Michael Samyn's Blog
How the commercial failure of Sunset allows us to walk away from games and explore other creative outlets without regret.
About the theme of art in our game Sunset.
About modernism and postmodernism.
About the importance of art in our lives.
Visual programming of our recently released first person exploration game Sunset in PlayMaker, with screenshots of the prettiest graphs in the game.
Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation and objectification.
Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it.
How we wrote the story for our upcoming release Sunset with the aid of a script-writing tool and enjoyed exploring its themes in spite of initially mixed feelings about creating a game intended primarily for people who enjoy playing games already.
Michael Samyn's Comments
[Blog - 06/12/2015 - 03:03]
[Blog - 05/14/2015 - 02:13]
It is fascinating to see ...
It is fascinating to see a picture of reality produced by non-photographic means. Paintings that look like photos have a similar effect. I just think the effects wears off after a while and then we start looking at what is actually being represented. And sadly when most of the creative ...
[Blog - 05/04/2015 - 01:51]
[News - 02/17/2012 - 04:28]
Thank you for the link ...
Thank you for the link to notgames, Mr Kelly. Though I sincerely hope you don 't think that a curiosity for interaction beyond rigid game structures immediately implies a fondness for narrative. Many in our little group care as little about story-telling as they do about game-play.
[Feature - 02/16/2011 - 04:45]
I think what you are ...
I think what you are saying about players being able to use playing a game to construct a story that is deeply meaningful to them, is certainly true for some people. But not for others. A sort of story might be there, for sure, but not a very meaningful one, ...
[News - 02/16/2011 - 01:56]
You make fun sound so ...
You make fun sound so boring, William. In the article I am trying to encourage people with an interest in games to ditch all the unnecessary artsy ballast as much as I'm trying to encourage people with an interest in the artistic side of interactive entertainment, to look a bit ...