has turned around and scoured my contract for a legal excuse to sue.  You can read all about that torrid saga here:
</ol>
<ul>
<li><a href="http://packtexplorer.posterous.com/is-unity3d-by-example-beginners-guide-by-unto">High School Teacher Moves to Ban Unity Book from High Schools</a>
</ul>
<p>So if you&#8217;d like a copy of my book before it ceases to be, or before all references to nipples n&#8217; dicks are replaced with ponies and rainbows, pick up a copy before it&#8217;s too late!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_11/bulldog.jpg" alt="Bulldog"></p>
<p>Isn&#8217;t &#8220;Nipples n&#8217; Dicks&#8221; the name of that dog food brand?
</p></div>
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		<title>Cooking With Flash: Drawing Complex Images using Tweened Animation</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/09/cooking-with-flash-drawing-complex-images-using-tweened-animation/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/09/cooking-with-flash-drawing-complex-images-using-tweened-animation/#comments</comments>
		<pubDate>Mon, 09 May 2011 14:41:38 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Cooking With Flash]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3651</guid>
		<description><![CDATA[Drawing repeating elements in Flash can be a real asspain. This tutorial will teach you a valuable trick with the timeline to help you draw things like starbursts, buzzsaws, clock faces, and repeating elements along a path. Check out this vector graphic of a sun. Sure, you can individually copy and rotate all those flames [...]]]></description>
			<content:encoded><![CDATA[<p>Drawing repeating elements in Flash can be a real asspain.  This tutorial will teach you a valuable trick with the timeline to help you draw things like starbursts, buzzsaws, clock faces, and repeating elements along a path.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/sun.jpg" alt="sun">
</div>
<p>Check out this vector graphic of a sun.  Sure, you can individually copy and rotate all those flames and then meticulously hand-position them,  but life&#8217;s too short and you’ve got too much other awesome stuff to do. There&#8217;s a faster, easier way!</p>
<h2>Step 1: Draw your graphics</h2>
<p>To begin, I&#8217;ve just drawn a circle and a little flame graphic. I filled them both with a gradient so they look less junky.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/flameAndCircle.jpg" alt="sun">
</div>
<h2>Step 2: Symbolize your graphics</h2>
<p>Select the circle and press F8, or click Modify > Convert to Symbol.  Enter a name for your symbol – anything you like – and make sure the Registration point is in the center.  Press OK when you’re finished.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/convertToSymbol.jpg" alt="sun">
</div>
<h2>Step 3: Create an Empty Movie Clip</h2>
<p>Press CTRL+F8 or click Insert > New Symbol &#8230; to create an empty Movie Clip.  Again, call it whatever you like and click OK.  Then click the Scene 1 tab to jump back out to the main timeline.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/emptySymbol.jpg" alt="sun">
</div>
<p>Press CTRL + L or click Window > Library to bring up the Library.  Click and drag the empty Movie Clip you just created and drag it to the Stage.  The empty Movie Clip looks like a white dot. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/whiteDot.jpg" alt="sun">
</div>
<h2>Step 4: Align the two Movie Clips</h2>
<p>Press CTRL + K or click Window > Align in the menus to bring up the Align panel.  Click and drag to range-select both Movie Clips at once.  Click the “Align horizontal center” and “Align vertical center” buttons (highlighted in red in the image) to align the center points of the two clips.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/align.jpg" alt="sun">
</div>
<h2>Step 5: Cut and paste the repeated element into the empty Movie Clip.</h2>
<p>Select the artwork for the repeated element and press CTRL+X or Edit > Cut in the menus to delete it and copy it to memory in the clipboard.</p>
<p>Now, double-click the empty Movie Clip (the white dot) to edit it. If you accidentally double-click the circle, click the Scene 1 button to jump back out to the main timeline and try again.  Alternately, you can double-click the empty clip from the library to edit it. </p>
<p>Finally, press CTRL+V or Edit > Paste to paste the repeated element artwork from the clipboard into the empty Movie Clip.  Position the artwork where you’d like it to appear; in the case of our sun graphic, we’ll move the little flame to the edge of the circle.  Click the Scene 1 button to jump back out to the main timeline when you’re ready.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/pasteRepeated.jpg" alt="sun">
</div>
<h2>Step 6: Prep the timeline.</h2>
<p>Select the repeated element (in this case, the flame Movie Clip) and press CTRL+X or Edit > Cut to delete it and copy it to the clipboard.  </p>
<p>Click the New Layer button at the bottom left of the Timeline window.  Click on the first frame of the newly-added layer, and press CTRL+SHIFT+V to paste the repeated element in exactly the same place. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/pasteInPlace.jpg" alt="sun">
</div>
<h2>Step 7: Spin the clip.</h2>
<p>Click on frame 30 of the main timeline in the newly-added layer.  Press F6 or click Insert > Timeline > Keyframe to drop a new Keyframe there.  You’ll see a black dot on frame 30.</p>
<p>Click on Frame 1 of the new layer.  Right-click and select Create Classic Tween.  An arrow with a blue background appears to indicate that Flash will interpolate the position, rotation, scale and color effects of this Movie Clip across the frame range. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/classicTween.jpg" alt="sun">
</div>
<p>Open the Properties panel (Windows > Properties or CTRL+F3).  Select the repeated element Movie Clip.  The context-sensitive Properties panel updates to show Movie Clip properties.</p>
<p>Under the Tweening heading, choose CW (clockwise) from the Rotate: dropdown.  (You may need to click the little triangle to expand the Tweening section).  This makes the repeated element rotate around its registration point for the duration of the animation span.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/clockwise.jpg" alt="sun">
</div>
</h2>
<p>Step 8: Adjust the animation with Onion-Skinning.</h2>
<p>Click the Onion Skin button at the bottom of the Timeline window to turn on Onion Skinning.  Click and drag the grey animation range gizmo at the top of the Timeline window to stretch across the entire animation range. </p>
<p>Now you can clearly see how your repeated element is distributed around its registration point.  If the distribution is too sparse, click the pink rectangular Playhead at the top of the Timeline window and hold down the F5 key (or repeatedly click Insert > Timeline > Frame if you’re a sucker) until the distribution is to your likely.  If the distribution is too dense, press SHIFT+F5 to delete frames until it looks good.  If you’re deleting frames, make sure you either lock the lower layer, or move away from Frame 1, or else you’ll delete the lower layer artwork!</p>
<p>The following images show how differing frame range lengths can affect the distribution of your repeated elements:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/skin1.jpg" alt="sun">
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/skin2.jpg" alt="sun">
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/skin3.jpg" alt="sun">
</div>
<h2>Step 9: Turn the interpolated frames into symbol instances.</h2>
<p>Right now, those repeated elements may look exactly the way you want them, but they’re not “real”.  What you’re seeing is just the motion trail of a single Movie Clip instance as it revolves through its animation.<br />
To turn these phantoms into actual symbol instances, click and drag to select the entire range of animated frames, and press F6 to convert them all to keyframes.  Now, each frame contains an actual “physical” instance of the Movie Clip.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/physical.jpg" alt="sun">
</div>
<h2>Step 10: Gather the elements together on one frame.</h2>
<p>Click the Edit Multiple Frames button at the bottom of the Timeline window.  </p>
<p>Click the dot beneath the Lock column on the lower layer, to keep from messing with the graphics on the lower frame.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/lock.jpg" alt="sun">
</div>
<p>Press CTRL+A to select all of the (unlocked) repeated elements. The Edit Multiple Frames mode enables you to select all of the instances across the frame range.</p>
<p>Press CTRL+X or Edit > Cut to delete all of the repeated elements and copy them to the clipboard.<br />
Uncheck the Edit Multiple Frames button.  Click on the first frame, and press CTRL+SHIFT+V to paste the repeated elements in place.  </p>
<h2>Step 11: Tidy up.</h2>
<p>Click and drag to select the animation range from frame 2 to the last frame.  Press CTRL+F6 to delete all of the empty, blue animated keyframes. Press SHIFT+F5 to delete the frames so that your timeline is back to a single frame.</p>
<p>Click and drag the top layer below the bottom layer to swap their z-depth order.  This put the repeated elements behind the circle.  Looks pretty good!  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/sun.jpg" alt="sun">
</div>
<p>This trick works for more than just straight lathe effects.  You can animate a MovieClip along a path and add scale effects to it before F6-ing the whole affair.  Check out the tail scales on this super-realistic dinosaur:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/dinosaur.jpg" alt="sun">
</div>
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		<title>Actually, Bill Nye is Kind of a Dick</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/08/actually-bill-nye-is-kind-of-a-dick/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/08/actually-bill-nye-is-kind-of-a-dick/#comments</comments>
		<pubDate>Sun, 08 May 2011 20:22:44 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Christianity]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3695</guid>
		<description><![CDATA[Allow me to stray a little from my usual spate of game development posts and zombie videos to briefly comment on the Bill Nye incident in Waco. While he was giving a series of lectures, [Nye] brought up Genesis 1:16, which reads: &#8220;God made two great lights — the greater light to govern the day [...]]]></description>
			<content:encoded><![CDATA[<p>Allow me to stray a little from my usual spate of game development posts and zombie videos to briefly comment on the <a href="http://www.underpaidgenius.com/post/5268222466">Bill Nye incident in Waco</a>.</p>
<p>While he was giving a series of lectures, </p>
<blockquote><p>
[Nye] brought up Genesis 1:16, which reads: &#8220;God made two great lights — the greater light to govern the day and the lesser light to govern the night. He also made the stars.&#8221;</p>
<p>The lesser light, he pointed out, is not a light at all, but only a reflector.</p>
<p>At this point, several people in the audience stormed out in fury. One woman yelled &#8220;We believe in God!&#8221; and left with three children.</p></blockquote>
<p>The way in which this story was reported, and the way folks in my social sphere are having a gleeful field day with it, rubs me the wrong way. Here&#8217;s why.</p>
<h2>Intolerants</h2>
<p>Very recently, game designer <a href="http://www.lostgarden.com">Dan Cook</a> asked his Twitter game dev followers if they were &#8220;religious&#8221;.  He was presumably looking for a correlation between game design and godlessness.  i offered up my list of &#8220;religious&#8221; (read: Christian) game devs (a number i can count on one hand), but i also made sure to mention that there&#8217;s a rampant anti-religious (read: anti-Christian) vibe out there among the people in my social sphere &#8211; namely, game devs and tech types.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/vishnu.jpg" alt="Vishnu"></p>
<p>Ask yourself why you&#8217;ll never hear a game dev say &#8220;sweet VISHNU riding on a bicycle&#8221;.
</p></div>
<p>Over the years, we develop shorthand when referring to or thinking about groups and types of people, because we can&#8217;t be arsed to do proper research or to practice empathy.  This is how stereotypes work, and they&#8217;re quite useful.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/shark.jpg" alt="shark"></p>
<p>Sharks are godless killing machines. Well &#8211; maybe not ALL sharks, but the stereotype keeps from being eaten.
</p></div>
<p>What do we know about Waco and its people?  Well, first and foremost, Waco is only a few letters off from the arbitrary English word &#8220;wacko&#8221;, meaning &#8220;crazy&#8221;, so logically, Waco&#8217;s residents must all be nuts.  That&#8217;s the easy part.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/garry.jpg" alt="Gary"></p>
<p>By the same token, residents of Gary Indiana must go through a LOT of razors.
</p></div>
<p>We also know that Waco is home to religious zealotry.  A few years back, there was a religious cult in Waco led by David Koresh. The FBI surrounded his compound, which was eventually burned to the ground under mysterious circumstances, and everyone inside the place died.</p>
<p>Now we&#8217;ll delve a little deeper to pull in <em>everything we know</em> about Waco&#8217;s people in order to properly judge them.  First, Waco is in Texas.  Texas is full of Christians, because George Bush. Christians don&#8217;t believe in science, because it contradicts the Bible.  Since science is the exclusive domain of smart, educated people, we can deduce from this that Christians are stupid.  And they&#8217;re warhawks.  And they don&#8217;t like gays.  They&#8217;re a pretty detestable lot, so it&#8217;s pretty great that we get to make fun of them.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/graham.jpg" alt="Billy Graham"></p>
<p>That Graham &#8230; is CRACKERS.
</p></div>
<h2>A Working Model for Ridicule</h2>
<p>So!  We have a city packed with stupid Christians, in a town known for its religious zealotry, attending a Bill Nye lecture.  Put it all together, and we get the following read on the story:</p>
<p>Science hero Bill Nye, in the proud tradition of Copernicus and Galileo, descended upon Christian backwater Waco, Texas, to enlighten the locals about a scientific fact that contradicts their creation myth.  In response, the attendees decried his assertions as witchcraft, rejected his blaspheming, re-affirmed their love for their invisible and scientifically unproven deity, and stormed out of the venue, <em>kids in tow.</em></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/mother.jpg" alt="Mother with her three children"></p>
<p>Screw you guys &#8211; we&#8217;re going home.
</p></div>
<p>The &#8220;kids in tow&#8221; bit is important.  It&#8217;s conspicuously mentioned in the article.  We don&#8217;t get the demographic breakdown of the other dissenters, but we <em>do</em> know that one woman led her three children away.  This is mentioned because it&#8217;s important to know that Christians reject the findings of science, and that they pass that ignorance on to their children.  (And who has children these days, anyway?  Pfft.  <em>Breeders.</em>)</p>
<h2>Let There Be Reflection</h2>
<p>Just as a side note, i&#8217;ll defend the Genesis verse for kicks. Does it matter if a something described as a &#8220;light&#8221; is self-illuminating?  If you were trapped in a dark place, and you said &#8220;Hey Bill &#8211; can you shine a light on this keyhole so i can jimmy the lock?&#8221;, and Bill &#8211; for lack of a light &#8211; ingenuously angled a mirror to bounce a beam across the room to the dark keyhole, would you say &#8220;Dammit Bill, i said shine a LIGHT -not &#8216;reflect a beam of light&#8217;?&#8221;</p>
<p>Let&#8217;s edit the verse so that it&#8217;s needlessly specific:</p>
<blockquote><p>God made two great lights — the greater light to govern the day and the lesser <em>reflector</em> to govern the night.</p></blockquote>
<p>There.  Does God exist now?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/diagram.gif" alt="Molecular Diagrams"></p>
<p>I&#8217;d believe in God if the Bible had more molecular diagrams.
</p></div>
<h2>A Different Read</h2>
<p>Christians are so stupid that, when faced scientific fact that humankind has long held to be true, they reject reality and cling to ancient superstition. Then they pass that stubborn idiocy on to their offspring. We&#8217;ve figured this all out thanks to the magic of stereotypes, and our own <em>actual</em>ignorance.</p>
<p>Here&#8217;s another way to read this incident, from someone who <em>is</em> a practicing Christian:</p>
<p>Bill Nye is a massive cock.  He&#8217;s a very bright guy and an experienced speaker &#8211; you don&#8217;t land your own teevee show otherwise (Glenn Beck notwithstanding).  One of the first rules of public speaking is &#8220;know your audience&#8221;.  Nye knew full well that, being in Texas, there was a high probability that he&#8217;d be speaking to at least a few Christians that day.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/texas.jpg" alt="Downtown Dallas"></p>
<p>In Texas, you can&#8217;t throw a rock without hitting one of them.  (And you shouldn&#8217;t cast that first rock unless ye are without sin)
</p></div>
<p>Nye also knew that some aspects of science are at odds with, and at times appear to completely contradict, scripture.  He knew that there is an ongoing tension between the realms of faith and science.  He was aware that this is a touchy subject.</p>
<p>Yet, despite knowing all of this, Bill Nye had an axe to grind with Bible-believing Christians.  Instead of simply stating the fact that the moon reflects the sun&#8217;s light, he deliberately put that fact at odds with a verse in the scriptural account of creation <em>in order to stir up shit</em>.  There&#8217;s no other reason why he decided to frame that fact in that particular way.  i haven&#8217;t heard this piece of his presentation in context, but it&#8217;s clear that he wasn&#8217;t innocently invoking the Judeo-Christian creation myth with an absent-minded frivolity, <em>as scientists often do</em> (??)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/dawkins.jpg" alt="Richard Dawkins"></p>
<p>You know how Richard Dawkins quotes Ecclesiastes every once in a while?
</p></div>
<p>No, Bill Nye intended to provoke.  And he got what he wanted: the devout, practicing Christians in the room booed him.  It&#8217;s important to realize here that they weren&#8217;t booing <em>science</em>. They weren&#8217;t necessarily rejecting the evidence that the moon is not self-illuminating. They were rejecting the callous approach of a speaker who unnecessarily invoked the debate between science and faith in a known hotbed for Christian adherents. </p>
<p>You don&#8217;t book a speaking tour in wine country, take the podium in front of hundreds of vineyard owners and wine enthusiasts, and start off by saying &#8220;You know what i hate?  <em>Grapes.</em>&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/speaker.jpg" alt="Speaker"></p>
<p>Fermentation breeds foolishness. Amirite?
</p></div>
<h2>Taking a Stand</h2>
<p>When an industry pal of mine gleefully retweeted this story, i gave him this more fair-minded read on it.  He said fine and dandy, but was it really an appropriate response to boo the speaker and storm out of the auditorium?  If you&#8217;ve ever believed in something as strongly as Christians believe in (and love) their fantasy God, then you&#8217;ll understand that, yes &#8211; it <em>is</em> entirely appropriate to stand up for your beliefs when one among you launches an attack on those beliefs.  In other words, if someone is being a dick, it&#8217;s alright to call him out on it.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_08/beakman.jpg" alt="Beakman"></p>
<p>Mexicans are taking our jobs?  Don&#8217;t be such a douche, Beakman.
</p></div>
<p>Of course, Christians aren&#8217;t the only people who believe in this creation story.  The concept of an omnipotent god speaking the sun, moon and stars into being is shared by Christians, Jews and Muslims.  But no one would dare attack Jewish people for their religious conviction, because many of them were killed in the holocaust, and any criticism of Jews is seen as insensitive.  And you&#8217;d better not ridicule Muslims, because they&#8217;ll burn your embassy down and put bombs on your airplanes.  This is the easy shorthand we&#8217;ve developed when dealing with those two groups.</p>
<p>But Christians?  They&#8217;re a safe, easy target.  They&#8217;re ignorant, backwards-thinking, and simple-minded.  More importantly, they&#8217;re powerless to stop you from saying whatever you damn well please about them. They love God, &#8220;hate fags&#8221;, and despite the likes of noble Bill Nye trying in vain to re-educate them, they think the moon is self-illuminating because the Bible tells them so.</p>
<p>Ah.  Thank God for stereotypes.</p>
<p>&#8230;</p>
<p>Oops.  Did i say &#8220;thank <em>God</em>&#8220;?  i&#8217;m such an idiot.</p>
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		<title>You Got Serve</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/05/you-got-serve/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/05/you-got-serve/#comments</comments>
		<pubDate>Fri, 06 May 2011 02:17:32 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3692</guid>
		<description><![CDATA[Attention everyone: the saying is &#8220;first come, first served&#8221;, NOT &#8220;first come, first serve&#8220;. This &#8230; not this. i&#8217;m ready to declare holy Jihad on anyone who botches it. Being a Christian, i&#8217;m not really sure how holy Jihad works, but if it means you get to harm people who annoy you, then yes. That. [...]]]></description>
			<content:encoded><![CDATA[<p>Attention everyone: the saying is &#8220;first come, first served&#8221;, NOT &#8220;first come, first <em>serve</em>&#8220;.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_05/served.jpg" alt="Are You Being Served?"></p>
<p>This &#8230;
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_05_05/serve.jpg" alt="Are You Being Serve?"></p>
<p>not this.
