The Art of Braid, Part VIII

May 8th, 2008




David Hellman has posted yet another entry in the Art of Braid series.

This posting is about the House where you start, and where you keep returning after visiting each world. We did a ton of work on this. It’s by far the most complicated level in the game.

Everyday Shooter is now available on Steam.

May 8th, 2008

A pleasant surprise! This music-oriented 8-way-shooter by Jonathan Mak was originally released on the PS3 last year.

Here is the Steam page for the game.

I highly recommend it.

The PartnerNet version of Braid has been updated.

April 24th, 2008

The build of Braid on PartnerNet has been updated to a newer one. This one is less-crashy; it has some cosmetic changes, and some gameplay changes (the player now collides as his full height, the last puzzle on world 6 has been redesigned), and some text changes (the text has been lightly revised everywhere, and a piece of the Epilogue has been rewritten.)

To play this one, just delete your old version of Braid off the xbox and download the new one. Your saved game will carry over.

The Art of Braid, Part VII.

April 20th, 2008

Braid Concept -- Running on Rooftops

David Hellman has posted a new Art of Braid update. This time he talks about the title screen (which is one of the nicest parts of Braid), and how he took it from the original Programmer Art version into what we have today.

I’ve also added an Art of Braid link to the sidebar; it goes to an index of all the pages.

Braid is now available on PartnerNet.

April 12th, 2008

(If such a place exists.)

Please keep in mind that there are a lot of small tweaks to be done in terms of presentation. This build is only a day old, and already a number of things have been done to make the game look and play better. But if you don’t mind title screens that are slightly off-center (ugh!), give the current build a whirl.

Updated Game Design Sketchbook.

April 11th, 2008

 

Jason Rohrer has updated his Game Design Sketchbook column with a new game called Idealism that you can download and play. He also explains the concepts he meant to embed into the game design.

In other news, Jason’s NYU speech has been rescheduled for Friday, May 2, at 3:30pm.

Jason Rohrer’s talk has been postponed.

April 11th, 2008

In case anyone is reading this blog right now, we see on Game Design Advance that Jason Rohrer’s talk at NYU today has been postponed due to illness. Get better soon, dude!

The Art of Braid, Part VI.

April 10th, 2008

David Hellman has posted a new Art of Braid, where he shows the process of revision we went through for the first castle in the game.


The Art of Braid, Part VI.
 

If you want to know why Braid has taken so long to get done, it’s because we want through this revision process for pretty much everything.

The Art of Braid, Part V.

April 1st, 2008


David Hellman has posted Part V of The Art of Braid over at his blog.

Bloopi (Braid sidekick)

This time he moves away from the Visual Art side of things and gets more into the Emotional Art territory (of course, these two territories are inseparably intertwined — how things look are a dominant factor in how you feel about them). He discusses the ways in which we make the player cry and become more socially conscious, and in the process reveals why Braid is taking so long to be released. Really we are revolutionizing the emotional landscape of the player experience in ways that mainstream games could never hope to match.

Braid Preview/Review Round-Up

March 25th, 2008

Reverend Anthony at Destructoid wrote up a preview of Braid. He said:

The preview build of Braid comprises one of the most interesting, satisfying, beautiful game experiences I’ve ever had…

Except that he didn’t say that. (Read the article to see why!)

 

Braid was also discussed in a very positive way in the latest Destructoid podcast, #48. This podcast also discusses art games in general, and contains specific discussions of The Marriage, Stars Over Half Moon Bay, Passage, and Gravitation. Warning: This podcast is also chock full of crudity.

 

Sean Bell wrote a very positive preview over at Darkzero. A quote:

Let it be known that, at the time of writing, I envy every single person who reads this preview. Why? Because I’ve just started up … Braid for the first time, and I’ll never get to do it again. I’ll be able to play it again, sure, but it won’t ever be the same as it was just now. I can’t, unlike the game’s protagonist, rewind time and have the same experience again.

 

Corvus Elrod wrote up his impressions over at Man Bytes Blog. He likes Braid, but not as much as the previously-mentioned previewers; but he’s also still early in the game, so maybe that will change. Or maybe he will totally hate it in the end!