Well, professionally, I make video games. For many years that meant console games. Early works included an X-Files and an E.R. game. The middle part of my career consisted of making a series of fighting games: Supremacy MMA, Girlfight, Belator and Spartacus. And then my company transitioned to making mobile games, the latest of which, is Pacific Rim: Breach Wars.
But my table top work is mostly about Gothic and psychological horror. A lot of my games are designed to make you reflect on tough topics and gamify unpleasant experiences. My hope is that by lacquering over tough subjects with monsters and surrealism they will be more attractive to engage.
Here's a project breakdown:
The Gothics:
Necropolis - A Cybergothic setting for The Sprawl and an attempt to re-introduce some of the awkward romanticism found in Gibson's Sprawl trilogy into the game.
The Extraordinarily Horrible Children of Raven's Hollow - A game about creepy children murdering each other and a commentary on vicious and unkind PvP games like Munchkin.
The Anxiety and Depression Series:
Haunted - A game about a murderer being stalked by the ghost of his victim and a metaphor about stress and having too many responsibilities to juggle.
A Dark an Quiet Place - A hybrid board game and story game about fighting monsters in abandoned buildings. The board game is unwinnable and gets increasingly more difficult. The game ends when the focus character figures out what all this "cycling" is really about for them emotionally.
Elevator of Regretful Memories - A game about the monsters from our nightmares bleeding into reality. Uh... maybe the metaphor on this one is a little thin.
Silent Sound - A variation on encountering monsters in abandoned buildings and seeking reflections of ourselves in the things in our environment.
Weaving Yarns - A game about characters who are leaning on fantasy as a coping mechanism. The game pulls in elements of the players real lives as a focus on how the characters we build in these game are... well... sometimes coping mechanism.
The Weird Stuff
Bread Mold Might Be Medicine - A game about the head doctor at a mental hospital and how sometimes the wisdom in our lies is the truth we need to move forward. it's about the blind leading the blind.
Exceptional Fantasy - A card-game RPG hybrid about being the major faction leaders in an EPIC fantasy world as inspired by the tarot deck you choose to play the game with.
Thornes - Frank Miller's Three Musketeers. A game about fucking your enemies and murdering your lovers.
And that's just what exists in playable alpha documents. The list goes on an on.
Using irrelevant tags, especially popular tags, makes it hard to find good and relevant content.
Please try to use only relevant tags when posting.
#introduceyourself / #introducemyself
The “introduceyourself/introducemyself” tag is for creating initial, first introduction post that tells us about you. Users are encouraged to use this tag exclusively for that, and not to reuse it.
The Guide To Using Tags: The Game of Tags.
More Info: Abuse Guide - 2017.
Hello @jburneko!
I noticed you have posted many times since you began your journey on Steemit. That is great! We love active partipants.
I do want to point out that the Introduceyourself tag is meant to be used once only to introduce yourself to the Steemit community. You have now posted 5 times using the introduceyourself tag. Please see this link for more information Tag Spam?
Please take this into consideration and help build a great platform!
Very interesting topic! I always wanted to have the knowledge to create my own game but I have never done it :( Please tell me how long it takes for you to create the game?
Really glad to find this Steemian. Keep doing and I'm waiting for more :)
It only takes me a couple of days to write up a draft of a game I think is playable. The three games I consider "done" from a design standpoint (Necropolis, Haunted and Raven's Hollow) each only took about half-a-dozen or so play-testing sessions with the biggest revisions happening after the first one or two.
Getting a game ready for production is what I'm struggling with there. There's a whole world of art and layout there that I know nothing about. I have a partner I'm working with there but she's also learning a lot of it as she goes, so it's slow going.