</p></div>
<p>i&#8217;m ready to declare holy Jihad on anyone who botches it.  Being a Christian, i&#8217;m not really sure how holy Jihad works, but if it means you get to harm people who annoy you, then yes.  That.</p>
<p>Further Reading:</p>
<ul>
<li><a href="http://www.untoldentertainment.com/blog/2010/05/25/5-words-you-probably-misspell/">5 Words You Probably Misspell</a>
<li><a href="http://www.untoldentertainment.com/blog/2008/11/27/words-we-have-invented/">Words We Have Invented</a>
</ul>
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		<title>Pimp My Portal Part 10: Return to Jersey</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/05/pimp-my-portal-part-10-return-to-jersey/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/05/pimp-my-portal-part-10-return-to-jersey/#comments</comments>
		<pubDate>Thu, 05 May 2011 14:41:28 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Bizarre]]></category>
		<category><![CDATA[Pimp My Portal]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3615</guid>
		<description><![CDATA[This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month. For other articles in the series, visit the Pimp My Portal special feature page. •*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*• My last experience with a Fiverr seller from New Jersey [...]]]></description>
			<content:encoded><![CDATA[<p>This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month.  For other articles in the series, visit the <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a> special feature page.</p>
<p><center><br />
•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•<br />
</center></p>
<p>My last experience with a Fiverr seller from New Jersey had him supposedly driving the ZombieGameWorld.com logo around on his car for a week.  i spotted another seller on Fiverr who vowed to shoot a &#8220;Jersey Shore-style testimonial&#8221;.  i took a look at his sample video, and was impressed with his confidence, glasses, and hilarious accent:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/f-e5EX2qO8w" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>i decided to buy this guy&#8217;s gig, which meant i&#8217;d have to write a ZGW-style script for him. i didn&#8217;t know much about Jersey Shore, except that it was a) popular with the kids and b) deplorable.  i took a quick spin around YouTube and, after watching a few highlights, felt i had the show pretty much figured out. </p>
<p>Here&#8217;s the script i sent to the seller:</p>
<blockquote><p>What&#8217;s up, everyone &#8230; it&#8217;s The Happenstance comin&#8217; at you with a comPLAINT, for real. The zombie apocalypse is cramping my style. This shit&#8217;s gotta get SOLVED.</p>
<p>So i&#8217;m at the club, straight-up guido, you know &#8211; killin&#8217; it &#8211; dancin&#8217; all up on these two girls like them bitches like it, and the living dead come busting ass through the dance floor cuz some asshole forgot to barricade the back door. I was about to get with these bitches, and then these zombies tear their heads off and start eating their livers out of their bodies.</p>
<p>ZOMBIES BE UP IN MY SHIT, and I&#8217;m SICK of it. Go get a shovel, ima go get my hair gel, and we&#8217;re gonna kick these motherfuckin zombies in the TEETH, if they got any.</p>
<p>For real. We&#8217;re gonna kill it. Literally.</p></blockquote>
<p>i can&#8217;t tell you how badly i wanted to hear this guy say &#8220;zombies be up in my shit&#8221;.  Many Fiverr sellers will clarify in their gig description whether or not they&#8217;ll perform a script with profanity in it.  This guy stayed mum, so i figured it was alright.  What he delivered to me was not only profanity-free, but stripped of every single Jersey Shore nod i&#8217;d written into the script:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/HKOrytKIeM0" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<h2>A Buyer Scorned</h2>
<p>i asked the seller if he could do a re-shoot, because he was way off the script.  i explained that profanity, the hair gel gag and the guido thing were all bits i&#8217;d gleaned from watching Jersey Shore clips.  &#8220;The Happenstance&#8221; was a spoof of the Jersey Shore character &#8220;The Situation&#8221;.  i said if the profanity or anything in the script bothered him, i&#8217;d gladly work with him to do a mutually acceptable re-write.</p>
<p>As with many other Fiverrers, i didn&#8217;t get a response. Once these guys get their five dollars (four dollars after Fiverr takes their cut), there&#8217;s no incentive to respond to a buyer.  Best to just wait out the twelve days beyond which a buyer&#8217;s customer service complaint will be ignored.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part10-jersey/otter.jpg" alt="I can't hear you otter">
</div>
<p>If you&#8217;re planning on working with people on Fiverr, my best tip is this: if the seller doesn&#8217;t deliver the goods to your satisfaction, request a redo.  Give the seller a maximum of <em>three days</em> to respond, and then hit up customer service.  The whole process favours Fiverr and the seller (except for the fact that it&#8217;s a measly five dollars). You need to get your claws out to keep from being bilked out of your money &#8211; even small amounts of it.</p>
<h2>Blood from a Stone</h2>
<p>Continuing along on this trend of milking the most value i possibly can out of these videos, i gave this one a long think.  i decided that if it was truly a Jersey Shore-style video, it needed Jersey Shore-style profanity &#8211; otherwise, what&#8217;s the point?   Was it a funny or entertaining video as-is?  Not really.</p>
<p>So taking a tip from Jimmy Kimmel, i jazzed the clip up with a little unnecessary censorship:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/GRgbemTbXos" frameborder="0" allowfullscreen></iframe></p>
<p><em>NOW he&#8217;s killin&#8217; it.</em><br />
</center></p>
<h2>Down to Shiggity</h2>
<p>My return to Jersey dented <b>The World&#8217;s Most Meager Marketing Budget</b> to the tune of another five bucks.  Here&#8217;s the shopping list as it stands:</p>
<p>Original investment: $100</p>
<p>Spent:</p>
<p>    * <a href="http://www.youtube.com/watch?v=yklY6RoT3bU">ZombieGameWorld tagline voiceover</a> – $5<br />
    * <a href="http://www.youtube.com/watch?v=exIXhvV8Fik">Show Us Yer Bewbz!</a> &#8211; $5<br />
    * <a href="http://www.youtube.com/watch?v=YVe1hqo5U5A">Zombie Funk</a> &#8211; $5<br />
    * <a href="http://www.untoldentertainment.com/blog/2011/04/18/pimp-my-portal-part-8-baby-you-can-drive-my-car/">Advertising on Some Dude&#8217;s Car</a> &#8211; $5<br />
    * <a href="http://www.untoldentertainment.com/blog/2011/04/26/pimp-my-portal-part-9-kick-it-in-the-nards/">Zombie Self-Defense: American Version</a> &#8211; $5<br />
    * <a href="http://www.untoldentertainment.com/blog/2011/04/26/pimp-my-portal-part-9-kick-it-in-the-nards/">Zombie Self-Defense: Russian Version</a> &#8211; $5<br />
    * Zombies Attack the Jersey Shore &#8211; $5</p>
<p>Remaining: $65</p>
<h2>Spielbergin&#8217; It Up</h2>
<p>With my Fiverr video experiment, i expected to be able to post the clips as-is with no need to doctor them.  Things changed dramatically when i found i had to add animation and sound effects to make the movies halfway watchable.  The next Fiverrer i contacted told me she could shoot in front of a green screen.  Without considering how much work i was about to create for myself, i said &#8220;sure!&#8221;  The resulting video is in the next post. </p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/pimp-my-portal/"><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/pimpMyPortalSeries.jpg" alt="Pimp My Portal"></a>
</div>
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		<title>Cooking With Flash: Animating a Bouncing Ball</title>
		<link>http://www.untoldentertainment.com/blog/2011/05/03/cooking-with-flash-animating-a-bouncing-ball/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/05/03/cooking-with-flash-animating-a-bouncing-ball/#comments</comments>
		<pubDate>Tue, 03 May 2011 15:53:39 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3634</guid>
		<description><![CDATA[Animating a bouncing ball is one of the first things you learn in a classical animation program. These days, many programs teach video game development, including art asset prep, concept art, 3d modelling, etc etc, but they gloss over (or don&#8217;t even bother teaching) some very basic concepts than any creator should know. Here&#8217;s how [...]]]></description>
			<content:encoded><![CDATA[<p>Animating a bouncing ball is one of the first things you learn in a classical animation program.  These days, many programs teach video game development, including art asset prep, concept art, 3d modelling, etc etc, but they gloss over (or don&#8217;t even bother teaching) some very basic concepts than any creator should know.</p>
<p>
<object width="300" height="200">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/ball-good.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="300" height="200" src="http://www.untoldentertainment.com/blog/img/2011_04_20/ball-good.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>Here&#8217;s how to animate a bouncing ball convincingly using Flash CS5 (though these steps will work in most &#8211; if not all -iterations of the Flash software).</p>
<h2>Step 1: Create the Ball</h2>
<ol>
<li>In the tool palette, click and hold the mouse button on the &#8220;stroke&#8221; swatch.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/strokeSwatch.jpg" alt="stroke swatch">
</div>
<li>Select the strike-through swatch. Our ball art won&#8217;t have a stroke.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/strikeThrough.jpg" alt="strikethrough">
</div>
<li>Optionally, click and hold the mouse button on the &#8220;fill&#8221; swatch and choose a colour for your ball.  i went with classic cherry red (#0xCC0000).
<li>Again in the tool palette, Select the Oval tool. If you can&#8217;t see it, press and hold on the Rectangle tool &#8211; the Oval tool is hiding in a fly-out. You could also press the &#8220;O&#8221; key on your keyboard.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/ovalTool.jpg" alt="Flash oval tool">
</div>
<li>Click and drag the mouse to draw a circle on the screen. Hold the SHIFT key to constrain the circle&#8217;s proportions so that you don&#8217;t end up with an oblong ellipse.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/drawOval.jpg" alt="draw oval in Flash">
</div>
<li>Click the selection (black arrow) tool. You use this one a lot, so why not learn the keyboard shortcut?  It&#8217;s &#8220;V&#8221;.  (Pointy, like an arrow.  Get it?)
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/blackArrow.jpg" alt="Flash selection tool">
</div>
<li>Either double-click the raw circle artwork, or range select it (drag a selection box around the artwork).  It goes &#8220;fuzzy&#8221;.  (And it wouldn&#8217;t be an Untold Entertainment tutorial without some mention of fuzzy balls.)
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/fuzzyBall.jpg" alt="fuzzy ball">
</div>
<li>With the artwork selected, choose Modify>Convert to Symbol in the menu, or press the F8 key.
<li>In the resulting pop-up, type &#8220;Ball&#8221; as the MovieClip&#8217;s name.
<li>Choose the bottom-middle for the registration point.  <em>This is key to animating a bouncing ball properly!</em>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/convertToSymbol.jpg" alt="Convert to symbol">
</div>
</ol>
<p>On or around the Flash MX release, the Flash engineers added a feature where a MovieClip can have its registration point in a certain place (ours is at the bottom of the ball), but there&#8217;s a second point &#8211; an <em>anchor point</em> &#8211; that can move around according to the needs of our animation.  i don&#8217;t know why the anchor point doesn&#8217;t move to the bottom of the ball when we clearly want it there.  Anyway, the last bit in this section is to move the ball&#8217;s anchor point down to the bottom middle, where its registration point is. </p>
<ol>
<li>Make sure that snapping is turned ON.  The Anchor icon in the Tool palette should be depressed (cheer up, little icon &#8211; things can only get better).  You can quickly toggle snapping with the shortcut CTRL + SHIFT + /.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/snap.jpg" alt="Flash Snap Tool">
</div>
<li>Click on the Free Transform Tool.  In addition to rotating, skewing and scaling things, this tool lets us move our anchor point around.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/freeTransform.jpg" alt="Flash Free Transform Tool">
</div>
<li>The anchor point is the white dot in the center of the ball MovieClip.  Click and drag it to the bottom-middle of the ball. Since snapping&#8217;s turned on, it should snap into place.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/snapAnchor.jpg" alt="Snap Anchor">
</div>
</ol>
<p>With the anchor point snapped to the bottom of the ball, we can properly squash and stretch it.  &#8220;Squash n&#8217; stretch&#8221; is one of the principles of animation laid out by Disney&#8217;s Twelve Old Men in the indispensible book <a href="http://www.amazon.com/gp/product/0786860707/ref=as_li_qf_sp_asin_tl?ie=UTF8&#038;tag=untoldentert-20&#038;linkCode=as2&#038;camp=217145&#038;creative=399353&#038;creativeASIN=0786860707">The ILLUSION OF LIFE: DISNEY ANIMATION</a><img src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&#038;l=as2&#038;o=1&#038;a=0786860707&#038;camp=217145&#038;creative=399349" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /><img src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&#038;l=as2&#038;o=1&#038;a=0786860707&#038;camp=217145&#038;creative=399357" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />. </p>
<div class="displayed">
<p><a href="http://www.amazon.com/gp/product/0786860707/ref=as_li_qf_sp_asin_tl?ie=UTF8&#038;tag=untoldentert-20&#038;linkCode=as2&#038;camp=217145&#038;creative=399353&#038;creativeASIN=0786860707"><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/illusionOfLife.jpg" alt="The Illusion of Life"></a><img src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&#038;l=as2&#038;o=1&#038;a=0786860707&#038;camp=217145&#038;creative=399349" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /><img src="http://www.assoc-amazon.com/e/ir?t=untoldentert-20&#038;l=as2&#038;o=1&#038;a=0786860707&#038;camp=217145&#038;creative=399357" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /></a>
</div>
<p>If you&#8217;re interested in animation, i highly recommend studying that book and the Disney principles: arc of motion, squash n&#8217; stretch, anticipation, secondary motion, follow-through &#8230; fantastic stuff!</p>
<h2>Step 2: Rough-In the Animation</h2>
<p>Thanks to the magic of computerized interpolative animation (AKA &#8220;tweening&#8221;), it&#8217;s a pretty quick job to get the ball bouncing.  Getting it bouncing <em>convincingly</em> takes a tiny bit more effort.</p>
<p>So let&#8217;s rough it in first:</p>
<ol>
<li>Click on frame 5 in the Timeline.
<li>Click Insert>Timeline>Keyframe in the menu.  If you&#8217;re going to do even a smidge of animation in Flash, you should really learn the Timeline shortcuts:
<p>    &#8211; F5: insert a blank frame<br />
    &#8211; F6: insert a keyframe<br />
    &#8211; F7: insert a blank keyframe<br />
    &#8211; SHIFT + F5: delete a blank frame<br />
    &#8211; SHIFT + F6: delete a keyframe<br />
    &#8211; SHIFT + F7: delete a blank keyframe</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/frame5.jpg" alt="Flash insert keyframe">
</div>
<p>Inserting a keyframe copies everything from the previous keyframe (the first one Flash finds travelling backwards along the timeline).  In the case of our Ball MovieClip, Flash copies the ball&#8217;s position, rotation, scale, and colour effects. This is a Good Thing.™</p>
<li>Click on frame 10 of the Timeline, and press F6 to add another keyframe.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/frame10.jpg" alt="Flash insert keyframe">
</div>
<p>Now we have three instances of the Ball, on frames 1, 5, and 10.  Frames 1 and 10 will depict the Ball in its &#8220;up&#8221; state, and frame 5 will be the &#8220;down&#8221; state.</p>
<li>Click on frame 5.
<li>Click on the Ball MovieClip, and move it down the screen.  i moved mine about 90 pixels down, and my Ball is 50 pixels in diameter.  Don&#8217;t worry about botching this step &#8211; you can easily adjust your animation later.
<li>Click on any frame in the Timeline from 1-4.
<li>Right-click and choose &#8220;Create Classic Tween&#8221; from the context menu, or choose the same option from the program menu &#8211; Insert>Classic Tween.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/createClassicTween.jpg" alt="Flash Create Classic Tween">
</div>
<p>Flash offers two different styles of interpolative animation: the new Motion Tween, for designers who want full spline control over every axis of an animation, and Classic Tween, for us old-schoolers who can&#8217;t be arsed.  (Guess which kind of developer i am?)</p>
<li>Similarly, add a Classic tween between frames 5 and 10.
</ol>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/tweens.jpg" alt="Flash Classic Tweens">
</div>
<p>The first tween we created tells Flash to figure out the in-between drawings (&#8220;tweens&#8221;) from the Ball&#8217;s &#8220;up&#8221; keyframe and its &#8220;down&#8221; keyframe.  Likewise, the second tween tells Flash to calculate the in-between drawings from the ball&#8217;s &#8220;down&#8221; keyframe to its &#8220;up&#8221; keyframe.</p>
<p>Play your animation by pressing the ENTER key on your keyboard, or better yet, click Control>Test Movie>Test in the menus, or hit CTRL+ENTER.  Your Ball should animate up and down, <em>crappily</em>.  </p>
<p>
<object width="300" height="200">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/ball-crappy.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="300" height="200" src="http://www.untoldentertainment.com/blog/img/2011_04_20/ball-crappy.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>Our Ball is <em>moving</em>, but it&#8217;s not <em>animating</em>.  The <em>Illusion of Life</em> isn&#8217;t there.  We&#8217;re going to change that.</p>
<h2>Step 3: Breath Some Life Into It</h2>
<p>The type of ball we&#8217;ve got bouncing right now is very very stiff.  It&#8217;s a cue ball or a bowling ball or a brass ball.  It isn&#8217;t a very fun ball.  It&#8217;s not soft or squishy.  It has no personality.  By adding a tiny bit of squash n&#8217; stretch, we can eke a lot more <em>verve</em> out of it.</p>
<p>The squash n&#8217; stretch principal is this: squishy, bouncy, rubbery things are more fun to watch on screen than rigid things.  You&#8217;re &#8220;allowed&#8221; to squash or stretch something as much as you like, even to extremes, as long as the body&#8217;s volume stays the same.  So if you stretch something up very tall, it has to simultaneously get very thin, or else it appears to <em>gain mass</em>, and it just won&#8217;t look right.</p>
<p>By the same token, if you flatten something by making it short, all that <em>stuff</em> has to seep out somewhere, so the shape has to simultaneously become very wide.</p>
<p>It makes sense to add a squash to the ball on the frame when it hits the ground, and maybe a slight stretch when it&#8217;s up in the air.  Let&#8217;s do it:</p>
<ol>
<li>Click on frame 5.
<li>Click on the Free Transform tool.
<li>Select the Ball MovieClip.
<li>Drag the handles around to make your ball short and squat.  Try to conserve the ball&#8217;s mass.  For every inch that you flatten it, you&#8217;ve gotta squash it by the same amount.
</ol>
<p>Now test your movie.</p>
<p>
<object width="300" height="200">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/ballEarlySquish.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="300" height="200" src="http://www.untoldentertainment.com/blog/img/2011_04_20/ballEarlySquish.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>Uh-oh &#8230; this isn&#8217;t good. Something doesn&#8217;t quite look right.  Sure, the ball squishes when it lands, but &#8230; what&#8217;s going on?</p>
<p>The reason it doesn&#8217;t play well is that Flash is interpolating the squish from frame 1, when the ball is up in the air, all the way down to frame 5, when it hits the ground.  Of course, the ball&#8217;s only going to squish when it actually makes contact with a hard surface.  </p>
<p>Pres CTRL+Z or choose the Undo options from the Edit menu to undo the last few steps, until the ball on frame 5 is unsquished, and there are no Classic Tweens in the timeline.  (If you undo too many steps, you can choose CTRL + Y or Edit>Redo to <em>undo your undo</em></p>
<h2>Step 4: Protect the Squish</h2>
<p>In order to prevent Flash from interpolating the squish all the way through the animation, we need to &#8220;protect&#8221; the squish frame.  We can do this by placing two keyframes, one on either side of frame 5.  By doing this, we ask Flash to tween only the ball&#8217;s position on the way down, and only its position on the way up.  Then, on the &#8220;protected&#8221; 5th frame, we squish the ball.</p>
<ol>
<li>Place a keyframe on frame 6.  This copies the ball in its &#8220;down&#8221; state from frame 5.
<li>Press CTRL+C on the keyboard, or Edit>Copy to copy the ball in this position.
<li>Place a new blank keyframe on frame 4.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/blankKeyframe.jpg" alt="Flash blank keyframe">
</div>
<li>Press CTRL+SHIFT+V or choose Edit>Paste in Place to paste the ball in its &#8220;down&#8221; position, exactly as it is on frames 5 and 6.
<li>Re-add the Classic Tweens leading from frames 1 and 6.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/protected.jpg" alt="Protected squish">
</div>
<li>Now that the squish frame is protected, you can go back and add the squish to the ball on frame 5.
</ol>
<p>
<object width="300" height="200">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/ballGoodSquish.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="300" height="200" src="http://www.untoldentertainment.com/blog/img/2011_04_20/ballGoodSquish.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>It&#8217;s better with the squish, but it&#8217;s not perfect.  Let&#8217;s try adding a stretch to the &#8220;up&#8221; positions.</p>
<ol>
<li>On frame 1, stretch the ball out a touch using the Free Transform tool.
<li>Since the animation loops, the first and the last frames have to match. Copy the ball from this frame.
<li>Click on the last frame, frame 10.
<li>Delete the ball from frame 10.  This breaks our Classic Tween, and we get a dotted line leading to a blank keyframe.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/brokenTween.jpg" alt="Broken tween">
</div>
<li>Press CTRL+SHIFT+V or select Edit>Past in Place to paste the stretched ball.  The Classic Tween is back to normal, now that it has something to animate towards.
</ol>
<p>
<object width="300" height="200">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/ballWithStretch.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="300" height="200" src="http://www.untoldentertainment.com/blog/img/2011_04_20/ballWithStretch.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>Okay!  Almost there!  It&#8217;s looking better with that stretch.  You may wonder why i&#8217;m not asking you to &#8220;protect&#8221; the stretch frames like we did with the squashed frame.  That&#8217;s because while the ball shouldn&#8217;t squish until it hits the floor, it actually <em>should</em> lengthen as it travels up through the air.</p>
<p>The worst thing about our animation right now is the timing.  The ball moves pretty robotically, and it has a real &#8220;computer animated&#8221; feel to it.  In order to soften this up, we&#8217;ll apply some timing to the animation.</p>
<h2>Step 5: Apply Timing</h2>
<p>To make the ball a little more phyiscally believable, we need to slow it down on the way up.  If you&#8217;ve ever seen super-slow-motion footage of someone hitting a baseball, or if you&#8217;ve studied Newtonian physics, you&#8217;ll know that the baseball actually comes to a dead stop as its energy is transferred to the bat.  The bat, in turn, applies force in the opposite direction to the ball.</p>
<p>Similarly, there&#8217;s a point at which our ball hangs in the air and stops moving, before heading back down towards the ground.  It decelerates (moves increasingly more slowly) as it reaches the apex of its bounce, and accelerates as it reverses direction and heads towards the ground.</p>
<p>We need to apply some <em>easing</em> to the ball to imitate this real-world behaviour.</p>
<p>Easing can front- or back-load a tween animation so that it&#8217;s slower or faster at the beginning or the end.</p>
<p>Here&#8217;s a picture of a tweened box animation with no easing:</p>
<p>
<object width="550" height="400">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/boxNoEasing.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="550" height="400" src="http://www.untoldentertainment.com/blog/img/2011_04_20/boxNoEasing.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>The box&#8217;s in-between frames are evenly distributed between the start and end points.</p>
<p>And here it is with &#8220;Ease In&#8221;:</p>
<p>
<object width="550" height="400">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/boxEaseIn.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="550" height="400" src="http://www.untoldentertainment.com/blog/img/2011_04_20/boxEaseIn.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>The box appears to move more slowly at the beginning of its animation, and it speeds up as it reaches the end point.  We can see this is because the box&#8217;s in-betweens are bunched together at the beginning.</p>
<p>Finally, here&#8217;s what &#8220;Ease Out&#8221; looks like:</p>
<p>
<object width="550" height="400">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/boxEaseOut.swf"></param>
<param name="quality" value="high"></param>
<param name="wmode" value="transparent"></param>
<param name="menu" value="false"></param>
<param name="bgcolor" value="#FFFFFF"></param>
<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="550" height="400" src="http://www.untoldentertainment.com/blog/img/2011_04_20/boxEaseOut.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>The box appears to slow down at the end of the animation, because its in-between frames are bunched together there.</p>
<p>So we return to our bouncing ball.  We want the tween coming out of frame 1 to Ease In, so that it accelerates towards the ground.  We want the tween coming into frame 10 to Ease Out, so that the ball slows down when it reaches the top of its bounce.</p>
<ol>
<li>Click on frame 1.
