Blog of Scott Brodie

2.21.2013

Project Horseshoe 2012 Talk: Designing Video Games at the Service of Humankind


I had the distinct honor of presenting to 50 of my game design peers at the Project Horseshoe 2012 conference in Boerne, Texas this past November. Finding a topic worthy of the conference goal, "positively influencing the art, science, and business of game design over the next five years", was no easy task. I ultimately chose to argue for the somewhat impractical approach of designing games based on fundamental human ideals, using the Olympics as a prime example of what can be achieved. I'm happy with how the talk turned out, and learned a lot from the discussion it sparked.

If you'd like to check it out, I've posted my slides (which include notes with more or less exactly what I said) for download here. I've also created a pdf version of the talk, available here.

I'd also recommend checking out the conference reports. A lot of great ideas were explored: http://www.projecthorseshoe.com/reports.htm

12.29.2012

Highgrounds Profile on TheVerge.com


Highgrounds, my latest game co-developed with Spry Fox, was profiled on The Verge today. I had a great time recounting the short history of work that went into designing and developing the game.

Link: http://www.theverge.com/2012/12/28/3809958/highgrounds-how-an-indie-game-designer-crafted-his-first-breakout-hit

If you haven't had a chance to check out Highgrounds, you can find the public beta available now at http://www.highgroundsgame.com. If you have feedback, drop it for us on the game forums: http://spryfox.com/forums/forum/highgrounds/

-Scott

12.16.2012

My Game Prototyping Kit

My wife knows the way to my heart, especially when it comes to birthday gifts. Where the typical husband might end up with an embroidered golf shirt or stockpile of fancy socks, Kate opted to build the ultimate game prototyping kit for me.

A few people have asked how they can make their own. Kate has graciously compiled a list of everything she included in the kit, and I've posted it all for you below:



Case
Supplies for Making Custom Cards and Game Pieces
I watched this video that Scott had told me about a while back that outlines how to make your own cards. I bought the supplies needed for that and a few other things. Here's what I bought:
Pieces and Components
You can find a variety of pieces in lots of different colors/shapes/sizes. Here is what I grabbed:
We had a bunch of other little random game pieces strewn about that I consolidated into the box as well like dominos, playing cards, pickup sticks, and chess and checkers pieces.

3.13.2012

GDC 2012 Microtalk: How Designing For Love Can Change The World

I was honored to give a microtalk as part of the Games For Change session "How Designing For Love Can Change The World" at GDC 2012. My participation was unusual; I could not attend the show due to the expected birth of my first child, but the panel organizers graciously allowed me to participate by submitting my talk as a video. I'm happy they did, as the session and my part of it seems to have gone over really well.

My talk used the family and mating mechanics in Hero Generations as working examples to illustrate how games can offer unique player perspectives, and how those perspectives can influence how players behave outside of the game, for the better. It pulls some concepts from my article on truth in game design, while also providing some new examples of how to implement the concepts in practice. For those interested, I've posted a link to the slides (with script) and video below.

And yes, my handsome son Vaughn was indeed a GDC baby! He's here, healthy, and ready to take on the world.

Slides
GDC 2012 Microtalk - How Designing for Love can Change the World

Video

7.20.2011

Hero Generations Public Beta Now Open!



It's been a long road getting here, but I'm excited to let you know my first title as Heart Shaped Games, Hero Generations, is now in public beta!  I'm really excited to see what you think of this early version of the game.  Please head over to the Facebook application page (http://apps.facebook.com/herogenerations) and check it out!

If you haven't been following along with the development of the game on twitter (@brodiegames), here is a little bit more info on the game.  Hero Generations is a unique turn-based strategy adventure about legacy, family, and achievement. You play as a rapidly aging hero who must achieve as much fame as possible within a single lifespan. At odds with that goal of achievement is the need to find a mate to start a family with before your hero dies. If you are able to start a family, you can then continue on adventuring as your child, who inherits your traits and lives in the world you built for them.

In practice, the game plays like a casual version of the classic strategy game Civilization, mixed with the adventure and depth of games like The Legend of Zelda and Jason Rohrer's Passage.

I'm proud of where the game is at already, but in many ways this is just the beginning for Hero Generations. Expect constant updates and discussion on the game throughout the public beta period.

I look forward to hearing what you think! See you in the game.

Take care,
Scott

11.10.2010

Announcing Heart Shaped Games!

