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Monthly Archives: February 2012

Week 132–133

I’m writ­ing this on a train from Gene­va. It’s been two crazy weeks which explains for the lack of notes for a while. The big thing these past weeks was the first prop­er playtest for Saba. Week 132 was tak­en up by prepa­ra­tions, with Hanne and Karel devel­op­ing a sce­nario and build­ing a paper pro­to­type. I […]

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A video of the Code 4 player experience

It’s not always easy com­mu­ni­cat­ing what the games we make feel like. Many of them take place as much off the screen as on, or employ no major visu­al media what­so­ev­er. So there are no screen­shots to post that would give you an impres­sion of the play­er expe­ri­ence. This cer­tain­ly applies to Code 4, the […]

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Week 131

It’s been very much a heads-down week. We start­ed with a bit of a crunch on the game design and art style for Saba. Karel did a great job on a num­ber of sketch­es that show how we intend to make the cab­i­net of curiosi­ties we’re design­ing for come to life, while at the same […]

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Week 130

Work last week hap­pened in the few days squeezed between my return from Berlin, where I par­tic­i­pat­ed in the Glob­al Game Jam, and my trip to Dublin, to attend and speak at Interaction12. There was for­ward move­ment on Saba, with Karel mak­ing progress on the art style, and Hanne bang­ing out a play­er sce­nario raising […]

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Week 129

Hel­lo from Dublin. I am writ­ing this belat­ed wee­knote in between ses­sions. Last week saw more work on Saba, with Karel and Hanne mak­ing a first playable pro­to­type. I got to play it togeth­er with Erwin and the direc­tion seemed promis­ing. So we doc­u­ment­ed it and shared it with the client and got some enthusiastic […]

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