<li>In the properties panel, drag the number 0 next to the &#8220;Ease:&#8221; label all the way to the left, until it reaches -100 and the word &#8220;in&#8221; appears.  You can also single-click on the number and it becomes an input field.  Type &#8220;-100&#8243; into the field and press ENTER.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/easeIn.jpg" alt="Flash Ease In">
</div>
<li>Click on frame 6.
<li>In the properties panel, slide the Ease: to the right until it reaches 100/out, or single-click the field and type &#8220;100&#8243;, then press ENTER.
<li>For the finishing touches, i decided to slow the squish down a bit.  First i added a frame on either side of the squish:
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/finishingTouches1.jpg" alt="Animated ball in Flash finishing touches">
</div>
<li>&#8230; and then i added Classic Tweens coming into and going out of the squish.
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_20/finishingTouches2.jpg" alt="Animated ball in Flash finishing touches">
</div>
</ol>
<p>Test your movie.</p>
<p>
<object width="300" height="200">
<param name="movie" value="http://www.untoldentertainment.com/blog/img/2011_04_20/ball-good.swf"></param>
<param name="quality" value="high"></param>
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<param name="allowScriptAccess" value="always"></param>
<embed type="application/x-shockwave-flash" width="300" height="200" src="http://www.untoldentertainment.com/blog/img/2011_04_20/ball-good.swf" quality="high" bgcolor="#FFFFFF" wmode="transparent" menu="false" ></embed>
</object>
</p>
<p>The combination of easing and squash n&#8217; stretch give the ball a lot of spunk and life!  Instead of a ball that looks like it was animated by a robot, we&#8217;ve got a spunky, squishy object that&#8217;s a lot more fun to watch.</p>
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		<title>The Tiniest TOJammer</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/29/the-tiniest-tojammer/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/29/the-tiniest-tojammer/#comments</comments>
		<pubDate>Fri, 29 Apr 2011 06:04:24 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Original Games]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Toronto]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3673</guid>
		<description><![CDATA[After a tumultuous delay, the TOJam registration form is currently live! What was the hold-up? Remember that scene from Lord of the Rings, where Gandalf battles the ferocious Balrog and they wrestle each other off a cliff? Well, imagine that Gandalf is TOJam organizer Jim McGinley, the Balrog is the new database system for TOJam, [...]]]></description>
			<content:encoded><![CDATA[<p>After a tumultuous delay, the <a href="http://www.tojam.ca">TOJam</a> registration form is currently live!  What was the hold-up?  Remember that scene from Lord of the Rings, where Gandalf battles the ferocious Balrog and they wrestle each other off a cliff?  Well, imagine that Gandalf is TOJam organizer Jim McGinley, the Balrog is the new database system for TOJam, and i&#8217;m a really sexy elf.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_29/sexyElf.jpg" alt="Ryan Creighton is a sexy elf"></p>
<p>Go on: imagine it.
</p></div>
<p>Seriously, if you want to attend TOJam and you haven&#8217;t signed up yet, i don&#8217;t know why you&#8217;re over here reading this crummy blog. Space is limited.  <a href="http://www.tojam.ca">Go sign up now</a>.  Like, <em>right now</em>.  i&#8217;ll wait.</p>
<h2>Party of One</h2>
<p>This&#8217;ll be the first TOJam that i haven&#8217;t done all by my lonesome.  After creating <a href="http://www.untoldentertainment.com/blog/2007/04/26/two-by-two/">Two By Two</a>, <a href="http://www.untoldentertainment.com/blog/2008/05/12/here-be-dragons/">Here Be Dragons</a>, <a href="http://www.untoldentertainment.com/blog/2009/05/05/bloat/">Bloat.</a>, and <a href="http://appworld.blackberry.com/webstore/content/38777?lang=en">Heads</a> single-handedly, i&#8217;ve finally roped someone into spending an entire weekend with me in a room full of sweaty nerds building video games.  And better than that, she&#8217;s a <em>girl</em>.  How did i do it?</p>
<p>i&#8217;m her legal guardian.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_29/cassie.jpg" alt="Spawn of Creighton"></p>
<p>Behold my progeny!
</p></div>
<p>This year, i&#8217;m teaming up with my five-year-old daughter Cassandra to create a game called <b>Sissy&#8217;s Magical Ponycorn Adventure</b>, which is a magical adventure game featuring ponycorns.  (At this point, i usually have to stop and explain to people what a &#8220;ponycorn&#8221; is, which dismays me &#8230; a ponycorn, <em>clearly</em>, is a single-horned pony &#8211; a pony/unicorn.  A ponycorn.  You see?  Was that so difficult?)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_29/ponycorn.jpg" alt="Ponycorn"></p>
<p>Get some fekkin&#8217; imagination, you freaks.
</p></div>
<p>Cassie, who is a great little artist, will be drawing the game&#8217;s pictures in crayon, and i&#8217;ll be scanning them in and trying to shoehorn them into a sensible game experience.  Because the handicap is so high on this one, i won&#8217;t be building the whole thing from scratch.  i didn&#8217;t approach my first TOJam this way &#8230; i was determined to build Two By Two from &#8220;scratch&#8221;, starting with nothing and using Flash to build the game from the ground up.</p>
<p>Having proven that i can do it, over the years i&#8217;ve grown less and less dogmatic about TOJam.  For last year&#8217;s game, Heads, i used UGAGS (the Untold Graphic Adventure Game System), as a sort of proof that the time and money we spent building the engine wasn&#8217;t a total waste.  (It wasn&#8217;t! Heads was our very first release on the Blackberry Playbook, and we&#8217;ve gone on to use UGAGS in other projects).  When i got thinking about it, even using Flash is a bit of a cheat.  i didn&#8217;t write that software, and it does a lot of heavy graphics lifting for me.  i also didn&#8217;t build the computer, or smelt the metals used in its creation.  There&#8217;s only so much &#8220;scratch&#8221; that you can start from.</p>
<p>So this year, Cassie and i will be using the <a href="http://www.citrusengine.com">Citrus Engine</a> to make our ponycorn-themed puzzle platformer game. i&#8217;m not even starting from scratch with the Citrus Engine &#8211; i&#8217;ll be re-skinning an existing game that i completed for a client.  i&#8217;ll even be using some artwork that Cassie already drew months ago, because it&#8217;s <em>adorable</em>.  (&#8220;What&#8217;s that, honey?  An alien?  A slug?  A jelly bean?&#8221;  &#8220;No &#8211; it&#8217;s you and me and Mommy.&#8221;)   As is required for any weekend game jam, we&#8217;re keeping our ambitions reined way in; if we come out the other side of this thing with a title screen and one functional level, i&#8217;ll be happy.  </p>
<p>i&#8217;ve also got Cassie slated to do some voice acting for the game, which will toally rock. Unless someone&#8217;s planning to one-up her, Cass will be the youngest developer ever to attend and work on a game at TOJam.</p>
<p>And i&#8217;ll be the sexiest elf in the room. </p>
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		<title>Untold Entertainment Summer Internship Program 2011</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/28/untold-entertainment-summer-internship-program-2011/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/28/untold-entertainment-summer-internship-program-2011/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 18:19:23 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3669</guid>
		<description><![CDATA[Applications are now CLOSED &#8211; thanks for your interest! See below for how cool the position WOULD have been! Hey kids! Are you a post-secondary student, recent graduate, or a wretched layabout looking for an opportunity to work in a real live video games studio? Untold Entertainment, a boutique game development studio in the heart [...]]]></description>
			<content:encoded><![CDATA[<p><b>Applications are now CLOSED &#8211; thanks for your interest!  See below for how cool the position WOULD have been!</b></p>
<p>Hey kids!  Are you a post-secondary student, recent graduate, or a wretched layabout looking for an opportunity to work in a <em>real live video games studio</em>?  Untold Entertainment, a boutique game development studio in the heart of downtown Toronto, is looking for a summer intern.</p>
<p><b>Qualifications</b></p>
<p>Since we&#8217;re small, we&#8217;re not looking for a cog in a gigantic machine.  An Untold intern has to wear many hats.  If you haven&#8217;t worn that hat before, you need to be willing to try it on regardless, and wear the <em>shit</em> out of it.  If the hat doesn&#8217;t exist, you need to be resourceful enough to Google a tutorial on how to hand-craft that hat, and cast about for resources that will enable you to construct it.  </p>
<h2>Who Are You?</h2>
<p>Here&#8217;s a list of qualities that make you a perfect candidate.  They may look like vague HR nonsense, but we&#8217;re serious about them:</p>
<ul>
<li><b>Self-starter.</b> Can you begin a task with minimal teat-suckling?
<li><b>Problem solver.</b> Do you like facing an unending string of problems that you need to fix?  Are you motivated by checking things off a to-do list?
<li><b>Life-long Learner.</b> If you don&#8217;t know how to do something, is that an excuse not to do it?  Or is that an opportunity to add a new skill to your toolbelt?
<li><b>Can-do attitude.</b> How do you respond if you&#8217;re asked to do something you don&#8217;t particularly want to do?
<li><b>Humorist.</b> If you&#8217;re looking for a respectable, corporate workplace environment, this ain&#8217;t it.  Anyone caught wearing a suit will be shot.
<li><b>Ox.</b> When faced with impossible odds, do you give up?  Or do you roll an <em>impossible-sided die</em>?
</ul>
<h2>What Can You Do?</h2>
<p>Here are some professional capabilities that interest us.  (You don&#8217;t need to have all of these &#8211; this is just a list of individual skillsets for which we have an immediate need):</p>
<ul>
<li><b>Writing.</b>  We&#8217;re not talking about the Gears of War fan fic you wrote last summer.  We&#8217;re talking about real, solid technical or creative writing skills, with a fanatical devotion to preserving the Queen&#8217;s English. Have you ever been called a &#8220;Grammar Nazi&#8221;?  Come to Papa.
<li><b>Programming.</b>  Particularly Actionscript 3, but we have an interest in Unity C# or javascript, and OBJ-C.  (C++/Python/Ruby/Java, not so much.)
<li><b>Web Development.</b> CSS, HTML and PHP.  We have big needs in this area.
<li><b>Art and Animation.</b>  Character design, animation, and background/layout, particularly in the classical 2D North American style (think Disney, Warner Bros. and Bluth.)
<li><b>Defeat Ganon in the original Legend of Zelda with only five hearts.</b>  Just kidding.  We couldn&#8217;t care less if you&#8217;re good at <em>playing</em> video games.  We&#8217;re about <em>making</em> them.
</ul>
<h2>What Will You Be Doing?</h2>
<p>Here are some of the roles and tasks that past Untold interns have taken on:</p>
<ul>
<li><b>Content co-ordination.</b>  Populating Untold&#8217;s game portal sites with game content, descriptions, and reviews.
<li><b>Game programming.</b> Building simple games from scratch &#8211; quizzes, simple point n&#8217; click interactivity.
<li><b>Punching stuff up.</b> Jazzing up game writing and descriptions with hot word juice.
<li><b>Fixing the coffee maker.</b> (Actually, all of our interns wimped out on this one. Do you have what it takes to tackle the broken K-cup single brewer?)
<li><b>Photocopying.</b> Because we can&#8217;t call it a proper internship unless you pay your dues.
<li><b>Site wrangling.</b> We run a number of WordPress-based sites which regularly require new features and tweaks.
<li><b>Researching.</b> Our best interns have strong Google-fu.
</ul>
<p>And finally, here are a few random things you may find yourself doing this summer, depending on your skillset (no promises):</p>
<ul>
<li>Making things out of plasticine.
<li>Building sets and costumes for a zombie puppet.
<li>Operating a video camera.
<li>Editing videos.
<li>Talking to the press.
<li>Playing and evaluating web games.
<li>Entertaining toddlers during playtesting sessions.
<li>Fixing a broken computer.
<li>Writing trivia.
</ul>
<h2>Got Any Toys?</h2>
<p>Untold Entertainment owns the following game development toys and goodies for you to get your mitts on:</p>
<ul>
<li>Classic arcade cabinet
<li>Blackberry Plabook w/ developer and vendor licenses
<li>Nexus One phone (Android)
<li>iPod Touch w/ Macbook and developer license
<li>Xbox 360 w/ XNA Creators Club License
<li>Adobe software suite (incl. Flash, Flash Builder, Illustrator, Photoshop, Dreamweaver, and Premiere)
<li>Unity 3D core engine and iOS extension
<li>Citrus Engine license
<li>Sounds Ideas sound effects collections
<li>Company library, featuring game development, programming, art and animation books
</ul>
<h2>How Much Do i Get Paid?</h2>
<p>This is an <em>unpaid internship</em>.  Interns are compensated with soda pop and coffee (provided they fix the coffee maker).  You may occasionally be taken to lunch, if there are coupons.  </p>
<p>This is an opportunity to gain great experience and to put some real game development studio work on your resume, along with the chance to get your name in the credits of a shipped title.  If you are planning to take a part-time job this summer, Untold internship hours are flexible and negotiable, and may not necessarily adhere to a Monday-to-Friday, 9-5 schedule.  Also, as an additional perk, we offer <b>No-Pants Fridays.</b></p>
<h2>How Do I Apply?</h2>
<p>Email <b>info</b> [the curly at sign] <b>untoldentertainment</b> [the little dot thingy] <b>com</b>.  Please put way more attention into an interesting email and samples of your work than your resume.  Give us a sense of your personality, and why you think you&#8217;re a good fit.  Cookie-cutter applications with business-suit-wearing cover-letters and resumes describing your evening shift at Shopper&#8217;s Drug Mart will be stabbed and burned.</p>
<p>Successful candidates will be contacted for interviews in mid-May.  </p>
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		<title>Pimp My Portal Part 9: Kick It in the Nards!</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/26/pimp-my-portal-part-9-kick-it-in-the-nards/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/26/pimp-my-portal-part-9-kick-it-in-the-nards/#comments</comments>
		<pubDate>Tue, 26 Apr 2011 06:00:22 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3597</guid>
		<description><![CDATA[This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month. For other articles in the series, visit the Pimp My Portal special feature page. •*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*• When i was ten years old, the immortal film classic [...]]]></description>
			<content:encoded><![CDATA[<p>This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month.  For other articles in the series, visit the <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a> special feature page.</p>
<p><center><br />
•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•<br />
</center></p>
<p>When i was ten years old, the immortal film classic <b>Monster Squad</b> taught me what to do when faced with the snarling and bloodthirsty presence of the Wolfman:</p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/qu6L9pG_E6o" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>That&#8217;s all fine and dandy.  But what happens when you need to disable Dracula, the Creature, or the Mummy?  We know Dracula&#8217;s got nards, because he&#8217;s always having kinky sex with hot lady vampires.  i&#8217;m not so sure about the Creature &#8230; he probably reproduces in some weird, gross fishy way involving tentacles, spurs and egg sacs. Bleh.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part9-nards/fishDick.jpg" alt="FishDick"></p>
<p>Gah! Where&#8217;s the &#8220;unsee&#8221; button??
</p></div>
<p>Now, the Mummy is an interesting case. i think that his junk would be all shriveled up like dried figs, and he&#8217;d be immune to a good boot to the old babymaker.</p>
<p>From the decaying, decrepit Mummy, it&#8217;s a hop, skip and a lurch to zombies.  Can you reduce a zombie to a groaning heap by giving its manberries some welly? Truly, a question for the ages.</p>
<h2>Peerless Fearlesss</h2>
<p>With that very question in mind, i wrote a script for a cute, confident Fiverrer named Fearlesss.  She&#8217;s a very popular seller, and is constantly busy shooting testimonial videos for weight loss pills, affiliate marketing sites and SAT prep courses.  Such is Fiverr.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part9-nards/fearlesss.jpg" alt="Fearlesss"></p>
<p>i just wanna squeeze her cheeks.
</p></div>
<p>With all of these <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a> testimonial scripts, i tailored the text to suit the (perceived) personality of the performer.  This is the script i sent to Fearlesss:</p>
<blockquote><p>Hi, girls. Are you as concerned about the upcoming Zombie Apocalypse as I am?  Many of the techniques you may have learned in womens&#8217; self defense classes may not work when you&#8217;re battling the reanimated undead, so I&#8217;m here to offer tips on how you can modify your self defense training to protect yourself from a zombie.</p>
<p><b>Tip #1:</b>  Kick it in the genitals.  You may have heard that to disable a male attacker, you should punch or kick him in the groin and run away. The problem is that zombies could be male OR female, and due to bodily decomposition, they may not have any genitals.  Instead of lashing out towards the groin area, try this: knock the zombie to the ground with a shovel, plant your foot in its chest cavity, and kick its head off its shoulders.</p>
<p><b>Tip #2:</b> Some of you carry around a whistle that you can blow to alert anyone nearby that you&#8217;re being attacked.  But during the zombie apocalypse, everyone else may be too busy fighting zombies to come to your aid. Even worse, they may be dead.  Instead of blowing an ineffective whistle, try this:  borrow a flamethrower from a local glass-blowing shop, turn it to &#8220;HIGH&#8221;, and incinerate twelve of the undead bastards in one broad, sweeping motion.</p>
<p><b>Tip #3:</b> Try one of the over 200 zombie combat simulations at ZombieGameWorld.com to prepare for the coming onslaught.</p>
<p>ZombieGameWorld.com: check your braaaaaaaaaains at the door.</p></blockquote>
<p>Now, i&#8217;m not sure if she was drunk on her first beer when she shot it, but the resulting video has more mistakes in it than a standing-room-only adoption agency.  Regard:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/GBeg0MJh-bc" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>Highlights include Fearlesss teaching us many &#8220;tuneeks&#8221;, and telling us to &#8220;kick its head off <em>with</em> its shoulders&#8221;.  Common to many Fiverr testimonials, we also have a major case of DES: darting-eye syndrome, where the fact that the performer is reading from a script three inches below her webcam is painfully apparent.  It&#8217;s like she&#8217;s watching cars on a highway, or a tennis match featuring the Flash vs. Speedy Gonzales.</p>
<h2>Once More Into the Gig</h2>
<p>i felt super scummy about it, but i actually asked if she could re-shoot it for me.  i suggested she split the script up into three sections.  If she screwed up, she could just reset and keep on going.  </p>
<p>The resulting re-shoot was too large to upload to Fiverr, so Shifty-Eyed Suzie uploaded it to a dodgy-looking filesharing site.  i tried many times to download it before concluding that she&#8217;d botched the upload: only the first few kilobytes of the file had survived the transfer.</p>
<p>i provided Fearlesss with my FTP info and asked, politely, if she could please upload the re-shoot there.  i didn&#8217;t hear back for a looong time, because she was busy filming stuff for other buyers.  When she finally got back to me, it was with a flimsy story about how her portable hard drive had been stolen.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part9-nards/excuse1.jpg" alt="Fearlesss's Excuse"></p>
</div>
<p>Sure &#8211; terrible things happen to good people.  But i found it interesting that when another Fiverrer bowed out of a gig, it was due to a swiped video camera:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part9-nards/excuse2.jpg" alt="Carlos's Excuse"></p>
<p>How convenient &#8230;
</p></div>
<p>So, either Fiverrers are especially prone to theft, or loss of technology is the modern-day equivalent of &#8220;the dog ate my homework.&#8221;</p>
<h2>Lemons -> Lemonade</h2>
<p>i contacted the Fiverr customer support staff, telling them that Fearlesss had failed to deliver the work, and could they please refund my five dollars?  The response was, essentially, &#8220;tough nuts&#8221; . Since i had been accommodating enough to let the resolution stretch past 12 days, my money was unrecoverable.   Lame, Fiverr.  Lame.</p>
<p>i did my best to salvage the video, snipping the flubs where i could and adding some images, along with the tagline:</p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/XwgyftymDUo" frameborder="0" allowfullscreen></iframe></p>
<p><em>i just earned my Boy Scout badge in Turd-Polishing.</em><br />
</center></p>
<h2>Seeing Red</h2>
<p>i felt this script was actually strong enough to double-down on.  These were my earliest days with Fiverr, and i wasn&#8217;t sure if these people were going to deliver.  So i hired a Russian seller to perform the same script, and perhaps even translate it into her native tongue if she was up for it.  She wasn&#8217;t.</p>
<p>Here&#8217;s her crack at the bat in English:</p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/jld8QdUE1FU" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>So which of these ladies was more worth the money: the cute American, or the quietly off-putting Russian?  Take our poll, and you could qualify for a chance to win the right to say you took our poll.</p>
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
<h2>A Fool and His Money</h2>
<p><b>The World&#8217;s Most Meager Marketing Budget</b> took a double-whammy with these self defense videos.  Here&#8217;s the update:</p>
<p>Original investment: $100</p>
<p>Spent:</p>
<p>    * <a href="http://www.youtube.com/watch?v=yklY6RoT3bU">ZombieGameWorld tagline voiceover</a> – $5<br />
    * <a href="http://www.youtube.com/watch?v=exIXhvV8Fik">Show Us Yer Bewbz!</a> &#8211; $5<br />
    * <a href="http://www.youtube.com/watch?v=YVe1hqo5U5A">Zombie Funk</a> &#8211; $5<br />
    * <a href="http://www.untoldentertainment.com/blog/2011/04/18/pimp-my-portal-part-8-baby-you-can-drive-my-car/">Advertising on Some Dude&#8217;s Car</a> &#8211; $5<br />
    * Zombie Self-Defense: American Version &#8211; $5<br />
    * Zombie Self-Defense: Russian Version &#8211; $5</p>
<p>Remaining: $70</p>
<h2>What the Eff?</h2>
<p>This wasn&#8217;t the only unfortunate outcome in my Fiverr adventures.  Another seller went wildly off-book and didn&#8217;t respond to my re-shoot request.  As with Fearlesss, the Fiverr customer service team turned a blind eye to it all.  Next up, a curse word-averse seller sucks the swears out of my script, and doesn&#8217;t even have the decency to call me the next day.</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/pimp-my-portal/"><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/pimpMyPortalSeries.jpg" alt="Pimp My Portal"></a>
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		<title>Porn, In A Nutshell</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/23/porn-in-a-nutshell/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/23/porn-in-a-nutshell/#comments</comments>
		<pubDate>Sat, 23 Apr 2011 19:45:07 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Bizarre]]></category>
		<category><![CDATA[Canadian Media News]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3657</guid>
		<description><![CDATA[i&#8217;ve been doing some spring cleaning on my laptop, and have come across a number of half-baked blog ideas. i thought i&#8217;d just throw this one up on the weekend. It has nothing really to do with Untold Entertainment&#8217;s bidness, but it&#8217;s good for a giggle. The PenIs Mightiter &#8220;Who writes the plot for porno [...]]]></description>
			<content:encoded><![CDATA[<p>i&#8217;ve been doing some spring cleaning on my laptop, and have come across a number of half-baked blog ideas. i thought i&#8217;d just throw this one up on the weekend.  It has nothing really to do with Untold Entertainment&#8217;s bidness, but it&#8217;s good for a giggle.</p>
<h2>The PenIs Mightiter</h2>
<p>&#8220;Who writes the plot for porno movies?&#8221;  Nobody cares. That&#8217;s an old joke anyway.  People who produce pornography obviously put a lot of unnecessary energy into their &#8220;craft&#8221;.  i&#8217;m more interested in the people who <em>don&#8217;t</em> work in porn, yet have to somehow dignify pornographer&#8217;s efforts within a more respectable framework.</p>
<p>To be more specific, i noticed in passing (in PASSING!) that the adult titles in the pay-per-view listings all had plot synopses written for them.  Forget the guy who has to write the plots for porno (he&#8217;s also the lead cameraman, and the horny mechanic from Act III).  i want to know what poor schlub working at Rogers head office has to write the SYNOPSES of those already paper-thin plots &#8211; and partciularly in cases where the movies <em>have</em> no plots.  i mean, how do you summarize a movie that&#8217;s just an hour of straight-up porking?  </p>
<p>Here&#8217;s a selection of adult movies and their synopses from Rogers Pay-Per-View.  One interesting thing to note is that while the movie titles are completely crass, the synopses are as (needlessly) puritan as they possibly can be.  </p>
<p><b>5 Raunchy Rock Tails</b></p>
<p>Groupies give rock stars a backstage pass to their bodies.</p>
<p><b>5 Horny Blondes</b></p>
<p>Fair-haired beauties (Monique Alexander, Alexis Malone, Gen Padova) entertain randy men.</p>
<p><b>A Train 4</b></p>
<p>Hardcore harlots ride the rails to backdoor ecstasy.</p>
<p><b>American Cream Pie 2</b></p>
<p>Gorgeous women prefer sexy threesomes.</p>
<p><b>An American in Prague</b></p>
<p>Wild men enjoy intimate moments.</p>
<p><b>Anally Yours &#8230; Love, Rebeca Linares</b></p>
<p>Hot young women crave carnal encounters.</p>
<p><b>Asian Beavers</b></p>
<p>Exotic harlots find plenty of wood to devour.</p>
<p><b>Ass Deep 2</b></p>
<p>Juicy strumpets (Sandra Romain, Trina Michaels, Isabel Ice) take the plunge through the backdoor.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_23/stormyDaniels.jpg" alt="Juicy strumpet"></p>
<p>Hey &#8211; check out the sweater meat on THAT juicy strumpet!</p>
</div>
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		<title>Just in Time for Easter: Zombunny Cookies</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/21/just-in-time-for-easter-zombunny-cookies/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/21/just-in-time-for-easter-zombunny-cookies/#comments</comments>
		<pubDate>Fri, 22 Apr 2011 03:57:28 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Christianity]]></category>
		<category><![CDATA[Morality]]></category>
		<category><![CDATA[Pimp My Game]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3653</guid>
		<description><![CDATA[Jesus knows a thing or two about rising from the dead, so it&#8217;s not a huge stretch to envision re-animated rabbits crawling out of their pastoral resting places during the Easter holiday. A simple sugar cookie recipe, some cookie cutters, and creative icing skillz are all you need to bring these ferocious zombunnies to life [...]]]></description>
			<content:encoded><![CDATA[<p>Jesus knows a thing or two about rising from the dead, so it&#8217;s not a huge stretch to envision re-animated rabbits crawling out of their pastoral resting places during the Easter holiday.  A simple sugar cookie recipe, some cookie cutters, and creative icing skillz are all you need to bring these ferocious zombunnies to life in your own kitchen:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/zombunny1.jpg" alt="Zombunny Easter Cookies from ZombieGameWorld.com"></p>
<p>Mmm &#8230; sacrilicious.
