Posts Tagged ‘my games’

Stated Goals

Thursday, December 6th, 2012

Anna Anthropy posted a list of her games’ goals in response to a challenge by Andi “Jumpman” McClure. Seemed like something worth doing for my own games. So below are the stated player character or plot goals in my games. I’m not including LORE, since goals depend entirely on the individual group playing it.
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Available for Contract and Commission

Friday, November 16th, 2012

Hi! My work on Ossuary is wrapping up, and I’m currently in a planning and evaluation mode. It’s a good time to announce my availability for contract and commission work! If you’re interested in hiring me, contact me at gregory.weir@gmail.com.

Writing and Design Contractor

Do you have a digital game in development with fun mechanics but want a story to go along with it? Is your core gameplay solid but you’re struggling to create interesting puzzles, challenges, and situations? Do you just need some help producing enough content to complete your game? You can hire a writer and designer with an established record and experience doing game design, puzzle design, and critically-acclaimed game writing. I’m also experienced in programming and have a decent understanding of visual art, so I can communicate well with the rest of your team.

My portfolio includes interesting, tricky puzzles, mental challenges integrated with strong story, and pure environmental storytelling. Upon request, I can show you a complete but unreleased dialogue-based adventure game or testimonials from previous contract employers.

Bespoke Commissions

Do you want a digital game for a special event, to promote a cause, or on a certain topic? Do you want someone who can provide a strong creative vision? Do you value meaning, narrative, and aesthetic choices instead of the flashiest technology? You can commission a custom game from me. I’m happy to work with you to determine the scope, design, and costs that are appropriate to your requirements.

For an example of my work, see “Passing the Ball,” commissioned by the organizers of the GDC Online professional convention to promote the charity WebWiseKids.

Mod Commissions

Do you like one of my games? Would you like to see a game a lot like it? I can modify an existing game of mine with new content or replace elements of the game with something of your choosing. I’m not selling my creative soul here; I’m happy to work with you to make a modified version that satisfies my standards. This option is likely to be a lot cheaper than a fully custom commission!

Because of my obligations to my sponsors, some distribution options may be unavailable for certain modifications. At the very least I’ll be able to make a downloadable version of your mod that can be played offline. We’ll discuss pricing based on distribution options and the degree of the changes you want made.

How to Contact Me

If you want to hire me, please e-mail me at gregory.weir@gmail.com. You’re welcome to discuss this post in the comments, but I’d prefer to discuss any actual projects in private!

Ossuary: Long Screenshot Saturday

Saturday, November 10th, 2012

Welcome to the Academy! This is where the members of the Hemlock Fellowship practice the virtue of Prudence. Prudence is all about knowing enough about the world to properly judge between right and wrong. The Academy is on the cutting edge of understanding morality. Our Academy has proved through research and study that the moral precepts passed down by our forebearers are held up by cold scientific fact! Isn’t that impressive?

Ossuary is in testing. Soon you will become trapped in the place of bones.
Captured with FRAPS. Edited with Blender.

Courtly Intrigue LARP Rules Part 1

Monday, May 21st, 2012

I’ve found myself longing to play in a Live-Action Roleplaying Game that focuses on courtly intrigue. What I mean by this is the social sparring, witty repartee, and backroom dealing that happens among aristocrats in the movie Ridicule or among university professors jockeying for tenure. I’ve experienced some of this when playing Vampire: The Requiem using the Mind’s Eye Theatre rules, but that game has a major problem for me. Characters can kill each other with strange powers, so someone playing the political game has to also worry that the person they’re verbally sparring with can decapitate them with a swipe.

I’m working on the rules, but I want to design in the open so that I can get feedback and suggestions. Here are my base concepts for the game:

  1. This will be a LARP in the American Theatrical style. No foam weapons, and the game runs similarly to a tabletop roleplaying game.
  2. Sessions take approximately four hours and can be linked into an ongoing game.
  3. The game can be played with minimal intervention from a Game Master, although an organizer may help with bookkeeping.
  4. The game can be played while standing and moving around, with limited interference from out-of-character mechanics.
  5. Direct combat is not useful. Any victories or defeats will happen through social interaction.
  6. Special in-character skills or abilities may help a character, but they will not take the place of social intrigue.
  7. While a player’s strategy and charisma will be helpful, a player lacking social skills or cleverness can still have fun and influence things.

My idea so far is a combination of concepts from the card game Whist, the TV show Survivor, and the mancala game Oware.
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Namatjira Dawn

Tuesday, May 8th, 2012

For some time now I’ve been working on a project called Namatjira. It’s a game that Melissa Avery-Weir and I have been designing and working on for years now, but we’ve only recently gotten serious about it. The following shots are pre-alpha; the final product may look different.

