Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Jason Bakker's Blog   Expert Blogs

 

Hey there! I'm a Melbourne-based game programmer, writer and designer - this is me on Twitter. I'm currently collaborating on Wayward Stranda real-time story about a teenage girl who explores an airborne hospital and gets to know the patients within.

Previously I've worked at various game dev companies, including League of Geeks as lead developer on Armello, and Wicked Witch as lead programmer/designer on Catapult King. I've also collaborated to create several smaller indie games, many of which are available for free / pay what you want on itch.io - these include Need 4e+9 Speed and the FUTUREVOX series.

 

 

Expert Blogs

Posted by Jason Bakker on Mon, 07 Jun 2021 12:42:00 EDT in Programming
Detailing the technology behind Wayward Strand - specifically, how we've integrated the ink scripting language and Unity's Timeline.


Posted by Jason Bakker on Thu, 17 Jan 2019 09:58:00 EST in Design, Indie
Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.


Posted by Jason Bakker on Fri, 23 Sep 2016 09:30:00 EDT in Design
Our team is creating a game that is best defined as a real-time story. In this post I cover what a real-time story is, talk about our main influences - The Last Express and Sleep No More - and discuss the design constraints we've chosen for the game.


Posted by Jason Bakker on Mon, 29 Aug 2016 09:28:00 EDT in Design, Indie
On what I've been doing in the five years since I last posted, and my new project: Wayward Strand - a real-time story about a teenage girl who explores and airborne hospital and gets to know the patients within.


Posted by Jason Bakker on Tue, 01 Nov 2011 08:11:00 EDT in Programming, Indie
A write-up of my experience making a game in seven hours at the NGV Studio Game/Play Jam.


Posted by Jason Bakker on Tue, 21 Jun 2011 11:51:00 EDT in Design
An exploration of what a game idea is worth.



Jason Bakker's Comments

Comment In: [Blog - 06/07/2021 - 12:42]

Just fixed the link in ...

Just fixed the link in the first paragraph

Comment In: [Blog - 01/17/2019 - 09:58]

Thanks Gary It 's a ...

Thanks Gary It 's a fascinating game.

Comment In: [Blog - 09/23/2016 - 09:30]

Ooh, will definitely check out ...

Ooh, will definitely check out Pathologic. Thanks

Comment In: [News - 03/29/2013 - 02:02]

But is this approach the ...

But is this approach the best one To make every single speak a political one r n r nOne of the best points of discussion regarding this issue I heard during GDC was that you don 't choose to be political or not political. Everything is political. Thus when you ...

Comment In: [Feature - 06/19/2012 - 04:50]

Thanks for the mention, although ...

Thanks for the mention, although I 'm not sure you understood my point. Although you did catch that I have a strong emotional connection to games, as I guess most of us do : r n r n I definitely support you in your quest to find a grammar and ...

Comment In: [Feature - 05/01/2012 - 04:15]

I felt like the concept ...

I felt like the concept vetting point doesn 't make much sense, as game development is much more invention-through-iteration focused than concept focused. At the moment it feels like if that gigantic vetting process went on, the majority of concepts that came out of it would still need to be ...