</p></div>
<h2>No-Fail Sugar Cookies</h2>
<ul>
<li>6 cups flour
<li>3 tsp. baking powder
<li>2 cups butter
<li>2 cups sugar
<li>2 eggs
<li>2 tsp. vanilla or almond extract
<li>1 tsp. salt
<li>fresh brains, to taste
</ul>
<p>Cream butter and sugar until light and fluffy.  Add eggs and vanilla, and mix well. Mix dry ingredients and add gradually to butter mixture.  Mix until flour is completely integrated and the dough comes together.</p>
<p>Chill for 1 to 2 hours, or press dough between parchment paper and place in the fridge.  By the time you&#8217;re finished doing this, the initial batch of rolled dough will be chilled enough to work with.  Fry brains and strain them of excess juices.  Dry brains on a plate, and crumble over cookies immediately after removing them from the oven.  Leftover brain juices may be used in unwholesome ritual ceremonies.</p>
<p>Roll dough to desired thickness and cut into bunny shapes.  Bake on an ungreased baking sheet at 350 degrees for 8-10 minutes.  Yields one small army of zombunnies.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/zombunny2.jpg" alt="Zombunny Easter Cookies from ZombieGameWorld.com">
</div>
<h2>Poured Fondant Cookie Icing</h2>
<ul>
<li>1 &#8211; 1 1/2 cups icing sugar, as needed
<li>1 tbsp corn syrup
<li>1 1/2 tbsp water
</ul>
<p>Mix ingredients as needed until the icing is runny enough to pour, but thick enough to set.  Apply to cooled cookies with an icing bag or jam knife. Plastic baggies with holes snipped out of their corners make inexpensive icing bags, and allow for easy clean-up*.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_21/zombunny3.jpg" alt="Zombunny Easter Cookies from ZombieGameWorld.com"></p>
<p>*Rampaging zombunnies may make clean-up more difficult.
</p></div>
<p>Visit <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a> for more fun stuff!
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		<title>TOJam Sixy Times Announces its Theme</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/20/tojam-sixy-times-announces-its-theme/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/20/tojam-sixy-times-announces-its-theme/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 15:47:09 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Canadian Media News]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[Ideas]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[TOJam 6]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3629</guid>
		<description><![CDATA[Long-time readers of this blog know i&#8217;m an avid fan of TOJam, the Toronto independent game jam, which takes place every year either on Mother&#8217;s Day or during student exams, or at some other inconvenient time. It&#8217;s very difficult to schedule an event free and clear of other competing calendar dates, but the organizers think [...]]]></description>
			<content:encoded><![CDATA[<p>Long-time readers of this blog know i&#8217;m an avid fan of <a href="http://www.tojam.ca">TOJam</a>, the Toronto independent game jam, which takes place every year either on Mother&#8217;s Day or during student exams, or at some other inconvenient time.  It&#8217;s very difficult to schedule an event free and clear of other competing calendar dates, but the organizers think they&#8217;ve pulled it off this year: the sixth iteration of the jam, &#8220;TOJam Sixy Times&#8221;, runs the entire weekend from May 13th to 15th 2011.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/borat.jpg" alt="Borat"></p>
<p>Congratulations to Borat, who apparently won the competition to name this year&#8217;s jam.
</p></div>
<p>TOJam is not a competition. It&#8217;s rather more like camp &#8230; hot, sweaty nerd camp fueled by energy drinks and candy bars.  Every year, the organizers <em>suggest</em> that each game feature a Toronto-specific sound effect, and a picture of a goat on a pole (rendered any way the game&#8217;s artist chooses).  Here&#8217;s the goat in all its glory:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/goat.jpg" alt="Borat"></p>
<p>God help us if the photographer ever comes knocking to collect royalty payments for five previous years of jam games.
</p></div>
<p>Here&#8217;s the goat&#8217;s appearance in some of the TOJam games i&#8217;ve developed over the years:</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/2007/04/26/two-by-two/"><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/twoByTwo.jpg" alt="Two By Two"></a></p>
<p>TOJam 2: <a href="http://www.untoldentertainment.com/blog/2007/04/26/two-by-two/">Two by Two</a>
</div>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/2008/05/12/here-be-dragons/"><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hereBeDragons.jpg" alt="Here Be Dragons"></a></p>
<p>TOJam 3: <a href="http://www.untoldentertainment.com/blog/2008/05/12/here-be-dragons/">Here Be Dragons</a>
</div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/heads.jpg" alt="Heads"></p>
<p>TOJam 5: Heads
</p></div>
<p>Each TOJam also features a suggested theme.  Past themes have included &#8220;Cheese&#8221;, &#8220;<a href="http://www.untoldentertainment.com/blog/2009/04/28/de-fine-balance/">Scale</a>&#8220;, and &#8220;<a href="http://www.untoldentertainment.com/blog/2010/04/04/somethings-missing-at-tojam-5/">Missing</a>&#8220;.  This year&#8217;s theme is &#8220;What Just Happened?&#8221;  As i do every year, i&#8217;d like to riff on the TOJam theme and explore its possibilities.</p>
<h2>Windbag</h2>
<p>The <em>very</em> first thing that comes to mind when i hear &#8220;What Just Happened?&#8221; is Fred Willard in A Mighty Wind:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/D421N6xlisg" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>Wha&#8217; Happened??  Ha ha ha ha.  This is one of those movie lines i repeat all the time, and no one knows what i&#8217;m talking about.  What are its ramifications for game design?  None!  But Fred Willard rocks my world.</p>
<h2>WTFism</h2>
<p>Like &#8220;Cheese&#8221;, the &#8220;What Just Happened?&#8221; theme gives a lot of room for WTFism.  You can pack your game with ton of nonsensical crap that leaves the player saying &#8220;What Just Happened?&#8221;  This is kind of a cop-out.  Or maybe it&#8217;s because i&#8217;m old.  i used to watch terrible movies and teevee shows just to laugh at them, but when you get old enough that you really start to feel your time on Earth is tragically limited, you tend to gravitate more towards entertaining yourself with stuff that&#8217;s <em>actually</em> worth your time. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hotThrottle.jpg" alt="Hot Throttle"></p>
<p>Hot Throttle is about naked men who think they&#8217;re cars, and &#8230; uh, yeah.
</p></div>
<h2>The Scene of the Crime</h2>
<p>A much more literal interpretation of the theme might involve a game where the player is shown the aftermath of an event, and has to work backwards to figure out what caused the event.  This would likely be a plot-driven graphic adventure-style game, maybe in the vein of <b>Déjà Vu</b>, where you wake up in a bathroom stall with amnesia.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/dejaVu.png" alt="Deja Vu"></p>
<p>i don&#8217;t remember if i HAVE any money!
</p></div>
<p>Unfortunately these days, starting a point n&#8217; click game with amnesia is a hackneyed trope used in nearly every free Escape the Room Flash game i&#8217;ve played.  At the risk of calling <em>every</em> game contrivance a cop-out, i&#8217;ll happily call this one out too: amnesia is a tired device that should be given a 10-year breather in video games, or until somebody can do something interesting with it.</p>
<p>In the case of the Escape the Room games, the situation&#8217;s even more dire, because the games all begin with &#8220;You are trapped in a room and you don&#8217;t know who you are&#8221;, and end with &#8220;You got out of the room!&#8221;  There&#8217;s no character or plot development whatsoever &#8230; just a key inexplicably hidden behind a scrap of wallpaper, and a VCR code in the breakaway leg of the couch.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/escape.jpg" alt="Escape the Room"></p>
<p>While we&#8217;re at it, let&#8217;s give Escape the Room games a 10-year breather too.  Or 100 years.
</p></div>
<h2>Memory Game</h2>
<p>The trouble with a graphic adventure game where you&#8217;re trying to figure out What Just Happened is that it&#8217;s probably not going to be very replayable, and it has a big spoil factor on it.  Take something like The Sixth Sense by M. Night Shamalamadingdong: if you haven&#8217;t seen it, and someone spoils the ending for you by revealing that Bruce Willis has a penis, you may not enjoy the movie when you finally get around to watching it.  You may not even bother watching it at all.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/penisVader.jpg" alt="Penis Vader"></p>
<p>Spoiler: Bruce Willlis&#8217;s penis is Luke Skywalker&#8217;s father.
</p></div>
<p>Same deal with our hypothetical graphic adventure game: once someone tells you that What Just Happened is that the Evil Dr. Douchebag created a murder machine that killed everyone over five feet tall, and that THAT was the mysterious detail linking all of the survivors, the game might be less fun to play.</p>
<p>Here&#8217;s a less plot-heavy, more replayable game that&#8217;s simpler to program in a weekend: there&#8217;s a child&#8217;s memory game that we play at birthday parties, where you lay out a number of objects on the table.  Everyone stares at the table for one minute. Then you tell all the kids to close their eyes, and you take an item away.  The kids have to guess what&#8217;s missing.</p>
<p>What Just Happened?  Mommy stole the fork.</p>
<h2>Time-Bending</h2>
<p>The past-tense of the What Just Happened theme may lend itself to a game involving time-bending or time-travel, a la Braid, or Back to the Future Part II on the NES.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/bttf.png" alt="Back to the Future"></p>
<p>What Just Happened?  You wasted fifty bucks.
</p></div>
<p>Picture Super Mario Bros., and you show the player the level AFTER he&#8217;s gone through it: certain blocks are smashed, certain goombas are squished &#8230; and the player has to run through the level smashing all the same blocks and squishing all the same goombas in an effort to re-create the endgame state he&#8217;s just seen.</p>
<p>It would be way more interesting if you did this with more of a puzzle platformer, where there are switches and doors and traps and contrivances, which would make the re-creation far more interesting (ie &#8220;How did i get the pile of blocks to fall on top of that platform?  What order do i have to do things in to get that to happen like that?&#8221;)</p>
<h2>Word Association</h2>
<p>You could bend the &#8220;rules&#8221; a bit and play around with the words in the theme.  &#8220;What Just Happened?&#8221; could be the title about a Marmaduke-like dog named What.</p>
<p>Your game could be about a crusading judge on an alien planet, and you have to determine the ways in which he&#8217;s meted out justice by learning the aliens&#8217; legal system.  &#8220;What Thing that is <em>Just</em> Just Happened?&#8221;  Meh.  It&#8217;s a stretch.</p>
<p>And as long as i&#8217;m stretching:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hairpin.jpg" alt="What Just Hairpin?"></p>
<p>What Just Hairpin?
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/sluttyDress.jpg" alt="Slut Just Happened"></p>
<p>Slut Just Happened
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/joust.png" alt="What - Joust Happened?"></p>
<p>What &#8211; Joust Happened?
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/hutt.jpg" alt="Hutt Just Happened"></p>
<p>Hutt Just Happened
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_19/staircar.jpg" alt="What? Just Hop-On"></p>
<p>What? Just Hop-On
</p></div>
<p>Whatever you decide to pull together for your TOJam game, just keep in mind the rules i&#8217;ve learned from four previous jams:</p>
<ol>
<li>Keep it simple enough to finish.
<li>Finishing is everything.
<li>If you want to get any love from players, either on the final night of the Jam or at the public TOJam Arcade, your game MUST be fast to learn, and easy to pick up and play.  If you have to sit next to the player and explain how to control the game or what&#8217;s going on or what that squiggly shape is supposed to represent, you&#8217;ve failed. So:
<li><em>Very strongly consider</em> reserving a number of hours in the jam to build some sort of in-game tutorial to help the player understand your game, so that you don&#8217;t have to hand-hold.
</ol>
<p>i can&#8217;t tell you how many times i&#8217;ve sat down to play a TOJam game and have thought &#8220;What Just Happened?&#8221;, as in &#8220;how did a team of six people just spend an entire weekend building a game where i can&#8217;t figure out what the heck is going on?&#8221;  This year, let&#8217;s keep the mystery of what just happened <em>thematic</em>, and create a great crop of games where the goals and controls are clear as crystal. </p>
<p>See you at the jam!</p>
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		<title>Pimp My Portal Part 8: Baby You Can Drive My Car</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/18/pimp-my-portal-part-8-baby-you-can-drive-my-car/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/18/pimp-my-portal-part-8-baby-you-can-drive-my-car/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 18:25:40 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Pimp My Portal]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3591</guid>
		<description><![CDATA[This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month. For other articles in the series, visit the Pimp My Portal special feature page. •*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*• i had earmarked a few bucks in The World&#8217;s Most [...]]]></description>
			<content:encoded><![CDATA[<p>This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month.  For other articles in the series, visit the <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a> special feature page.</p>
<p><center><br />
•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•<br />
</center></p>
<p>i had earmarked a few bucks in <b>The World&#8217;s Most Meager Marketing Budget</b> for some non-video Fiverr gigs, in case i saw anything that tickled my fancy.  The original plan was to spend $80 on video testimonials, and the remaining $20 on people who claimed that for five bucks, they would drive scads of traffic to YouTube videos.  And then i saw this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/carGig.jpg" alt="Fiverr Car Gig"></p>
<p>Guh &#8230; sorry?  He said he&#8217;d do <em>what?</em>
</div>
<p>As the story goes, the seller has some sort of job doing retail food delivery, and spends many hours on the road travelling between New Jersey, Pennsylvania and Delaware.  He&#8217;d put my logo on his car, where his fellow drivers would supposedly see it, wonder what the heck it was all about, and remember the site address until such a time as they were near a computer with a burning need to know.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/tweet.jpg" alt="ZombieGameWorld.com: For Your Burning Need to Know">
</div>
<p>i knew this gig wasn&#8217;t even <em>possible</em>.  No one is going to take the time to paint my logo on the side of their car for five dollars. i figured this one HAD to be a scam, but whatever the outcome, it was bound to entertain you, dear readers.  And i do it all for you.</p>
<p>So, with a smile on my face, i clicked the &#8220;BUY&#8221; button.</p>
<h2>How Logo Can You Go?</h2>
<p>The seller and i exchanged a few brief messages before he asked me for my logo.  i sent him the ZombieGameWorld.com mark, blown up rather large so that he&#8217;d have enough to go by for his supposed paint job (which i knew was never gonna happen).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/zombieGameWorldLogo.png" alt="ZombieGameWorld.com Logo"></p>
<p>i hope he catches all the nuances with subtle brush strokes
</p></div>
<p>Meanwhile, i scoured his gig detail looking for the way in which he&#8217;d bilk me out of my hard-fought five dollars.  Finally, there it was: the seller made no promise of providing pictures of his car decked out with my logo.  And if the seller didn&#8217;t say it, it ain&#8217;t happening.</p>
<p>Fully expecting the seller to come back with a message saying &#8220;Well, your logo&#8217;s on my car!  See ya, sucker!&#8221;, i gingerly asked him if he could provide a photo or two for my blog.  i promised him i&#8217;d point my readers to his gigs, hopefully to send more bidness his way (cuz you guys buy everything i tell you to, right?)  i felt a little like i was negotiating a hostage crisis &#8230; one false move, and my precious gig would be gone forever.</p>
<p>To my surprise, the guy agreed.  Yes, he&#8217;d send pictures.</p>
<h2>The Long Con</h2>
<p>So i figured then that there must be some OTHER catch to it.  Maybe he was waiting to sell a whole pile of these gigs, and then he&#8217;d paint 1000 logos in assy resolution on his car, postage stamp-sized, like <a href="http://www.milliondollarhomepage.com/">The Million Dollar Homepage</a>? </p>
<p>And then, while i was wondering, he sent me this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/car1.jpg" alt="ZombieGameWorld.com Logo on a Car"></p>
<p>&#8230; Que?