Namatjira Map View Screenshot
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Passing the Ball Released

Monday, October 10th, 2011

A screenshot from Passing the Ball showing a parent and child in a field of grass.My latest game, “Passing the Ball,” has gone live on the GDC Online website. It’s a game about parenting, playing catch, and digital safety for kids.

The good folks behind GDC Online, a professional conference for connected gaming, commissioned me to create a game for Web Wise Kids. Web Wise Kids is a really cool non-profit that provides curriculum materials and classroom video games for parents and teachers that focus on teaching kids to be their own first lines of defense against digital threats. They help prepare kids to avoid online bullying, viruses, and dangerous adults by teaching them how to safely surf the web and use other digital technologies. They use their own games to educate kids and encourage safe behavior without a lot of fear-mongering. You can donate to Web Wise Kids here.

I tried to make this game communicate a concept about how to protect kids by using game mechanics. I’m usually a story-focused person, but game rules are a great way to make a statement about the way the world works. I hope that you’ll play the game until you win, get the message I was trying to convey, and maybe even donate to Web Wise Kids!

Play “Passing the Ball” at GDC Online at Newgrounds.

A Pistol and a Flashlight Piece

Monday, September 12th, 2011

B.A. Campbell has written a very detailed look at some of my games over at Innsmouth Free Press, a micro-publisher that deals in horror and dark fiction. The piece is critical and flattering.

If Babies Dream was, alchemically-speaking, a chunk of carbon, Looming is Weir’s lapis noster. Visually, it is perhaps the simplest of his achievements… Oddly enough, the monotony of the presentation, alongside the soundtrack of howling winds and weird, croaking wildlife, helps to evoke exactly the sense of loneliness and isolation that the name of this realm, “Looming,” suggests. And with no fancy textures to distract the eye, Looming’s colossal broken gears and Apatosaurus-sized rib bones can’t help but arouse a fundamental awe… and fear.

I recommend you check it out.

Beneath the Waves Released

Friday, March 25th, 2011

A screenshot from Beneath the Waves depicting a man swimming in the ocean with an idol floating beside him.My latest game, Beneath the Waves, is up at Armor Games. Beneath the Waves is a game about love, duty, and the hazards of the sea.

I loved you once, split-toed dirt-swimmer. These idols are the bones of wonders. Why should the sun claim the land any more than the sea?

Play Beneath the Waves at Armor Games.
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Joining the Knights of the Five-Sided Temple

Tuesday, March 8th, 2011

A fragment from an imaginary walkthrough to my current work-in-progress, “Ossuary:”

2. Fortitude

2.1: Joining the Knights of the Five-Sided Temple

In order to gain access to the temple, you will need to get past the outer gate. Speak to the outer gatekeeper and tell him you are a FRIEND. He will let you through.

Speak to the Recruitment Officer in the western tower and ask him about himself (“ABOUT YOU”). He will mention that he doesn’t want to be greedy about getting a better position. Sounds like a way in, but we’re not yet corrupted by Greed.

Speak to the inner gatekeeper. He doesn’t want to let you in, but it sounds like he’s a bit overworked. Corrupt him with the sin of Sloth. He’ll sit down to rest and let you in.

Speak to the Lieutenant on the west side of the keep. He’ll say he’s happy, but keep asking him “REALLY?” until he confesses that he wants the commander’s position. You’re now corrupted with the sin of Greed. Go back to the Recruitment Officer and corrupt him with Greed. He’ll admit that he’s always wanted to be a drill sergeant, and ask you to speak with the commander on his behalf.

The commander is in the center of the south wall of the keep. Talk to him about the RECRUITER, and he’ll ask that you check with the Temple Clerk about the recruiter’s experience. Go to the Temple Clerk and talk to him. He sure doesn’t seem to appreciate the effort that the Recruitment Officer puts in! If only you had a sin that made people understand the viewpoints of others.

Corrupt the Temple Clerk with the sin of Envy. He’ll admit that he’s envious of the Recruitment Officer’s experience in his job, and that he deserves a promotion. Inform the Commander, who will ask you to inform the Recruitment Officer. Return to him, and he’ll enlist you as his final act in his old job.

What do you think? Too convoluted? Not convoluted enough? Any suggestions?

“A Ride Home” Released

Thursday, February 10th, 2011

I’ve just released “A Ride Home.” “A Ride Home” is a game about patience, futility, and walking. It’s my first finished experiment with Unity.

Morning again. Time to check the beacon.

You can play “A Ride Home” at Kongregate. Give it a rating if you like it!

3D is an interesting tool to work with. Unity is an amazing tool and its free version is totally worth checking out for anyone interested in dipping their toes into 3D. EDIT: This game was made entirely with the free version, along with free tools like Blender, GIMP, and Audacity.