All posts by Jonathan Blow

Jonathan Blow’s Schedule of Events for the Second Half of 2007.

I seem to have a lot going on this year, and I needed to make a list to keep myself straight so that I don’t do something embarrassing like miss a speaking engagement. While I am doing that, I might as well make the list public. If anyone out there wants to meet up at any of these and talk about interesting game design topics, I am up for it.

Continue reading Jonathan Blow’s Schedule of Events for the Second Half of 2007. →

Previews of Braid.

The Arsecast LogoThe Arsecast, the indie game development podcast, has p/reviewed Braid rather positively; the link is here. I recommend you subscribe to the Arsecast because it is a nice way to find out about all sorts of new and interesting indie games. When Graham remembers to update the RSS feed properly.

I enjoyed reading the preview, but also talking to Graham via email as he is a smart guy who has a very interesting and unique viewpoint about games.

 

Also, Jason Rohrer of Arthouse Games published a very positive preview of Braid a few months ago, but I don’t think I ever linked it, so here you go. Keep in mind that this write-up was so long ago that the included screenshots are mostly not representative of the current game. For somewhat up-to-date screenshots of Braid, look here.

The interview with Rod Humble on Arthouse Games is also a good read.

Gameworld Extended.

I’ve been told that Laboral is extending their Gameworld exhibit (which I previously wrote about here, here and here). Daphne Dragona has told me that the show will now run through September 10th, which will allow many more people to see it, since Gijon is a popular tourist destination during the summer. Maybe this means I will get over there and see the exhibit live.

I don’t know the reasoning behind the extension, but I’d like to believe it’s because people are really enjoying it.

Chalk is quite good also.

Chalk screenshot

Chalk is a game where you draw lines using the mouse to connect on-screen objects. But it feels like a fast-paced shooter, complete with several creatively-conceived dsddsddboss battles. It is quite well done and I recommend you try it out if you like games that are different.

There are some bugs in the game, and the nigh-mandatory fullscreen mode doesn’t work perfectly. But the game is well worth suffering these issues.

I would love to see a version of this game published on the DS or Wii.

Laboral was not kidding about their Gameworld exhibit.

Laboral Gameworld Exhbit books, shot 2

A while ago I posted about the Gameworld exhibit at the Laboral Centro del Arte. Unfortunately I haven’t made it to the exhibit yet, and the chances of my making it to Spain within the next month are slim. However, Laboral has put up information about all the works in the exhibit, on the web here.

In the mail I also received some very nice print books containing the same information. I have included them below. Maybe if you go to the exibit, you can pick up copies of these books in the museum store, as souvenirs!

Continue reading Laboral was not kidding about their Gameworld exhibit. →

Post-Braid Project Update.

Lots of Dots

At the GDC this year, I gave a talk at the Independent Games Summit about indie prototyping, and how it differs from mainstream-industry prototyping. One of my main points was about scheduling: you can’t schedule insight. It comes when it comes; so if you tie your prototyping process to a specific schedule (“X weeks of prototyping and then we start the real game”, for example), you will probably not give the proper insight the chance to blossom. Sometimes you need to sit on an idea for months, or years, before it is ready.

  Continue reading Post-Braid Project Update. →

Braid poster art.

Hourglass and Castle

David Hellman painted this in December 2006.  We intended to use it for our Slamdance Game Festival posters, and perhaps for other purposes later on.  We ended up not attending Slamdance, so this has been sitting on our hard drives for months.

It seems best to put it out there for now and let people enjoy it, as it is really nice.  It captures the theme of the game but still feels mysterious.  It perhaps makes the audience wonder, “what is that about?”  We will undoubtedly use this image in the future in some capacity.  Right now I’m using it as a desktop image.  Click the thumbnail above for a 1024×1024 version.