</p></div>
<p>So &#8230; he did it?  Well, i mean, he didn&#8217;t <em>paint</em> my logo on his car, but &#8230; but there it was, <em>on his car</em>.  The seller explained how he&#8217;d printed the logo out on multiple pieces of weather-proof paper, taped them all together, and then affixed them to both sides AND the hood of his car.</p>
<p>Now, ladies and gentlemen of the jury, i ask you: what kinds of people will you find on Fiverr?  People willing to embarrass themselves, willing to lie and make testimonial videos for products they&#8217;ve never used or even heard of, and now this: a guy who would spend FAR more than five dollars in printer ink and stationary supplies in order to earn <em>five dollars</em>.  (Four dollars, in fact, once Fiverr takes their cut.)</p>
<p>Remember, friends, that printer ink is one of the most expensive liquids known to man:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/inkChart.jpg" alt="Comparative Cost of Printer Ink"></p>
</div>
<h2>By the Dawn&#8217;s Early Light</h2>
<p>i still figured there had to be some sort of trick to it.  i mean, the shot <em>was</em> dark.  It was pretty solid work, but it HAD to be a Photoshop job.  i mean, he can&#8217;t even see out the passenger side window, and the paper would surely &#8230;</p>
<p>Then the next morning, he sent this:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/car2.jpg" alt="ZombieGameWorld.com Logo on a Car"></p>
<p>&#8220;3997 more Fiverr gigs, and this sweet baby will be mine!&#8221;
</p></div>
<p>By the time i saw the second picture, it was indisputable. This guy had <em>actually</em> put my logo on his car.  Did he drive it around New Jersey, Pennsylvania and Delaware for a week like he said he would?  i have no idea.  One he had his five (really, four) dollars, our correspondence sort of dried up.  He did briefly mention that he got funny looks from people, not least of all his boss.</p>
<h2>Stunt Tracking</h2>
<p>So what&#8217;s the best way to tell if this was a profitable method of advertising my portal?  Well, it&#8217;s easy: i&#8217;d filter my Google Analytics by those three states for the time period on or around the car advertising, and if those states out-performed other US states (or out-performed themselves in a non-car advertising window), then the awareness campaign was a success. </p>
<p>Here we go:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/delaware.jpg" alt="ZombieGameWorld.com Car Advertising Performance in Delaware"></p>
<p>De nada in Delaware
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/nj.jpg" alt="ZombieGameWorld.com Car Advertising Performance in New Jersey"></p>
<p>Dinner for One in New Jersey
</p></div>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/pa.jpg" alt="ZombieGameWorld.com Car Advertising Performance in Pennsylvania"></p>
<p>Barely Legal in Pennsylvania
</p></div>
<p>So, did these three states outperform the rest of the US?  No.  The average number of visitors during that time period for any given state was 11, and the car-ad states clocked in at 6.  </p>
<p>Did the states out-perform themselves?  Yes &#8230; New Jersey was up 1 from zero, and Pennsylvania had 8 visits in the previous month, which grew to 18.</p>
<p>What conclusions can we draw from all this?  With a sample size so pathetic, practically nothing.  i suppose the only real working theory we&#8217;ve developed, given the data, is this:</p>
<p>THE AMISH LOVE ZOMBIES.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part8-car/amish.jpg" alt="ZombieGameWorld.com Amish">
</div>
<p><center><br />
<b>&#8220;I managed to make it to level 14 before I ran out of shotgun shells.&#8221;</p>
<p>&#8220;Really? Crack open your Macbook, Amos, and let <em>me</em> have a go.&#8221; </b><br />
</center></p>
<h2>And Then There Were Eighty</h2>
<p><b>The World&#8217;s Most Meager Marketing Budget</b> has taken another five-dollar hit:</p>
<p>Original investment: $100</p>
<p>Spent:</p>
<p>    * <a href="http://www.youtube.com/watch?v=yklY6RoT3bU">ZombieGameWorld tagline voiceover</a> – $5<br />
    * <a href="http://www.youtube.com/watch?v=exIXhvV8Fik">Show Us Yer Bewbz!</a> &#8211; $5<br />
    * <a href="http://www.youtube.com/watch?v=YVe1hqo5U5A">Zombie Funk</a> &#8211; $5<br />
    * Advertising on Some Dude&#8217;s Car &#8211; $5</p>
<p>Remaining: $80</p>
<p>Was it worth it?  Let me know.</p>
<h2>Born Every Minute</h2>
<p>With this victory behind me, i was beginning to feel like my plan was scam-proof.  Fiverr was full of honest folk. Crazy, but honest.  i figured everything would keep going swimmingly.</p>
<p>Unfortunately, it didn&#8217;t.  </p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/pimp-my-portal/"><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/pimpMyPortalSeries.jpg" alt="Pimp My Portal"></a>
</div>
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		<title>Pimp My Portal Part 7: Do Zombies Have Soul?</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/13/pimp-my-portal-part-7-do-zombies-have-soul/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/13/pimp-my-portal-part-7-do-zombies-have-soul/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 18:23:26 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Company News]]></category>
		<category><![CDATA[Pimp My Portal]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3544</guid>
		<description><![CDATA[This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month. For other articles in the series, visit the Pimp My Portal special feature page. •*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*• Over the years, YouTube has developed a number of tropes: [...]]]></description>
			<content:encoded><![CDATA[<p>This series documents my adventures in ultra low-budget, grass roots marketing attempts to drive traffic to my game portal sites, with the hopes of breaking even at $33 a month.  For other articles in the series, visit the <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a> special feature page.</p>
<p><center><br />
•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`*•<br />
</center></p>
<p>Over the years, YouTube has developed a number of tropes: cat/dog/hamster on a piano/skateboard/hot tin roof, <a href="http://www.youtube.com/watch?v=HN1ru6_u8lY">young girl talking about herself</a>, fan-made movie trailer, dude getting hoofed in the gonads, and on and on.  One of the most pervasive of these is the song cover.</p>
<p>i have spent <em>hours</em> on YouTube looking up covers of songs i enjoy.  This was much better sport before YouTube removed the star ratings from their videos &#8211; it was easier to key into the good performers, and to only investigate the 1-star folks when you wanted a good wince.</p>
<p>My Fiverr adventures turned up a girl named Christina (AKA <a href="http://www.youtube.com/user/Christbaby124">Tinatural/ChristBaby124</a>) who vowed that she would sing any song i wanted, videotape her performance, and upload it to her own YouTube account with a shout-out to my site for, of course, five bucks.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part7-soul/tinatural.jpg" alt="Tinatural on Fiverr"></p>
</div>
<p>One of the things that improves your site ranking is a stream of high-quality links pouring in from &#8220;respected&#8221; sites.  Since YouTube is owned by Google, and i&#8217;m trying to improve the Google siterank of ZombieGameWorld, i figured Christina&#8217;s gig was a no-brainer.  </p>
<h2>Standing in the Shadows of Fauxtown</h2>
<p>But what song would i have her sing?  i could go with &#8220;Re: Your Brains&#8221; by Jonathan Coulton.  But no &#8211; this girl clearly wanted to sing soul and R&#038;B.  i couldn&#8217;t waste her on Coulton&#8217;s novelty nerd folk.</p>
<p>i racked my brain trying to come up with a Motown song about zombies.  &#8220;My Girl&#8221;?  Isn&#8217;t that about a guy who gets raised from the dead, and &#8230;  no.  No, it&#8217;s not.  &#8220;I Can&#8217;t Help Myself (Sugar Pie, Honey Bunch)&#8221;? Isn&#8217;t that about two lovers who have to hole themselves up in an abandoned farmhouse, and &#8230; er &#8230; no.  i&#8217;ve got that one wrong too.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part7-soul/jackieWilson.jpg" alt="Jackie Wilson - Higher and Higher"></p>
<p>Isn&#8217;t this the one where Jackie has to catch that helicopter out of the military compound?
</p></div>
<p>If i wanted to go with a soulful song, i&#8217;d have to either write it myself, or change the lyrics of an existing song. Here&#8217;s what i came up with:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/part7-soul/request.jpg" alt="Tinatural Request on Fiverr"></p>
</div>
<p>True to form for Fiverr folks, Christina delivered:</p>
<p><center><br />
<iframe title="YouTube video player" width="640" height="390" src="http://www.youtube.com/embed/YVe1hqo5U5A" frameborder="0" allowfullscreen></iframe><br />
</center></p>
<p>i took her rough cut and cleaned it up a bit.  i synced the music under her voice, chopped it short enough to get the point across without letting the video overstay its welcome, and tacked on the <a href="http://www.untoldentertainment.com/blog/2011/02/17/pimp-my-portal-part-5-the-sting/">tagline</a>.  Then i animated the &#8220;follow the bouncing brain&#8221; sequence to help hold the viewers&#8217; attention.  Here&#8217;s a link to <a href="http://www.youtube.com/user/Christbaby124#p/u/2/PIPT-yATQuI">the original</a> if you&#8217;re interested. </p>
<p>For five dollars, i&#8217;m happy with it.  i think it&#8217;s got juuust the right amount of &#8220;wtf sauce&#8221; drizzled on it.  Since the Isley Brothers song isn&#8217;t very well known (i&#8217;ve discovered), it comes off as though this girl just decided to sing a funk song about zombies.  And why not?</p>
<p>With this video, the <a href="http://www.zombiegameworld.com">ZombieGameWorld</a> library slowly grows.  <b>The World&#8217;s Most Meager Marketing Budget</b> slowly dwindles:</p>
<p>Original investment: $100</p>
<p>Spent:</p>
<p>    * <a href="http://www.youtube.com/watch?v=yklY6RoT3bU">ZombieGameWorld tagline voiceover</a> – $5<br />
    * <a href="http://www.youtube.com/watch?v=exIXhvV8Fik">Show Us Yer Bewbz!</a> &#8211; $5<br />
    * <a href="http://www.youtube.com/watch?v=YVe1hqo5U5A">Zombie Funk</a> &#8211; $5</p>
<p>Remaining: $85</p>
<h2>And Now For Something Completely Different</h2>
<p>As the old proverb goes, man cannot live by video testimonials alone.  i purchased one non-video gig on Fiverr that you&#8217;re gonna have to see to believe &#8230; and that the people of New Jersey, Delaware and Pennsylvania have, with any luck, already seen!</p>
<div class="displayed">
<p><a href="http://www.untoldentertainment.com/blog/pimp-my-portal/"><img src="http://www.untoldentertainment.com/blog/img/features/pimpMyPortal/pimpMyPortalSeries.jpg" alt="Pimp My Portal"></a>
</div>
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		<title>Mouse Control</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/07/mouse-control/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/07/mouse-control/#comments</comments>
		<pubDate>Thu, 07 Apr 2011 22:19:01 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Commissioned]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3581</guid>
		<description><![CDATA[Corus Entertainment asked us to create a game for their Treehouse preschool brand. We had this idea kicking around from an earlier planned preschool site, and i was worried that it would never see the light of day. So, we built it for Treehouse, and are very happy with how it turned out! Mouse Control [...]]]></description>
			<content:encoded><![CDATA[<div class="invisible"><img src="http://www.untoldentertainment.com/games/mouseControl/featured.jpg" alt="Mouse Control on Treehouse" /></div>
<div class="invisible"><img src="http://www.untoldentertainment.com/games/mouseControl/thumb.jpg" alt="Mouse Control on Treehouse" /></div>
<p>Corus Entertainment asked us to create a game for their <a href="http://treehousetv.com/">Treehouse</a> preschool brand.  We had this idea kicking around from an earlier planned preschool site, and i was worried that it would never see the light of day.  So, we built it for Treehouse, and are very happy with how it turned out!</p>
<p><center><br />
<div class="pageview">
	
  <iframe src="http://treehousetv.com/kids/games/mouse_control/game.swf" frameborder="0" style="" scrolling="no" height="480px" width="640px">Get a better browser!</iframe>
</div>
<br />
</center></p>
<p><b>Mouse Control</b> gives the early preschool player the opportunity to develop computer mouse skills.  Familiarity and capability with the mouse are taken for granted by so many preschool games.  It first dawned on me that young children have trouble piloting the two-button brick when i taught computer classes to kindergarten students. While computer mice have become far sleeker and more ergonomically friendly, they&#8217;re still very much tailored to fit big hands.</p>
<p>Mice are also unintuitive!  Just watch a small child (or your grandmother) try to steer the mouse like a car, rather than keeping it rigidly positioned and pointing &#8220;North&#8221;.  Kids take to touchpads and touch interfaces much more naturally.  But as long as we&#8217;re stuck with computer mice for the foreseeable future, why not create a game that helps our little players out?</p>
<p>The game introduces a series of progressively challenging mouse skills as it escalates:</p>
<ul>
<li><b>Skill #1:</b> Move the mouse to guide the cursor to a hotspot
<li><b>Skill #2:</b> Avoid certain areas of the screen
<li><b>Skill #3:</b> Guide the cursor to connect with a moving hotspot
<li><b>Skill #4:</b> Click the mouse button to activate a hotspot
</ul>
<p>With each level the camera pulls back, making the cursor and hotspots smaller so that they demand finer motor control.</p>
<p>Many of our industry partners approach us with concepts in hand and ask Untold Entertainment to execute those plans. Mouse Control is a great example of what we can do in a short time frame, where we&#8217;re responsible for developing the concept and the creative.  We hope you share Mouse Control with the tiny, adorable people in your life!
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		<title>The Zombie Autopsies: Low Calorie Snack Food for Hungry Zombie Fans</title>
		<link>http://www.untoldentertainment.com/blog/2011/04/04/the-zombie-autopsies-low-calorie-snack-food-for-hungry-zombie-fans/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/04/04/the-zombie-autopsies-low-calorie-snack-food-for-hungry-zombie-fans/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 04:26:11 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Formerly Earl Peterson]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[ZombieGameWorld.com]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3566</guid>
		<description><![CDATA[If you&#8217;re a zombie fan and you&#8217;ve ever been bothered by the inconsistency and implausibility of undead lore, there&#8217;s a book for that. The Zombie Autopsies: Secret Notebooks from the Apocalypse by Steven Schlozman, MD, attempts to legitimize zombie lore by throwing it through the ringer of science. While what comes out the other side [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re a zombie fan and you&#8217;ve ever been bothered by the inconsistency and implausibility of undead lore, there&#8217;s a book for that.  <strong>The Zombie Autopsies: Secret Notebooks from the Apocalypse</strong> by Steven Schlozman, MD, attempts to legitimize zombie lore by throwing it through the ringer of science.  While what comes out the other side doesn&#8217;t stand alone as a bastion of zombie canon, it certainly adds support to an otherwise fragmented and rapidly decaying mythology.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_04/zombie-autopsies.jpg" alt="The Zombie Autopsies"></p>
<p><a href="http://www.amazon.com/gp/product/0593067886/ref=as_li_tf_tl?ie=UTF8&#038;tag=worgamwor-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0593067886">The Zombie Autopsies: Secret Notebooks from the Apocalypse</a><img src="http://www.assoc-amazon.com/e/ir?t=worgamwor-20&#038;l=as2&#038;o=1&#038;a=0593067886" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />
</div>
<h2>Patchwork Mythology</h2>
<p>Could zombies really exist?  I, of course, am <em>un</em>living proof of it.  But before the <em>real</em> zombie apocalypse struck, zombie enthusiasts everywhere were <em>plagued</em> by the sneaking suspicion that the canonical &#8220;rules&#8221; of zombiism were not just implausible &#8211; they were downright dumb.</p>
<p>How can a zombie keep on trucking, despite missing entire body parts that are crucial to body functioning (arms, chests, blood &#8230; everything below the waist&#8230;)?  Why are zombies ravenously hungry all the time? Why can&#8217;t they ever push back from the brain buffet and call it a night? Why do they crave human flesh?  Why is destroying the brain the only way to destroy <em>them</em>?  </p>
<div class="displayed">
<p><a href="http://zombiegameworld.com/sas-zombie-assault-2-insane-asylum/"><img src="http://www.untoldentertainment.com/blog/img/2011_04_04/sas.jpg" alt="SAS: Zombie Assault 2 - Insane Asylum"></a></p>
<p>Play <a href="http://zombiegameworld.com/sas-zombie-assault-2-insane-asylum/">SAS: Zombie Assault 2 &#8211; Insane Asylum</a> on ZombieGameWorld.com
</div>
<p>The Zombie Autopsies does a clever thing: it attempts to answer these nagging questions by presenting a <em>realicious</em> rubber-gloves-and-scrubs autopsy scenario in which a doctor dissects numerous zombies and reports, in often dizzyingly gruesome detail, what makes the undead tick.  And because a straight-up autopsy report would be all kinds of dull, the book wraps <em>that</em> in an outer layer of fiction, in which the author scaffolds his own zombie universe.  For those of you keeping score, that&#8217;s horror fiction wrapped inside science fiction wrapped inside more horror fiction, making the Zombie Autopsies a heaping helping of tasty horror/sci-fi turducken.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_04/turducken.jpg" alt="The Zombie Autopsies"></p>
<p>Turducken?  Scrumptious!
</p></div>
<h2>Lab Rules</h2>
<p><center><br />
<iframe src="http://player.vimeo.com/video/21310345" width="400" height="225" frameborder="0"></iframe>
<p><a href="http://vimeo.com/21310345">The Zombie Autopsies with Steven Schlozman, MD</a> from <a href="http://vimeo.com/gcpauthors">GCP authors</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p></center></p>
<p>Zombie purists may be interested in the fictional world the author has constructed; indeed, not since vampires started twinkling has a horror genre suffered such an identity crisis through the fragmentation of its fictional &#8220;rules&#8221;.  The Zombie Autopsies sticks to familiar territory, holding mainly to the groundwork laid by George Romero (who endorses the book on the back cover).  These zombies are walkers, not runners, but they&#8217;ll lurch if they get close.  They&#8217;re not super-strong, but they <em>are</em> tenacious, and rabidly hungry.  Zombiism is caused by a virus (not the full moon, radiation or toxic gas), and they&#8217;re only technically &#8220;undead&#8221; by a twist of human reasoning &#8211; the book&#8217;s &#8220;humanoids&#8221; are essentially human beings who have succumbed to a virulent sickness, a la <b>28 Days Later</b>.</p>
<h2>It&#8217;s Not All Withered Roses</h2>
<p>While Schlozman creates a compelling doomsday scenario, his book presents a few frustrations.  One of the main characters makes some sort of scientific breakthrough in studying ANSD (the virus that causes zombiism), but the reader is never let in on the secret.  We&#8217;re left instead to flip back through the pages, hunting for clues and drawing connections to solve a mystery that i&#8217;m not certain even the author has worked out.</p>
<p>The <a href="http://www.flickr.com/photos/grandcentralpublishing/sets/72157625949650630/with/5406186752/">illustrations</a> struck me as somewhat amateurish.  i was hoping for something that looked more authentically &#8220;medical&#8221;, like you would find in a very thick, very dull text book, but instead found doodles by what appeared to be an aspiring comic book artist.  A cruise through illustrator <a href="http://blog.artsparrow.com/">Andrea Sparacio&#8217;s portofolio</a> turns up vaguely Crumb-like art that may please some readers, but i didn&#8217;t care for it.  Finally, the book is a very quick read.  Laid out in a handwriting-style font with plenty of breathing room in the margins, it rockets by more like an overlong short story than a proper novel.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_04_04/autopsy.jpg" alt="The Zombie Autopsies"></p>
<p>&#8220;Hold still &#8211; you may feel a little pinch &#8230; &#8221;
</p></div>
<h2>We Shall Overcome (and Eat Your Brains)</h2>
<p>Concerning Zombie Rights, the book is deplorable.  The author concocts something called the &#8220;Ecumenical Treaty of Atlanta&#8221; concerning the status of zombified humans, on which much of the book&#8217;s moral teeter-tottering relies.  The ultimate conclusion is that zombies, lacking the reasoning afforded by functioning frontal lobes, are NLH (&#8220;No Longer Human&#8221;), and can therefore be dispatched with impunity.</p>
<p>I can assure you, dear reader, that if such a treaty actually existed in this day and age, I would be the first to march (or, rather, lurch) on the capital to growl my disapproval.  I mean, <em>of course</em> zombies are not human!  But to suggest we no longer <em>care</em> about anyone or anything is simply preposterous.  I care <em>very much</em> about eating brains, and I should have the right to eat them where and whenever I so choose.  And I should be free from the meddling spatulae of scientists who choose to perform autopsies on zombies <em>while they are still alive</em>.  The barbarism is simply galling.</p>
<div class="displayed">
<p><a href="http://zombiegameworld.com/big-pixel-zombies/"><img src="http://www.untoldentertainment.com/blog/img/2010_12_14/bigPixel.jpg" alt="Big Pixel Zombies"></a></p>
<p>Play <a href="http://zombiegameworld.com/big-pixel-zombies/">Big Pixel Zombies</a> on <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a>
</div>
<h2>More Prop than Proper Prose</h2>
<p>The Zombie Autopsies turned my stomach &#8211; not because of the illustrations or the (literally) gory details, but because of the blatant disregard for re-life exhibited by its so-called protagonists.  On the plus side, the lovingly-crafted descriptions of pulsating brains made me positively delirious with hunger. (I may have taken a bite out of the book at one point.)  I inadvertently learned more about brain, heart, lung and GI functioning than I may have intended to, but nothing that could help me bluff my way through a premed exam.</p>
<p>Due to its length and somewhat frustrating open-endedness, The Zombie Autopsies serves more of a supportive role as fifth business to zombie lore than earning a star turn in the spotlight.  It&#8217;s worth a (brief) read by any zombie fan who lies awake at night worrying about the scientific implausibility of his favourite novels and films. But if you don&#8217;t end up reading the book, allow me to reassure you: we zombies are very real, and I&#8217;m happy to pay you a visit in the rotting flesh to prove it. </p>
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		<title>i wrote a book.</title>
		<link>http://www.untoldentertainment.com/blog/2011/03/29/i-wrote-a-book/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/03/29/i-wrote-a-book/#comments</comments>
		<pubDate>Wed, 30 Mar 2011 01:44:31 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3557</guid>
		<description><![CDATA[This blog&#8217;s been enjoying a steady influx of new readers since my recent GDC shenanigans. Thank you, and welcome! If you haven&#8217;t peered over to my sidebar, here&#8217;s the story so far: i wrote a book. i wrote a book on a subject i knew almost nothing about, and i did it never having written [...]]]></description>
			<content:encoded><![CDATA[<p>This blog&#8217;s been enjoying a steady influx of new readers since my recent GDC shenanigans.  Thank you, and welcome! If you haven&#8217;t peered over to my sidebar, here&#8217;s the story so far: i wrote a book.  i wrote a book on a subject i knew almost nothing about, and i did it never having written a book before.  This is the story of how that happened.</p>
<h2>i Killed a Guy</h2>
<p>End of story.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/chalk.jpg" alt="Chalk outline"></p>
<p>i swear that&#8217;s how it happened, officer.