I'm excited to finally reveal that I've formed my own independent game company, Heart Shaped Games. The two weeks or so I've been living the indie life have thus far resulted in incredible productivity and one joyous beard that is, perhaps, in need of grooming. Beard aside, I'm really looking forward to sharing more about the projects I'm working on soon. But before I get ahead of myself, I thought I'd share why I made the leap, and some of the goals I have for my new company.

The Company
I've always been somewhat of a Jack-of-all-Trades. My background is Computer Science, I live and breathe game design, and I have played the role of producer, designer, programmer, and 3D artist throughout my short career. I've found that I'm at my best when I can take this diverse background and apply it in a "creative hub"-type role that interprets between all disciplines.

As well, over the past four years I've had the great fortune to work closely with some of the world's top Indie game developers on the best platform for independent games out there (Xbox LIVE Arcade). That experience allowed me to develop a deep understanding of the business of games, and exposed me to the challenge and joy inherent in leading small teams.

Heart Shaped Games is my attempt at building a company culture that takes full advantage of my personality and professional experience. In practice I plan to build and source projects for online and mobile platforms, with the hope of partnering with talented, like-minded developers to bring those games to market.  In many ways, the goal is to build an organization that excels at that type of creative leadership role I most enjoy.

Design
From a design standpoint, Heart Shaped Games is about developing new IP born from personal visions that, in some small way, can speak to the human condition.  In essence, I'd like to put the Truth in Game Design process I've written about into practice.  It's about putting care into the game systems I author, such that meaningful and memorable choices result. I want players to fall in love with my games.

I've summarized my goals for the company in a simple (and somewhat hokey) mantra: Healthy Casual Games. Healthy is an odd word to use to describe a game, but I think it fits into what I want Heart Shaped Games to be known for. Healthy for me means offering meaningful choices that result in opportunity for growth in the player. It means offering real value instead of filler and leveling treadmills. It means building social in from the start; making relationships between people a part of the core mechanic. And it means providing this experience in a way that fits into player's lives; in the time they have, in the places they already are.

Reach and Business Model
I'd also like to take the spirit many of my favorite game designers have in the flash/experimental space and marry it with a business model that can help these types of games find an audience. Though many of the current titles that represent Facebook, mobile, flash portals, etc. are the antithesis of the vision I've laid out, these platforms nonetheless represent one of the biggest business opportunities for independent games in history.  The barrier to entry is at an all-time low, and the addressable audience is at an all-time high. Though I may not always succeed, my hope is that Heart Shaped Games can find a balance between creativity and business in order to harness these new platforms for good.

Happiness
On a personal note, my goals for the company are secondary to a personal desire to live without regret. I've come to the conclusion that there is no reason to spend another minute not doing exactly what I love, if there is a way to manage. What I love is designing games and spending time with my family.  There is much risk to the indie life, but the personal freedom it affords me is well worth the risk.

So here's to happiness, and to an exciting new venture! Time to get to work.

-Scott

P.S. If you'd like to get in contact with me about anything regarding the new company, please drop me a line at scott@heartshapedgames.com. You can also follow along with me on twitter and facebook.

2.03.2010

Truth in Game Design on Gamasutra

An article I'm very proud of was featured today on Gamasutra.com. It's called "Truth in Game Design", and I'd love to hear what you think.

http://www.gamasutra.com/view/feature/4263/truth_in_game_design.php

-Scott

10.25.2009

Music of The Beggar by Jack de Quidt

After releasing The Beggar, I was floored by a piece of mail I received from a talented musician and avid game player named Jack de Quidt. Jack was inspired enough by the game to author some alternate music, and I think it's fantastic.

When I put the original music together for The Beggar, I made a decision to keep the first half of the game devoid of music, so as to offer a contrast to the up-beat music that emanates from the castle area (representative of the difference in wealth core to the game's theme). While I am happy with the current implementation given my limited musical background, Jack's version shows what is possible when you let a trained ear interpret a mood. If you have any need for original music in your indie project, I would highly recommend contacting Jack at jack.dequidt+AT+googlemail.com or on twitter at twitter.com/jackdequidt!

For your listening pleasure, I have made Jack's version, as well as the "Castle Theme" that can be found in the game, available for download:

Download: Jack De Quidt - "The Beggar"

Download: Scott Brodie - "Castle Theme"