</p></div>
<h2>New Header</h2>
<p>Alright, no &#8211; but that would have been interesting.</p>
<p>i&#8217;d been aware of Unity 3D, a game engine, right from its early days. i was working at a kids&#8217; media conglomerate and we were researching development tools for a new kids MMO.  Unity was used to develop Cartoon Network&#8217;s FusionFall MMO.  The drawback was that the software only ran on a Mac.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/mac.png" alt="Running on a Mac"></p>
</div>
<p>A year later i was at GDC, and Unity had announced a PC version. i saw them on the show floor, and tried comparing them with Torque 3D. At that time, reps for the two companies were doing a lot of mud-slinging, and a lot of FUD was bouncing around between the booths.  So when i returned home, i asked a simple question on a LinkedIn forum:  Unity or Torque?  The answer was overwhelmingly in favour of Unity, to the tune of hundreds of responses.  i knew i was on to something.</p>
<h2>Get Me Summa Dat</h2>
<p>i <em>wanted</em> to use Unity, but there were still a few barriers in the way.  One of them was removed in short order when Unity moved to a free model.  But there was still the problem that both 3D Studio Max and Maya, 3D software crucial to developing assets for Unity games, were $4000 a seat (after Autodesk had killed the $2k entry level version of each product).  $Four large is a lot to swing on software for a small studio like mine. </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/asshole.jpg" alt="Asshole"></p>
<p>Why don&#8217;t i just pirate the software?  Because unlike the guy at Autodesk who decided to cut the entry-level versions of both pieces of software and price them identically, i&#8217;m not an asshole.
</p></div>
<p>Still, i could tell Unity was special, and i wanted to be involved.  So i started tweeting about it.  i kept a watch through Tweetdeck on the #Unity3D hash tag, and if any interesting info floated by, i retweeted it.  i set up a new blogbook here called <a href="http://www.untoldentertainment.com/blog/unity-nuub/">Unity Nuub</a>, which would hold interesting articles and links related to the software.  i downloaded Unity and goofed off with the software a little bit.  i played Unity games.  My interest was piqued, but my activity level was low.</p>
<h2>Where There&#8217;s a Will&#8230;</h2>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/will.jpg" alt="Unity 3D Game Development Essentials"></p>
</div>
<p>Around that time, a small publisher out of the UK called Packt was putting out the very first book on Unity 3D, by Will Goldstone.  The publisher contacted me and asked if i wanted a free review copy in exchange for a review on my site.  i said &#8220;sure&#8221;.  How did they find me?  Presumably through Twitter, i&#8217;d made a connection between myself and Unity, and i must have come up in a few Google searches.</p>
<p>A short time afterward, David Barnes (<a href="http://www.untoldentertainment.com/fbindie">@fbindie</a>) from Packt wrote me up saying they wanted to do a few more Unity books.  What types of books did i think they should publish?  i gave him my feedback.  His next question, which left me a bit breathless, was: &#8220;Do you have any interest in writing any of them?&#8221;</p>
<h2>Dusting off the Bucket List</h2>
<p>i don&#8217;t know about you, but i&#8217;ve always wanted to be a published author.  That was always just &#8230; something i had on my list, along with &#8220;fly a helicopter&#8221; and &#8220;marry rich&#8221;.  Sadly, few of our childhood fantasies end up coming true &#8230; my wife is flat-ass broke, and we all know helicopters don&#8217;t exist.  Once i was ten years into the games industry, i had resigned myself to the fact that i would probably never be a published author, so i put it out of my mind.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/pianist.jpg" alt="12 Inch Pianst"></p>
<p>Abandoned, too, was my hope of having a twelve-inch pianist.
</p></div>
<p>But here it was: an offer to write a book.  A book on something i knew nothing about.</p>
<p>i was upfront with David. &#8220;i really have no idea how to use Unity.&#8221;  He looked up my <em>bona fides</em>: trained in 3D Studio Max in college, worked 10 years as a game developer working with Flash, had a rockin&#8217; blog packed with dick jokes and Actionscript tutorials (but mostly dick jokes.)  He said a cookbook might be beyond me, but i could probably write a decent beginner book.</p>
<p>i told him i&#8217;d need some time to get up to speed on the software.  i&#8217;d never made a game in Unity. i&#8217;d never done <em>anything</em> in Unity, for that matter.  (But neither had many other people, really &#8211; the software was only 3 years old, and only 1 year out of the gate on the PC.  Unity was news to a lot of people.)</p>
<p>David asked me point blank: &#8220;How long will it take you to learn Unity well enough to write a book about it?&#8221;</p>
<p>Gripping my desk chair and chewing my lips as i answered his email, i typed &#8220;Well, i suppose by the time i finish writing a book on it, i&#8217;ll know the software pretty well.&#8221;</p>
<p>And off we went.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/waterski.jpg" alt="Waterski"></p>
<p>YeeeeHAAAAWWW!
</p></div>
<h2>The Luckiest Boy in the World</h2>
<p>Are you hating me right now?  Maybe you&#8217;ve read my other article, <a href="http://www.untoldentertainment.com/blog/2010/04/20/tenure/">TENure</a>, about how i was hired as a game developer despite not ever having made a game before?  Maybe you want to wrap my face around your foot? </p>
<p>Who do you think should have written the second-ever published book on Unity?  A Unity expert, i suppose!  Well, can that Unity expert write?  Does that Unity expert have the considerable time and energy for a book?  And better yet, will that Unity expert remember what it was like to NOT be an expert? i don&#8217;t know about you, but i&#8217;ve spent a lot of money over the years on books by subject matter experts who move way, way too quickly.  My mandate was to write a beginner book that beginners could <em>truly</em> get through.  And not just Unity beginners: <em>game development</em> beginners.  For example, there&#8217;s a heading in the book that says &#8220;What is code?&#8221;, and another section that briefs the reader on how 3D models are put together.</p>
<h2>The Backlash</h2>
<p>i caught a lot of flack from my colleagues while writing my book. <em>They</em> considered themselves Unity experts, i suppose, and why not? They <em>had</em> actually finished some games with it. i remember one particular tweet that went something like this:</p>
<blockquote><p>Colleague: i&#8217;m going to do open heart surgery, but i&#8217;ve never trained to be a doctor.</p></blockquote>
<p>Of course, his error was in comparing Unity to open heart surgery.  Unity reminds me a lot of Flash &#8230; and not even Flash CSX, but Flash 4 back when i started in 2000. It strips out the whole mystery of writing code to draw stuff on the screen.  If you&#8217;ve had any experience with XNA and wished you could actually see and manipulate your 3D models, you&#8217;ll find Unity a real treat.  </p>
<p>Put another way: if coding to the metal is open heart surgery, working with Unity is cutting a heart out of construction paper using safety scissors.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/heart.jpg" alt="Heart"></p>
<p>Oh God &#8230; so much blood &#8230;
</p></div>
<h2>Gag Me</h2>
<p>If writing a beginner-friendly book was my first mandate, my secondary goal was to write a technical manual that wasn&#8217;t so damned serious as everything else i&#8217;d read. You&#8217;re learning how to make <em>video games</em>.  Why does everything have to read like a Terms of Service agreement?</p>
<p>i&#8217;m a fan of an O&#8217;Reilly series called HeadFirst, which is filled with cartoons and crossword puzzles and pictures &#8211; the idea being that if you are engaged on multiple levels in a variety of different ways, you&#8217;ll retain the material better than straight-up reading block after block of text.  (You can probably tell by now that i&#8217;m a big fan of breaking up text with bullet lists and pictures)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/monorailCat.jpg" alt="Monorail cat"></p>
<p>(why, look &#8211; there&#8217;s one now)
</p></div>
<p>i&#8217;d love to work on a HeadFirst book one day.  For now, as Packt is a small and relatively new publisher, i had to eschew the stock photography and crossword puzzles.  But what i could do, and what David requested i do, was to pepper the text with humour.  David wanted the same sense of humour i forcibly inject into this blog to bleed into the book.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/ouchy.jpg" alt="Ouchy the Clown"></p>
<p>You&#8217;ll laugh and you&#8217;ll LIKE it.
</p></div>
<p>One of the book&#8217;s technical reviewers apparently didn&#8217;t get the memo.  Throughout the drafts of the first two chapters, he filled the page up with comments like &#8220;please cut the humour &#8211; this is a technical manual, not the Muppet Show&#8221;, and &#8220;Well I <em>never</em>!&#8221;  i think i even counted one or two &#8220;harrumphs&#8221; in there.  It was like Packt had hired that wealthy dowager whose house the Three Stooges paint to review my book.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/dowager.jpg" alt="Wealthy dowager"></p>
<p>Well, it&#8217;s a fine day to buy a computer book, isn&#8217;t it Mr. Picklefeather?
</p></div>
<p>i re-connected with David.  This reviewer seemed pretty peeved.  Did i really have to go through the whole book and strip out all of the witty asides and punny paragraph headings?  That would be like taking the red nose and seltzer bottle away from a clown.  And then giving him colon cancer.</p>
<p>It got cleared up in short order.  i&#8217;m not sure Packt even kept that reviewer on for the remainder of the project, and in the end, humour won out.</p>
<h2>Currying Favour</h2>
<p>Packt maintains a staff in India, who were responsible for copy-editing the book.  You may have heard about the cultural growing pains of outsourcing work to foreign countries?  While it was far from a nightmare, i did find myself going to bat more than once for various cultural references or turns of phrase that didn&#8217;t make sense to my editor from Mumbai &#8211; especially whenever i bent the rules of grammar, spelling, and punctuation for the sake of the yuks.</p>
<p>For example:</p>
<blockquote><p>Worst. Game. Evar.</p></blockquote>
<p>was corrected to read</p>
<blockquote><p>Worst Game Ever</p></blockquote>
<p>i had to do the legwork to explain that, well, there&#8217;s this character on the once-popular teevee program The Simpsons, you see, and he enjoys comic books &#8230;  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/comic.jpg" alt="Comic book guy"></p>
<p>Jokes are so much funnier when you have to explain them.
</p></div>
<p>Explaining why the word &#8220;evar&#8221; had to be spelled that way was even more of a challenge.  Many of our email volleys ended with &#8220;just leave it cuz it&#8217;s funnier that way.&#8221;  After she edited &#8220;cuz&#8221; to &#8220;because&#8221; for spite, i usually won out.  ;) </p>
<div class="displayed">
<p><a href="http://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/book/mid/2709105s93kf?utm_source=untoldentertainment.com&#038;utm_medium=affiliate&#038;utm_content=authorsite&#038;utm_campaign=mdb_004881"><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/unity3dGameDevelopmentByExample.jpg" alt="Unity 3D Game Development By Example"></a></p>
</div>
<p>The result is a book that i&#8217;m very, very proud of: one that makes a great introduction to Unity, 3D graphics, game programming and design, and in a way that encourages the reader to start small, finish something (even if it&#8217;s terrible!), and slowly build up those skills until he&#8217;s ready to release his opus.  <b>Unity 3D Game Development By Example</b> is <a href="http://www.packtpub.com/unity-3d-game-development-by-example-beginners-guide/book/mid/2709105s93kf?utm_source=untoldentertainment.com&#038;utm_medium=affiliate&#038;utm_content=authorsite&#038;utm_campaign=mdb_004881">well worth buying</a>.  And the best news of all? i even managed to sneak in a few dick jokes.</p>
<h2>Carpe Judex</h2>
<p>My grandfather worked as a bailiff in Thunder Bay Ontario.  Once day in the courtroom, there was a man brought in who had a dispute with his wife.  In the middle of the hearing, he stood up and drew his gun.  He shot and killed his wife, the judge, and his lawyer, before turning the gun on himself.  The last two men standing were my grandfather and the court stenographer.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_29/chalk.jpg" alt="Chalk outline"></p>
<p>See? It all comes full circle.
</p></div>
<p>Thunder Bay needed a judge.  My grandfather the bailiff, who to my knowledge had had no formal judiciary or legal training, was appointed to the position.  He became a popular judge of young offenders, and there&#8217;s a building in Thunder Bay across from the University that&#8217;s named after him.</p>
<p>Many colleges and Universities now offer programs in video game development, as well as golf course management, creative writing, and even stand-up comedy (!).  Don&#8217;t let the burden of a lack of training or experience get in the way of what you want to do.  Get a job making video games even though you&#8217;ve never made one.  Write a book, even though you&#8217;ve never written one and don&#8217;t know the subject matter.  <em>Perform open heart surgery</em> even though you&#8217;re not a &#8220;doctor&#8221; (whatever <em>that</em> means).  Recognize when the swirling twin tornadoes of chance and opportunity settle on your house, and get swept up.  Otherwise, you&#8217;ll be lying on your death bed wondering what might have been.</p>
<p>And let&#8217;s hope to God you&#8217;re not in for heart disease.   </p>
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		<title>Zynga Rich, You Jelly</title>
		<link>http://www.untoldentertainment.com/blog/2011/03/23/zynga-rich-you-jelly/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/03/23/zynga-rich-you-jelly/#comments</comments>
		<pubDate>Wed, 23 Mar 2011 17:25:29 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Rants]]></category>
		<category><![CDATA[Violence]]></category>
		<category><![CDATA[Violence in Gaming]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3549</guid>
		<description><![CDATA[i feel like i&#8217;m on an endless rant over this Zynga thing. It&#8217;s like a Grateful Dead tour &#8230; i just keep following the issue around in my VW minivan, and when i finally catch up with it, i dance around naked and bask in its glory. And then they name an ice cream flavour [...]]]></description>
			<content:encoded><![CDATA[<p>i feel like i&#8217;m on an endless rant over this Zynga thing.  It&#8217;s like a Grateful Dead tour &#8230; i just keep following the issue around in my VW minivan, and when i finally catch up with it, i dance around naked and bask in its glory.  And then they name an ice cream flavour after it.  Or &#8230; wait. What&#8217;s happening?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/hippie.jpg" alt="hippie"></p>
<p>Haighters gonna Haight.
</p></div>
<p>A few people took exception to my saying that the stink over Zynga and the <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/">horrible scads of filthy cash</a> they&#8217;re earning, perhaps at the <a href="http://www.untoldentertainment.com/blog/2011/03/08/do-social-games-exploit-the-mentally-ill/">expense of crazy people</a>, was due to jealousy.  &#8220;No!&#8221; cried The People.  &#8220;It&#8217;s not because i&#8217;m jealous that they have more money than the Federal Reserve fresh off a print run.  It&#8217;s that Zynga (Playdom, Playfish) develop games that are <em>shallow</em>.&#8221;</p>
<h2>Shallow Is as Shallow Does</h2>
<p>Oho!  i see.  The problem is not that social game developers have enough cash to make papier mache pinatas for their kids&#8217; birthday parties out of fifty dollar bills.  It&#8217;s that their games don&#8217;t deliver a satisfying experience.  It&#8217;s that they&#8217;re <em>shallow</em>.</p>
<p>Let me tell you about some shallow games, because i&#8217;ve spent my life playing them.  And it&#8217;s been <em>most</em> of them.</p>
<p>i&#8217;ve played a game called Blue Dragon, a Japanese RPG where you keep pressing the &#8220;A&#8221; button for about 40 hours until you win.  (Blue Dragon is also known under its import titles &#8220;Final Fantasy&#8221;, &#8220;Dragon Quest&#8221;, &#8220;Phantasy Star&#8221;, &#8220;The Secret of Evermore&#8221;, &#8220;Earthbound&#8221;, &#8220;Pokemon&#8221;, &#8220;Star Ocean&#8221;, and a few hundred other names which escape me.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/blueDragon.jpg" alt="Blue Dragon"></p>
<p>The game manual is one page, with a 72 pt font that says &#8220;PRESS A&#8221;.
</p></div>
<p>I&#8217;ve played a game called <em>Double</em> Dragon, where you press the joystick button for about 2 hours until you win.  (You may also know this game as &#8220;Final Fight&#8221;, &#8220;River City Ransom&#8221;, &#8220;BattleToads&#8221;, &#8220;The Simpsons Arcade&#8221;, &#8220;Teenage Mutant Ninja Turtles IV&#8221;, &#8220;Bad Dudes vs. Dragon Ninja&#8221;, and many more.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/doubleDragon.jpg" alt="Double Dragon"></p>
<p>Double Dragon has kicking AND punching.  Are we deep yet?
</p></div>
<p>I&#8217;ve even played a game where you continually pressed a button to win, which i think was called Zaxxon / Xevious / Centipede / Bangai-O / Silpheed / Commando / Rambo: First Blood Part II / Contra.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/zaxxon.jpg" alt="Zaxxon"></p>
<p>Does the isometric illusion of depth translate to gameplay depth?
</p></div>
<p>And all in the name of playing a game with a little more depth, i even tried a game where you&#8217;re a guy, and you have to punch another guy using a <em>combination</em> of buttons until the other guy falls down (or you murder him).  That one was called Mortal Kombat / Marvel vs. Capcom / Street Fighter / Killer Instinct / Clay Fighter / Virtua Fighter / Tekken / Pit-Fighter / Bloodstorm / Time Killers.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/mk2.jpg" alt="Mortal Kombat 2"></p>
<p>Technically, i did have to reach pretty deep into that guy&#8217;s body to pull out his spine.
</p></div>
<p>And if i ever really wanted to blow the barn doors off, i&#8217;d play this game where you walk around a 3D maze with a <em>gun</em>, and you SHOOT enemies with it, until all the enemies are <em>gone</em>.  Sometimes, i&#8217;d play that game with <em>other people</em> in a &#8220;death match&#8221;.  That&#8217;s a game mode where sometimes i would kill the other players, and sometimes the other players would kill me.  Then we&#8217;d get a score sheet of who killed who.  Then we&#8217;d play again.  The next time, i would kill the other players a number of times, and they would kill me a number of times.  The numbers sometimes changed, you see? That one was great.  It was called Wolfenstein 3D / DOOM / QUAKE / Serious Sam / Duke Nukem  / Call of Duty / Halo / Shooty McBang-Shoot.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/hitler.jpg" alt="Wolfenstein Hitler"></p>
<p>Hitler in a mech suit. Here, we&#8217;ve attained THEMATIC depth, because Jews.
</p></div>
<h2>For 25 Points, Define &#8220;Shallow&#8221;</h2>
<p>What&#8217;s shallow gameplay?  Is it gameplay where you strategically place assets and efficiently use time and resources to maximize profits and dominate the game board, as you do in Farmville / Restaurant City / Cityville (or Dune II / Starcraft / Act Raiser / Populous / Age of Empires / Sim City)?   Or is a &#8220;shallow&#8221; game one that <em>you don&#8217;t enjoy?</em></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/HarvestMoonFarmville.jpg" alt="Harvest Moon vs. Farmville"></p>
<p>Warning: ONE of these games has shallow gameplay.  But just one.
</p></div>
<p>When we think &#8220;film&#8221;, we think of the best-in-class examples, like Citizen Kane, The Shawshank Redemption, Taxi Driver, and Lawrence of Arabia.  We don&#8217;t necessarily call to mind Dude Where&#8217;s My Car, The Hottie and the Nottie, and Good Burger (although i&#8217;d really like to put in a good word for Good Burger, because it&#8217;s awesome.  Check your Netflix listings.)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/goodBurger.jpg" alt="Good Burger"></p>
<p>Well, he&#8217;s no Sidney Poitier, but &#8230; aw, who am i kidding?  He IS Sidney Poitier.
</p></div>
<p>Similarly, when we think of &#8220;games&#8221;, we think of Shadow of the Colossus, Braid, Super Mario Bros, Pac-Man, Metroid, The Legend of Zelda, and Tetris.  We don&#8217;t necessarily call to mind Superman 64, Night Trap, E.T. the Extra Terrestrial, or the writing in Braid.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/braid.jpg" alt="Braid Bad Writing"></p>
<p>So &#8230; the girlfriend is a bomb?  &#8230; i got nothing.
</p></div>
<h2>Starting with the Man in the Mirror</h2>
<p>Can we be honest?  Just as we&#8217;ve seen a lot of crappy movies over the years that weren&#8217;t really worth our time, we&#8217;ve played a LOT of horrendous games that we really should have passed on (except that we needed to beat the high score/get the last achievement/collect all the <em>things</em>).  Sometimes, movies we dismiss as derivative or shallow get all kinds of money and attention (Steel Magnolias please?)  Other times, we approve (Academy Award Winner Heath Ledger).</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/mrFreeze.jpg" alt="Mr. Freeze"></p>
<p>Never go full supervillain.
</p></div>
<p>So you don&#8217;t approve of Farmville?  Why troll out your film critic&#8217;s turtleneck and goatee and try to pontificate over the lackluster aesthetics or shallow gameplay?  Why isn&#8217;t it just good enough to say you don&#8217;t like it?  &#8220;It&#8217;s not for me, but it&#8217;s okay for them to make money from it because other people seem to enjoy it.&#8221;  There.  Try saying that.  It&#8217;s therapeutic.</p>
<h2>Cozy Up with Grandpa Ryan</h2>
<p>Look, i went through this.  i&#8217;ve been in your shoes.  Back in the mid-90&#8242;s, i lived and breathed graphic adventure games. They were witty, they were story-based, and they had GREAT characters and beautiful graphics.  Then somewhere along the way, we went from LOOM to DOOM &#8211; from Zak McKracken to crackin&#8217; skulls.  Suddenly, the kinds of games i enjoyed stopped being made, because everyone was into running around and shooting things and not having to think.  This brought an influx of the wrong kind of people into games: jocks.  The very people who tormented me in elementary school for liking video games were now the industry&#8217;s target demographic, and would be for decades.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/biff.jpg" alt="Biff Tannen"></p>
<p>Know what?  i f*ckin&#8217; LOVE Turok.
</p></div>
<p>Sure, i could rail against those games &#8211; talk about how they&#8217;re vapid and shallow and uninteresting.  i could smoke my unfiltered cigarette through one of those long holders and sip red wine from a high-heeled shoe, and then splash it on some fashion model i keep around my studio apartment to brighten up that corner near the Bauhaus-designed furniture set.  And i did, actually.  i did just that.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/critic.jpg" alt="Critic"></p>
<p>Fable?  More like FEEBLE.  Muh-huh. Mmmyes.
</p></div>
<p>But eventually, you just gotta say &#8220;that game is just not what i&#8217;m into.&#8221;  Stop feeling threatened.  Game genres fall in and out of favour. Are you worried that casual games become so popular that no one will make your empty-headed idiot shooters any more?  It could happen.  Then you&#8217;d become a niche player, like those of us who scour the bargain bins at Wal Mart looking for games that scored above a C- on <a href="http://www.justadventure.com">JustAdventure.com</a>.  LOOK UPON ME:  THIS IS YOUR FATE!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_23/bargainbin.jpg" alt="Bargain bin"></p>
<p>Hmm &#8230; Scarlet Pimpernel: The Graphic Adventure Game.  This looks promising.
</p></div>
<p>The bottom line is that social game developers have made a LOT of money creating games that you don&#8217;t enjoy, and you feel threatened and resentful (and perhaps a little jealous) because the games that are getting so much attention aren&#8217;t the ones you enjoy playing.  Do you really think that convincing those Farmville-addicted moms to play a metroidvania platformer is the answer?  How will you choose to articulate your feelings?  i like collecting little lost cows, and you like shooting space demons in the head.  Be very careful who you&#8217;re calling shallow.</p>
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		<title>Have You Met My Friend Spike?</title>
		<link>http://www.untoldentertainment.com/blog/2011/03/15/have-you-met-my-friend-spike/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/03/15/have-you-met-my-friend-spike/#comments</comments>
		<pubDate>Tue, 15 Mar 2011 16:04:52 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3546</guid>
		<description><![CDATA[Almost in spite of my paltry efforts to drive traffic to ZombieGameWorld.com in the entertaining but fundamentally flawed Pimp My Portal series, i wrote a blog post that completely blew up last week. Apparently it&#8217;s less enjoyable to see me grovel for money than it is to see me lie my way into absconding with [...]]]></description>
			<content:encoded><![CDATA[<p>Almost in spite of my paltry efforts to drive traffic to <a href="http://www.zombiegameworld.com">ZombieGameWorld.com</a> in the entertaining but fundamentally flawed <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a> series, i wrote a <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/">blog post</a> that completely blew up last week.  Apparently it&#8217;s less enjoyable to see me grovel for money than it is to see me lie my way into absconding with <em>all</em> the money, even when that money is made of plastic.</p>
<h2>Post Mortem</h2>
<p>The post hit the front pages of <a href="http://www.reddit.com/r/gaming/comments/fya4n/ryan_creighton_pulls_a_kobayashi_maru_at_gdc/">Reddit</a>, <a href="http://ca.kotaku.com/5777930/the-social-games-rant-you-didnt-hear-from-gdc">Kotaku</a>, <a href="http://gamasutra.com/blogs/RyanCreighton/20110305/7148/Holding_the_Bag_How_I_Gamed_GDCs_Top_Social_Game_Developers.php">Gamasutra</a>, <a href="http://news.ycombinator.com/item?id=2293848">Hacker News</a>, <a href="http://www.pcgamer.com/2011/03/06/one-developers-account-of-how-he-cheated-his-way-on-stage-at-gdc/">PCGamer</a>, <a href="http://arstechnica.com/gaming/news/2011/03/the-art-of-the-steal-how-one-man-crashed-a-gdc-panel.ars">Ars Technica</a> and <a href="http://www.rockpapershotgun.com/2011/03/13/the-sunday-papers-161/">Rock Paper Shotgun</a> in the course of a week. Within a few hours of being on Reddit, my host took my site down in what they were calling a DOS attack.  i assured them it wasn&#8217;t, and begged them to keep my site up.  No dice.  The traffic to my site &#8220;could compromise the experience of visitors to the other accounts that shared server space&#8221; with mine.  The site&#8217;s finally back up on another server. Needless to say, i know a lot more about transferring files, database entries, and nameservers than i ever did.</p>
<p>Here&#8217;s what it takes to trigger a DOS warning with your standard $7/mo shared web hosting package:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_15/spike.jpg" alt="Ryan Henson Creighton Untold Entertainment Traffic Spike"></p>
<p>Shut it down!  SHUT IT DOWN!!
</p></div>
<p>Yeah. Thirty thousand people tried to hit the site before the host pulled the plug.  (Sorry if i&#8217;m shattering the illusion here, but no &#8211; the Untold Entertainment blog does not <em>usually</em> pull in 30k visitors on a regular basis).  i love how the spike completely flattens the regular traffic graph.  (Side note: this graph also looks remarkably like a profile view of me waking up in the morning)</p>
<p>Someone posted a mirror site that pulled in maybe another 10k people, and i re-posted the article on Gamasutra, which got featured in the blog sidebar.  So all in all, over <em>fifty thousand people</em> read (or read about) the article.  How has this affected sales of my similarly entertaining and informative book, <a href="http://www.untoldentertainment.com/blog/unity-3d-game-development-by-example/">Unity 3D Game Development by Example</a>, you ask? Purchase a copy and i&#8217;ll be sure to let you know.</p>
<h2>The Most Expensive T-Shirt I&#8217;ve Ever Owned</h2>
<p>Fame like this is definitely short-lived, so i decided to milk the last ounce of notoriety from it that i could at the IGDA Toronto Chapter meeting last night:</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_15/shirt.jpg" alt="Ryan Henson Creighton Untold Entertainment I Have All the Coins T-Shirt"></p>
<p>It&#8217;s true.
</p></div>
<p>This is the best and most shameless stab at fame whoring that i could come up with.  Well &#8230; this, and my upcoming appearance on <b>Get Me Out of Here &#8211; I&#8217;m a Celebrity</b>.  Tune in next Tuesday at 8/7 central.</p>
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		<title>The Flip Side of the Coin</title>
		<link>http://www.untoldentertainment.com/blog/2011/03/08/the-flip-side-of-the-coin/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/03/08/the-flip-side-of-the-coin/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 03:03:40 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[gdc11]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3540</guid>
		<description><![CDATA[i feel like i set off a firecracker in the Internet boys&#8217; bathroom with my story of how gosh-darned clever i was, lying and cheating my way to GDC rant victory. i posted the article Saturday night, and by early Sunday morning, i&#8217;d been featured on the front pages of Reddit, Hacker News, PCGamer, and [...]]]></description>
			<content:encoded><![CDATA[<p>i feel like i set off a firecracker in the Internet boys&#8217; bathroom with my story of how <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/">gosh-darned clever i was</a>, lying and cheating my way to GDC rant victory.  i posted the article Saturday night, and by early Sunday morning, i&#8217;d been featured on the front pages of <a href="http://www.reddit.com/r/gaming/comments/fya4n/ryan_creighton_pulls_a_kobayashi_maru_at_gdc/">Reddit</a>, <a href="http://ow.ly/48UsS">Hacker News</a>, <a href="http://www.pcgamer.com/2011/03/06/one-developers-account-of-how-he-cheated-his-way-on-stage-at-gdc/">PCGamer</a>, and <a href="http://ca.kotaku.com/5777930/the-social-games-rant-you-didnt-hear-from-gdc">Kotaku</a>.  Two days later, the story was on <a href="http://gamasutra.com/blogs/RyanCreighton/20110305/7148/Holding_the_Bag_How_I_Gamed_GDCs_Top_Social_Game_Developers.php">Gamasutra</a> and <a href="http://arstechnica.com/gaming/news/2011/03/the-art-of-the-steal-how-one-man-crashed-a-gdc-panel.ars">Ars Technica</a>.</p>
<h2>WYSI(N)WYG</h2>
<p>There&#8217;s a flip side to everything you see at events like GDC. This year marked my sixth trip to the hallowed halls of gamedom. Over the years, i&#8217;ve seen mobile game development crawl up from the abyss to a privileged position as the only thing anyone ever talked about at the conference.  i&#8217;ve witnessed the rapid rise and fall of kids&#8217; virtual worlds, the decline of the casual downloadable market, the explosion of digital distribution, and the Godzilla-like devastation wrought by the likes of Zynga.</p>
<p>The people who take the mic at GDC are almost always the people with success stories to share. These are the people who draw the crowds and the numbers.  But the success they tout in their sessions may not be all it&#8217;s cut out to be, and it may not even last until the following year&#8217;s conference.</p>
<h2>Pair o&#8217; Dice Lost</h2>
<p>For example, one year i heard a guy speak about all the money he&#8217;d made on his game. i was impressed, and more than a little jealous.  i thought &#8220;man, what i wouldn&#8217;t give to have all that money.&#8221;  And then i envisioned all the things i&#8217;d do with it: giant robot races, playroom made of Nerf, Rolls Royce that plays &#8220;Dixie&#8221; when you honk the horn &#8230; and despite myself, before i even realized what was happening, i started vigorously rubbing my thighs. By the time i snapped out of it, i was being asked to leave the conference hall.</p>
<p>The next year, i learned that the very same guy who&#8217;d hit it so big with his game was on the financial ropes, and that his house was in foreclosure.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/foreclosure.jpg" alt="Home foreclosure"></p>
<p>Ehm &#8230; perhaps we should have sold more virtual hats?
</p></div>
<p>One year at the seldom-publicized conference portion of E3, i heard MYST designer Rand Miller talk about his plans for the upcoming MYST multiplayer game.  The game launch was a famously massive flop.</p>
<p>i try to catch Raph Koster every time he speaks at GDC.  Despite his brilliance, he&#8217;s no stranger to failure (Star Wars Galaxies, anyone?). Most recently, i saw him introduce his new venture, Areae/Metaplace.  One (maybe two?) year(s) later, Metaplace had completely tanked, and Raph was on to something new.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/raphKoster.jpg" alt="Raph Koster"></p>
<p>Raph inappropriately mimes &#8220;tappin&#8217; dat ass&#8221; during a stuffy corporate event.
</p></div>
<h2>Two Plastic Pennies to Rub Together</h2>
<p>So the other side of me, the guy holding all the coins (albeit plastic ones), is that i don&#8217;t have many coins to hold, plastic or otherwise.  i&#8217;ve been running my independent game studio, Untold Entertainment, for over three years, and have struggled to release a single game through all of the service work i&#8217;ve been trying (and often failing) to land.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/sadViolin.jpg" alt="Sad violin">
</div>
<p>So it was in that spirit that while i was at GDC this year, and i saw a nickel on the ground in front of me, i picked it up.  It was just underneath the chair in the next row up , where i sat waiting for a session to begin.  i glanced around furtively to see if anyone had dropped it, or had even noticed it, and then scooped it up inconspicuously and slid it into my pocket.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/secret.jpg" alt="Secret">
</div>
<p>i did this in the midst of GDC, a conference for which the alumni pass set me back $1300. i was surrounded by very wealthy people (or so they seemed), some of the biggest movers and shakers in the game industry.  </p>
<h2>Squirrel Fishing</h2>
<p>The next night, i went to a party hosted by Canada, my home and native land.  While strolling around looking for someone new to meet who could help me figure out where i was going wrong in my bidness, i noticed a quarter on the ground.  i figured &#8220;why stop now&#8221;, and stooped to pick it up.  As i did, i kind of worried that the people sitting in a nearby restaurant booth had planted it there to see what kind of desperate sad-sack stopped to grab it.  i half-expected the coin to be jerked out from between my fingers, tied to an invisible piece of thread, as my imagined tormenters laughed and pointed at me. And then the biggest one, the guy they called &#8220;Titan&#8221;, would dump his milkshake over my head and put his arm around Jenny Jenkins, who was wearing his high school sweater.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/atlas.jpg" alt="Charles Atlas">
</div>
<p>But nothing like that happened. i just grabbed the quarter, and into my pocket it went.</p>
<h2>The Value of Bending Over</h2>
<p>The tidbit of info that runs through my mind whenever i stoop to grab a penny or better comes from The Straight Dope, a weekly collection of ponderables by Cecil Adams featured in various North American newspapers.  In his article <a href="http://www.straightdope.com/columns/read/302/is-it-worth-it-to-pick-up-a-penny">Is it Worth it to Pick Up a Penny?</a>, Cecil writes:</p>
<blockquote><p>
The Scientific Research Team here at Straight Dope HQ has proven that a proficient penny-picker upper can probably pick up a particular penny in five seconds. On an hourly basis this works out to $7.20 per hour. As of 9/1/97, minimum wage will be a mere $5.15 an hour.
</p></blockquote>
<p>The minimum wage in Ontario is now $10.25, but i think the point is still reasonable.  It can&#8217;t hurt to grab an errant coin &#8230; unless it hurts your ego.</p>
<h2>Third Time&#8217;s a Charmin</h2>
<p>The day after i snatched the quarter at the party, my &#8220;teeth were floating&#8221;, so i walked into one of the GDC conference restrooms to &#8220;drain the tank&#8221; by &#8220;compressing my bladder and excreting urine from my urethra&#8221; (so to speak).  There, on the top of the urinal, was a small, tidy stack of coins: a few pennies, and maybe a nickel and a dime.  i thought fate was playing a cruel trick on me.  i mean, i don&#8217;t believe in punitive Greek-style gods who watch mess with us for their own amusement, but come ON.  What was this all about?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/gods.jpg" alt="Gods"></p>
<p>&#8220;Queen&#8217;s Kamikazes to Pearl Harbor three.&#8221; &#8220;You sank my battleship!&#8221;
</p></div>
<p>As a stream of hot <em>me</em> flowed into the bowl, i stared at the little stack of coins.  How &#8230; i mean, <em>how low</em> would i have to be to pick up those coins?  They were probably dirty.  Did the guy who left them there put them on the urinal <em>before</em> or <em>after</em> handling the goods?  And &#8230; well, what did it matter, really?  Money is filthy.  We all know that. What harm &#8230; ?</p>
<p>But NO.  No, no, no.  Maybe i picked up a couple of lousy coins around the conference.  Fine.  But i was NOT going to snatch toilet money.  i mean, it was <em>toilet</em> money.  There&#8217;s a difference between picking up money that someone drops on the floor of a convention centre or restaurant, and taking money that some dude piled on top of a john because &#8230;</p>
<p>&#8230; because why, exactly?  Why exactly was the money on the urinal, anyway? Did the last guy put it there because he was worried it would fall out when he dropped trou?  Or did it FALL IN the urinal, and he fished it out, and thought it would be weird to throw money in the garbage so he just LEFT IT THERE?</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_09/jackBlack.jpg" alt=Jack Black"></p>
<p>Can&#8217;t decide &#8230; can&#8217;t decide BRAIN ANEURYSM!!
</p></div>
<p>i stared at that little stack of change long and hard, friends.  And then, as the last lingering drops splashed on the ceramic basin below, i knew i had a decision to make.</p>
<p>What i thought to myself was this: &#8220;when was the last time someone paid me seventeen cents for taking a pee?&#8221;</p>
<p>Then i grabbed the change from the top of the urinal and put it in my pocket.</p>
<h2>i Don&#8217;t Actually Have All the Coins</h2>
<p>What you see is not what you get.  i appeared to many of the conference delegates, and to the people who read the article afterward, as a guy who really had it together, you know? A Robin Hood figure &#8211; a folk hero who had <em>all the coins</em> &#8230; when in fact, i have so <em>few</em> coins that i&#8217;m not above grabbing them off the ever-loving toilet.</p>
<p>This makes sense, though. It&#8217;s consistent with my personality. What is the <a href="http://www.untoldentertainment.com/blog/pimp-my-portal/">Pimp My Portal</a> series, if not a sad attempt to scrounge together $33 in pocket change every month to cover website hosting?</p>
<p>Or maybe it was the madness of GDC that made me do it?  When it comes down to it, maybe i was simply attending a conference about video games, collecting coins?</p>
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		<title>Do Social Games Exploit the Mentally Ill?</title>
		<link>http://www.untoldentertainment.com/blog/2011/03/08/do-social-games-exploit-the-mentally-ill/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/03/08/do-social-games-exploit-the-mentally-ill/#comments</comments>
		<pubDate>Tue, 08 Mar 2011 05:40:57 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[gdc11]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3529</guid>
		<description><![CDATA[From reading my surprise guest rant at GDC this year, you might think i&#8217;m a card-carrying member of the Zynga Fan Club (a club which forces you to re-confirm membership every fifteen minutes, and which sells you an auto-re-confirmation cantelope for $2). i think a lot of what motivates people to gripe about Zynga stems [...]]]></description>
			<content:encoded><![CDATA[<p>From reading my <a href="http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/">surprise guest rant</a> at GDC this year, you might think i&#8217;m a card-carrying member of the Zynga Fan Club (a club which forces you to re-confirm membership every fifteen minutes, and which sells you an auto-re-confirmation cantelope for $2).</p>
<p>i think a lot of what motivates people to gripe about Zynga stems from either jealousy, or the fear by core gamers that Zynga will become so popular that their precious triple-A first-person-head-exploder games will fade from existence and they&#8217;ll be forced to decorate bunnies and rescue little lost restaurants for the rest of their lives. </p>
<p><center><br />
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/PYQhvW-tjNM" frameborder="0" allowfullscreen></iframe></p>
<p>Don&#8217;t cry, little boys: these games will be around for a long time to come.<br />
</center></p>
<p>i think the money Zynga makes is well deserved, and that players should be able to decide for themselves when a game becomes too rote or too addictive without it offering them enough value for their time or dollar.  But i don&#8217;t give Zynga or its competitors a license to exploit. There&#8217;s one area in which i feel that social game developers need to act far more ethically, and if they fail to do so, i may even advocate the same type of government regulation that limits the use of tobacco, alcohol, drugs, gambling, and any other addictive substance or activity.   </p>
<h2>A Moment with Mitchell</h2>
<p>A few weeks back, i was at a very small gathering of students at the Herve Velasquez School for the Digitally Inclined, where i used to teach until they fired my ass.  The game development students run a club, which offers everything from Magic: the Gathering tournaments to 3D speed modeling competitions (in which the students use all three dees).  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/magic.jpg" alt="Magic: the Gathering"></p>
<p>Ah, youth.
</p></div>
<p>This particular week, the students had invited Mitchell Smallman to speak.  Mitchell is a writer for a social game on Facebook that&#8217;s raking in money left right and centre, as Facebook games are wont to do. Throughout his talk, Mitchell tried to dislodge the students from their biases against social games, and making games (of any stripe) with profit as the main intent, his first bullet point being &#8220;get over yourself.&#8221;</p>
<p>This was all fine and dandy.  But toward the end of Mitchell&#8217;s rant, he dropped a megaton bomb: Mitchell Smallman said, in a clear but apologetic voice, &#8220;the problem with social games is that they exploit the mentally ill.&#8221;</p>
<h2>Going Off the Whales on a Crazy Train</h2>
<p>To explain himself, Mitchell began describing his game&#8217;s &#8220;whales&#8221;.  This is a term borrowed, uncoincidentally, from the gambling industry, which decsribes enormously rich people who jet in to Vegas, drop a disgusting amount of cash at the tables, and jet back out again having had, one supposes, tons of fun.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/vegas.jpg" alt="Las Vegas"></p>
<p>What you happen to spend in Vegas, stays in Vegas.
</p></div>
<p>Mitchell talked about some particular whales in his social game: two Bay Street (Wall Street) investment bankers who were competing to knock each other off the high scores list, and in doing so, dropped over ten grand apiece.  We had a good, if nervous, laugh over this.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/piano.jpg" alt="Piano Movers"></p>
<p>Last time i dropped a grand, i was a piano mover and i &#8230; lame joke.  Abort.
</p></div>
<p>But Mitchell&#8217;s tone turned serious when he confided in the group that a good number of the whales he sees are actually people who spend an alarming amount of time in the game, and who spend an enormous amount of money not necessarily because they&#8217;re having fun, but because they feel they <em>have to</em>.  These are the first people to angrily harass the live team when the game is down, or when something doesn&#8217;t work as they expected it to.  </p>
<p>And simply from the timbre of their forum banter, Mitchell said he could tell these folks weren&#8217;t of sound mind.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/jackson.jpg" alt="Michael Jackson post"></p>
<p>Um &#8230; lame comment?  &#8230;. abort?
</p></div>
<p>At this point, of course, you can interject that Mitchell Smallman is not a licensed psychologist. But come on, friends.  We regular people can smell crazy on our own just fine.  If we couldn&#8217;t, we&#8217;d all be wearing Snuggies out on the street like they&#8217;re haute couture.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/snuggies.jpg" alt="Snuggies"></p>
<p>Well Katie, it&#8217;s Fashion Week here in New York, and &#8230;
</p></div>
<h2>Let&#8217;s Agree to Agree</h2>
<p>With Mitchell&#8217;s confession in the back of my brain, i attended a GDC &#8220;debate&#8221; on the validity of social games, called &#8220;A Debate: Are Social Games Legitimate?&#8221;. i put &#8220;debate&#8221; in dick quotes because, like many of the panels in the conference&#8217;s social games discipline, obvious croneyism kept the session from being truly worthile.  The panelists were three developers who made social games, and one academic who had made a <a href="http://www.bogost.com/blog/cow_clicker_1.shtml">satirical social game</a> but was nonetheless doing well by it.</p>
<p>So that&#8217;s three &#8220;fer&#8221;, and one sardonically &#8220;agin&#8221;.  That&#8217;s supposed to be an argument?  That&#8217;s like asking four members of the Wu-Tang Clan to debate the merits of &#8220;peein&#8217; on bitches.&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/odb.jpg" alt="Ol' Dirty Bastard"></p>
<p>The Chair recognizes the Right Honorable Ol&#8217; Dirty Bastard.
</p></div>
<p>The debate unfolded with all the ferocity of a sorority slumber party pillow fight, with the only true opposition coming from Ian Bogost, who gently massaged the other panelists with soft suggestions of how they may be gently bruising the industry, if you please.  </p>
<p>Daniel James, CEO of Three Rings (Puzzle Pirates), who i figured was supposed to be quasi-oppositional (merely because his game wasn&#8217;t on Facebook?), clamped up pretty early in the debate when he very visibly realized that any criticism leveled at the Facebook developers could easily be aimed squarely at him, and at point blank range to boot. (Daniel said he would be &#8220;personally distressed&#8221; if his game relied too heavily on gambling tricks, and despite being a fan, i wondered what planet he was on?  Puzzle Pirates hosts regular POKER MATCHES, ffs)</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/puzzlePirates.jpg" alt="Puzzle Pirates"></p>
<p>Thank God our game doesn&#8217;t rely on GAMBLING HOOKS &#8230;
</p></div>
<p>By the time the back-patting was over, i was still hoping to see a little fur fly.  i took to the mic during the question period (as i do), and laid the groundwork with Mitchell&#8217;s initial whale stories. Then i asked the panelists point blank: do social games exploit the mentally ill?</p>
<h2>Getting the Heck Out of Dodge</h2>
<p>Nabeel Hyatt from Zynga performed a classic dodge: &#8220;What do you mean by &#8216;mentally ill&#8217;?&#8221;</p>
<p>Ah. Would this be an argument over semantics?</p>
<p>&#8220;You know &#8211; mentally ill,&#8221; i said. &#8220;Like manic-depressive, schizophrenic, or obsessive-compulsive. That type of thing.&#8221;</p>
<p>Nabeel gave it another shot.</p>
<p>&#8220;I &#8230; don&#8217;t understand the question?&#8221;</p>
<p>i reiterated: were social games primed to exploit, or even promote, players&#8217; mental illness to encourage them to play more often and to spend more money than they really should?</p>
<p>What followed was a bent-over-backwards dodge of Matrix-esque proportions. The panelists, primarily Nabeel, began by redefining mental illness as &#8220;fandom&#8221;.  &#8220;i used to collect a ton of comic books when i was a kid,&#8221; said Nabeel, &#8220;was i mentally ill?&#8221;  To my dismay Ian Bogost, in what i saw as an abuse of his intellect (and sole devil&#8217;s advocate status), came to Nabeel&#8217;s aid, asking (with patronizing pedagogy) whether enthusiasm for popular culture didn&#8217;t border on madness?</p>
<h2>Heavily Medicated Beatlemania</h2>
<p>My time at the mic was up, but i thought No, you creeps &#8211; i&#8217;m not talking about <em>Bieber fever</em> here &#8230; i&#8217;m talking about the kind of people you watch every week on <em>Hoarders</em>.  Actual, real people who can&#8217;t, like the rest of us, reason their way out of playing an addictive social game because it&#8217;s eating up too much time, money, and sanity.  </p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08straightjacket.jpg" alt="Straightjacket"></p>
<p>Please &#8211; just one more bushel of Smurfberries!!!
</p></div>
<p>Of course, no social game developer in his right mind would suggest that these types of people need to be limited in their play time and spending.  These are their <em>whales</em>, after all.  These are the  people pushing up their ARPU and scoring them the cash.  If anything, social game developers would do well by attracting (or even CREATING) more mentally ill players, because only someone out of their mind would spend real money on things that don&#8217;t really exist (as the panel&#8217;s moderator Margaret Robertson suggested, jokingly).</p>
<h2>Your Stand on Instanity</h2>
<p>So, the question: should companies like Zynga and Playdom be regulated by the government to limit time and money spent when players cross a certain activity threshhold?  Or should the governemt stay out of it, and should these companies voluntarily develop these limitations borne naturally of their own corporate ethical policy?  And if these companies continue to be left to their own devices, will these innate ethical practices ever emerge?</p>
<p>We regulate and legislate smoking, drinking, drugs, and gambling, but we don&#8217;t throw shopaholics in prison.  Aren&#8217;t these people just online shopaholics?</p>
<p>COUNTERPOINT!  Isn&#8217;t the key difference that we&#8217;re not tracking the every move of brick-and-mortar shopaholics, but we ARE tracking every move of our online players?  Since we already know everything they&#8217;re doing, isn&#8217;t it incumbent upon us to act to prevent them from harming themselves?</p>
<p>REBUTTAL!  Die in a fire, Ian Bogost!  (panelist Curt Bererton tears his shirt open and leaps across the table, his splayed fingers aimed at Bogost&#8217;s tender face)</p>
<p>Moderator: FINISH HIM!</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_08/kirkVsSpock.jpg" alt="Kirk vs. Spock">
</div>
<p>Erm &#8230; sorry about that.  i got carried away.  Knowing that social games aren&#8217;t leaving any time soon, let me know if you think social game developers should be externally limited, whether they should be self-limiting, or whether they should be free to gouge as much time and money from as many people as they like, crazy or sane, as our God-given free market allows.  And also, please let me know who you think would win in a bare-chested pit fight between Ian Bogost and Curt Bererton.  i&#8217;m writing the Bogost/Bererton slash fiction as we speak.</p>
<p><b>UPDATE!</b></p>
<p><a href="http://nowlookcloser.com/post/3723596527">Mitchell Smallman has responded</a> with a wonderfully thoughtful take on whales and the damage they do to player communities, and the responsibility of designers to create games that strive for more than vapid box-ticking as a mechanic.</p>
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		<title>Holding the Bag: How I Gamed GDC&#8217;s Top Social Game Developers</title>
		<link>http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/</link>
		<comments>http://www.untoldentertainment.com/blog/2011/03/05/holding-the-bag-how-i-gamed-gdcs-top-social-game-developers/#comments</comments>
		<pubDate>Sun, 06 Mar 2011 04:10:21 +0000</pubDate>
		<dc:creator>Ryan Henson Creighton</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[gdc11]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=3522</guid>
		<description><![CDATA[When i circled the Social Game Developers Rant in my GDC schedule as a must-see session, i had no idea that i&#8217;d wind up improvising my own rant in front of the thousands of attendees. The story of how that happened is an interesting study in the attitudes of the game industry&#8217;s top iconic figures, [...]]]></description>
			<content:encoded><![CDATA[<p>When i circled the Social Game Developers Rant in my GDC schedule as a must-see session, i had no idea that i&#8217;d wind up improvising my own rant in front of the thousands of attendees.  The story of how that happened is an interesting study in the attitudes of the game industry&#8217;s top iconic figures, and how their influence flavours the way the rest of us see the social games space.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/rant.jpg" alt="Game Developers Rant"></p>
<p>Image from last year&#8217;s rant unceremoniously ganked from Jason Della Rocca&#8217;s blog and used here without permission.
</p></div>
<h2>Respect is Earned</h2>
<p>&#8220;No F@%$ucking Respect! Social Game Developers Rant Back&#8221; was held in one of the largest spaces at the Game Developers Conference: room 3014 in the West Hall, which seats roughly a billion people.  The lunch time session promised informed, thought-provoking and entertaining rants from a line-up of the usual suspects:  </p>
<ul>
<li><b>Ian Bogost</b>, wry academic and creator of the <a href="http://www.bogost.com/blog/cow_clicker_1.shtml#">Cow Clicker</a> parody of social games
<li><b>Brenda Brathwaite</b>, opinionated champion of (<a href="http://playthisthing.com/train">sometimes manipulatively</a>) emotional games
<li><b>Trip Hawkins</b>, a cool and collective business maven who happened to found Electronic Arts
<li><b>Chris Hecker</b>, game graphics guru and indie advocate
<li><b>Steve Meretsky</b>, best known to me for his work in <a href="http://www.douglasadams.com/creations/infocomjava.html">interactive fiction</a> back in the day
<li><b>Brian Reynolds</b>, comparitively mild-mannered designer of some pioneering <a href="http://en.wikipedia.org/wiki/Sid_Meier%27s_Alpha_Centauri">4x games</a> (and token Zynga panelist)
<li><b>Scott Jon Siegel</b>, a Playdom designer who was billed as the panel&#8217;s youngster, but who actually had more experience in social games than anyone else on the panel (a point he made abundantly clear in a loud, fast-paced, and HILARIOUS &#8220;bonus rant&#8221;, my favourite moment in the whole session)
</ul>
<p>Floating in the background was Jason Della Rocca, former IGDA chief who, i should point out, knows me. Moderating the panel was the equal-parts energetic and abrasive Eric Zimmerman.  </p>
<h2>Pay to Play</h2>
<p>As i entered the room, a CA (volunteer &#8220;conference associate&#8221; who checks badges and collects session feedback forms) was handing everyone a plastic coin from an orange bag.  i was intrigued, and rubbed the ersatz booty between my fingers while the first delegates slowly trickled in.  A slide on the A/V screen explained the point of the coins: <b>the person who collected the most coins from the other players in the room by the halfway point of the session would be invited to the front to do a &#8220;guest rant&#8221; on social games.</b></p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/cha-ching.gif" alt="Yes">
</div>
<p>i didn&#8217;t really want to rant, dear readers &#8230; but i DID want to win the game.  i looked around the room at the hundred-or-so delegates and quickly calculated the amount of glad-handing and baby-kissing i&#8217;d have to do to amass enough coins to win.  i knew i was up against the likes of Jane McGonigal, who despite being featured in two or three other GDC panels and talks that week AND a recent Colbert Report episode was nonetheless salivating over the chance to grab the mic yet again.  i knew i was no match for Jane&#8217;s celebrity, eagerness, and feminine wiles.  What chance did a chubby nobody with lunch stuck in his teeth have against a Colbert alum?</p>
<p>Clearly, my only recourse was to use social engineering to win the social game.</p>
<h2>The Game Was Afoot</h2>
<p>i strode back to the entrance, to where the deliciously young and impressionable CA was handing out the coins.  In an urgent voice, i said &#8220;Excuse me!  Chris Hecker, one of the panelists, said he only really wants about half the room to get these coins.  He sent me to get the bag and run it up to him at the front of the room.&#8221;</p>
<p>Then, with no skepticism or suspicion, the CA pleasantly purred &#8220;sure,&#8221; and handed me the bag.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/gasp.gif" alt="Gasp">
</div>
<p>He HANDED me the bag.  The bag with all the coins.  i had all the coins.</p>
<p>My heart racing, i rushed back to my seat at the other end of the cavernous room.  i have never shoplifted before.  i&#8217;ve never possessed an illicit substance. i&#8217;m known to my small segment of the industry as being unfailingly honest, often to my detriment.  And here, through the uncharacteristic use of cunning and deceit, i had snatched the <em>entire bag of plastic coins</em> that GDC&#8217;s social games industry powerhouses needed to run their social game.  i tried to judge how best to cram the coins into my body cavity to hide them, and decided instead to furtively stuff the bag into my backpack before giddily awaiting the coming storm.</p>
<h2>A Vote for Jane</h2>
<p>Meanwhile, my impromptu nemesis Jane McGonigal had started campaigning for coins. At that time, she apparently didn&#8217;t have a rant idea either &#8211; she, like me, just wanted the coins. She came closer to my row, and appealed to the crowd to give her their coins.  i, mad with secret power, tried to look casual as i turned to face her in my seat and said &#8220;you&#8217;re not gonna win.&#8221;</p>
<p>&#8220;Why not?&#8221; she said, annoyed. This was Jane McGonigal, after all.  Why <em>wouldn&#8217;t</em> she win?</p>
<p>&#8220;Because <em>i&#8217;m</em> gonna win.&#8221;  It was a bold claim from a guy casually kicking back in his seat, surrounded by delegates who still had their coins. Deciding not to waste any more time on my cryptic claims (which were just my misguided attempt at good-natured smacktalk), she spun around to bring her coin campaign to the delegates in other rows.</p>
<h2>The Jig Was Up</h2>
<p>Meanwhile, at the front of the room, i heard either Jason or Eric snap &#8220;what do you mean someone stole the bag??&#8221;  Oh crap.  The doe-eyed CA, realizing he&#8217;d been duped, started scanning the rows of seats for me, patrolling them like a prison warden.  i kept my head low and stared at my backpack on the floor &#8211; the very backpack that burned with ill-gotten gold.  Soon, my pretties &#8230; soon, it would all be mine.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/hiding.jpg" alt="Hiding">
</div>
<p>i exhaled heavily when the rants finally started.  Only about an eighth of the attendees had actually received coins (thanks to me), but Eric never let on.  He cheerily explained the rules a few more times, never letting on what had happened, and then the ranting began.  Panelists after panelist took to the mic to plead their cases on the validity of social games. At the halfway point, Eric announced that it was time to learn the results of the game: who in the room had collected the most coins from the other players?</p>
<p>A few murmurs of &#8220;i have five coins&#8221; and &#8220;i&#8217;ve got a couple&#8221; kicked things off.  Jane McGonigal jumped up and proudly presented her handful.  Eric seemed pleased that the winner was someone he knew and could trust not to be an ass on the mic. </p>
<p>And then i stood up.</p>
<p>On the chair.</p>
<p>And, holding the orange plastic bag aloft like Perseus presenting the head of Medusa, defiantly proclaimed &#8220;I HAVE THE ENTIRE BAG.&#8221;</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/perseus.jpg" alt="Perseus"></p>
<p>It was exactly like this, except that i had pants on.    &#8230;. and i have a much bigger cock.
</p></div>
<p>The room erupted.  Some people laughed. Some jeered.  Some guffawed.  i was beaming, incredibly pleased with myself, like a toddler who&#8217;s just learned to take off his own diaper.  i fully expected Eric and the other panelists to smile along with me.  Aha!  We are social gamers, this was a social game, and somehow this delegate had managed to convince, through social contrivance, the impressionable CA to hand him the bag of coins.  </p>
<p>It recalled the <a href="http://www.destructoid.com/breaking-goonfleet-stomps-band-of-brothers-in-biggest-eve-takedown-ever-77421.phtml">massive coup in the MMO Eve Online</a>, in which social maneuvering led to a devastating take-over of one of the game&#8217;s most powerful cabals.</p>
<h2>Taking Crayons, Going Home</h2>
<p>Through my squinty smile, i scanned the faces of Jason, Eric, and the panelists.  It was not a pretty sight.  They were scowling.  Actually scowling.  &#8220;You took the whole bag?&#8221; they said, disgusted.</p>
<p>&#8220;Well &#8230; yeah!&#8221;  </p>
<p>&#8220;That was against the rules, though.&#8221;  This last came soberly.  &#8220;It was against the RULES.&#8221;  Zimmerman petulantly wagged a finger at the slide.</p>
<p>&#8220;No it wasn&#8217;t.  It was a social game, and i gamed it socially. The CA handed me the bag.&#8221;</p>
<p>&#8220;B&#8230; but you have to get the coins from other players.&#8221;</p>
<p>A hurried debate broke out about whether or not the CA was a player, and whether or not i had taken the coins &#8220;legally&#8221;.  My interpretation of the rules was that the player with the most coins wins, and i had the most coins.  Someone else spoke up and said &#8220;We don&#8217;t even know he has any coins, though.  He&#8217;s just holding a plastic bag.  He might not have ANY coins.&#8221;</p>
<p>The weight of the coin bag pressed heavily against my palm.  i was irked.  Not only did the bag contain coins, but it contained nearly ALL the coins &#8211; enough for the hundreds in attendance and then some. And they were MY coins.  Not only was i denied my hero&#8217;s welcome and a pomp-filled invite to the front of the room &#8230; now i was being accused of CHEATING, and worse &#8230; of <em>not even having all the coins.</em></p>
<p>Someone in the audience shouted out &#8220;Who do you think you are &#8211; Zynga??&#8221;  The crowd laughed.</p>
<p>&#8220;Show us,&#8221; said someone on the panel.  &#8220;Show us the coins you supposedly collected.&#8221;</p>
<p>My fist tightened on the orange plastic bag.  Through knitted eyebrows, i raised the bag over my head and showered myself in a cascade of gleaming, glittering plastic coins. It was like that scene from Flashdance, except with a chubby fully-dressed nerd instead of half-naked Jennifer Beals.  When the torrent of winnings finally dripped dry, i casually tossed the empty bag on the coin-littered floor and held my hands out plaintively to appease the room.</p>
<p>Eric spun to address the panelists.  &#8220;What do you think?  Should we let this CHEATER do a guest rant?&#8221;  To a man, every single one of the panelists gave me a thumbs down.  </p>
<h2>You Don&#8217;t Know What You&#8217;ve Got Til It&#8217;s McGonigal</h2>
<p>i had been robbed.  And Jane McGonigal, flaxen-haired upholder of the game creators&#8217; true intent, was named the winner.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/colbert.jpg" alt="Stephen Colbert vs. Jane McGongical"></p>
<p>McGOONNNNIGAAAAAALLL!!!!
</p></div>
<div class="displayed">
<p><a href="http://twitter.com/jasonjkee"><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/tweet.jpg" alt="Jason J Kee Twitter"></a></p>
<p>During the session, a few Twitter friends rushed to my defense.
</p></div>
<p>Two twists in this story came one after the other: Jane was invited up to speak, and brought two friends with her.  i later learned that the organizers considered this a cheat as well.  In another unexpected turn, Eric came up to me during the rants and mouthed &#8220;Do you still wanna say something?&#8221;  i mouthed &#8220;Sure.&#8221;  Then he mouthed &#8220;Okay, but keep it to ten words or less. TEN WORDS.  Ten.&#8221;  He held up ten fingers.  &#8220;Ten.&#8221;</p>
<p>&#8220;Sure &#8211; okay.&#8221;  i nodded.  Had he actually said what i thought he&#8217;d said?  He was going to let me do a rant?  And he wanted me to keep it to ten words?  What could i possibly say in ten words??</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/10things.jpg" alt="10 Things i Hate About You"></p>
</div>
<h2>In Ten Words</h2>
<p>Eric stayed true to his promise. Just before the final ranter, Ian Bogost, took to the stage, Eric announced that &#8220;in the spirit of mischief&#8221;, he was going to let me do a SPECIAL MINI-RANT.  The key word, of course, was &#8220;mini&#8221;.  i jogged up to the front and grabbed the mic, then turned around to face the enormous crowd.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/woodstock.jpg" alt="Woodstock crowd"></p>
</div>
<p>i looked at Eric&#8217;s eager face, at his pleading eyes, and remembered his rule: ten words or less.  i felt the metal of the microphone that had been burned up, spat in, and blessed by the panelists before me.  And as Eric made the hand-over-hand &#8220;hurry up&#8221; motion frantically from the front of the room, i decided to break another rule. i gripped the mic and said to myself &#8220;from my cold dead hand, Zimmerman.&#8221;  And then i proceeded to rant for as long as i damn well pleased.</p>
<div class="displayed">
<p><a href="http://www.youtube.com/watch?v=61m_Dm44RHA#t=00m55s"><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/jim.jpg" alt="Val Kilmer as Jim Morrison"></a></p>
<p>Sing it, Jim.
</p></div>
<p>Given the same opportunity, what would you say?  What kind of rant could you improvise in front of a room stuffed with some of the most talented and well-known game developers in the business, and at GDC, the Mecca of your industry?  The scheduled panelists had months to write and practice their rants.  i had moments.  Predictably, nothing i said was particularly Earth-shattering, but the point i tried to get across was this:</p>
<p>We like to brag about how the games industry brings in more money than the film industry, but as soon  as someone like Zynga makes enough money to trigger our envy, we invent interpretations of the game rules to say it&#8217;s not okay.  Zynga is standing on a chair in the middle of a crowded room showering itself with coins, and instead of applauding them for their ingenuity, we&#8217;re crying foul and pointing to the ways in which they&#8217;ve broken the &#8220;rules&#8221;.</p>
<p>Meanwhile, we are breaking the very same rules: the addictive qualities of Facebook social games can be found throughout all our games. i talked about how i had skipped three real-world Hallowe&#8217;en parties to stay home and collect the spooky furniture set in Animal Crossing, and how i had spent an ungodly number of hours chasing after the legendary dogs in Pokemon Silver.  In both cases, i had to decide on my own that these games had become a chore rather than a source of fun and entertainment, and i stopped playing them.</p>
<div class="displayed">
<p><img src="http://www.untoldentertainment.com/blog/img/2011_03_05/animalCrossing.jpg" alt="Animal Crossing"></p>
<p>In the amount of time i spent playing Animal Crossing, i could have MADE Animal Crossing.
</p></div>
<p>But this is a case of the pot calling the kettle addictive. Zynga is no more culpable for introducing addictive hooks in games than any other developer.  At GDC, years before Zynga&#8217;s triumph, the Casual Games Summit speakers all talked about how they needed to make their games more addictive.  One of the most popular and profitable game portals for tweens, <a href="http://www.addictinggames.com">AddictingGames.com</a>, makes absolutely no bones about it.</p>
<p>Jane McGonigal bent the rules to bring her buddies up to share her rant time, but her shenanigans were sanctioned by the industry guard.  i, a relative newcomer, bent the rules by taking all the coins, was accused of cheating, and was barred entry into the club.  Tellingly, for all the complaining we do about Zynga, their GDC session on developing games for 43-year-old women was standing room only.</p>
<p>For all the spectacle, for all the drama, and for making an enormous ass of myself, i don&#8217;t regret a single moment of it.  If anything, bucking convention and winning the coin game reminded me that the greatest gains are made by subversion, disruption, and going against the grain.</p>
<p>In short: break the rules, get the coins. </p>
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