MattKempke

5 апреля 2017, Hamburg, Germany

# Среда 7 твитов

Hi everyone! I am Matt Kempke (@MattKempke), author, artist & game designer @daedalic ... so let's talk about making #games!

14:17

I made my hobby a job 6 years ago & have learned much more about game production. Yet I miss drawing all backgrounds myself. :) #notime

14:23

The pic on top is a line art pencil I did for The Night of the Rabbit. Color by Simone Grünwald. Love World Building thru writing & drawing!

14:26
@gdunderhood @MattKempke @daedalic Ok, wie wäre eine fortsetzung von "The Night of the Rabbit"?
15:02

My big lesson learned tweet for today: whenever you plan, plan with a 30% buffer. If you have no idea what you are doing: 50+ %

19:30

Oh and have a look at my new project: Ken Follett's THE PILLARS OF THE EARTH as a 2D interactive novel @daedalic_tpote is our twitter feed

19:53

This is the game my team and me are working on right now: youtube.com/watch?v=jJYR1R… Let me know what you think.

19:55

# Четверг 9 твитов

So who of you also gets excited when planning a project or parts of it in excel or google docs and feeling in contr… twitter.com/i/web/status/8…

5:20
@gdunderhood Looks darker than your usual style, but very cool, I like it :)

Thanks! It is a challenge to get a team that is used to doing funny and cute to get more serious. I was always shou… twitter.com/i/web/status/8…

5:46
@gdunderhood just wanted to say, your games are amazing. Like good fairy-tale for adult. Thank you :)

Thanks so much! :) twitter.com/Illbe94/status…

17:20

One of the biggest challenges esp w/ games: switching between the creative and the administrational thinking mode.youtube.com/watch?v=5xPvvP…

17:29
@gdunderhood whats your favorite point-to-click game?

The Curse of Monkey Island and Kentucky Route Zero! twitter.com/Illbe94/status…

18:50
Thank you for sharing this fascinating talk by John Cleese. twitter.com/gdunderhood/st…

You're welcome :) twitter.com/Arvydas_B/stat…

19:01

In writing & in game design we aim for a flow. Imagine to write this routine & to make it FLOW like that: goo.gl/DJUdDj wow.

19:05

Making a game for two years is like hatching a dragons egg in your brain. In the end it fully occupies your mind and then breaks free ...

19:14

... It starts small and in the end it breaks free and leaves you as an empty husk :) if you are not careful.

19:16

# Пятница 13 твитов

@gdunderhood Why do you think KPZ is so good?I bought it, but I can't understand many things happening there. I thi… twitter.com/i/web/status/8…

I'll answer that in a general post I'll write now :) twitter.com/teh_nagato/sta…

5:19

Kentucky Route Zero was an eye opener for me. The team removed all obscure adventure game puzzles and put everything into art and emotion.

5:20

After I had made three adventure games I knew what the problems were for me: puzzles that led to interactions not strengthening the story.

5:23

You can make funny, interesting and story driven classic "puzzles" but even with those I started having my problems. Kentucky Route Zero ...

5:27

... made the story a "puzzling experience" instead that put everything into art, emotion and world. For me that worked wonderfully. Love it!

5:29

If you love classic puzzles and AND are not into Kentucky Route Zero's style then you might not like it. But I love it on many levels.

5:30

And I am super thankful that they showed me the way on a very personal level - how to get closer to the world and emotions within the genre.

5:32

With the Pillars of the Earth @daedalic_tpote we try something similar - though the story and style (realistic) demand a different design.

5:36

But we focus on "puzzling situations" that require thinking, investigation and decisions rather than "puzzles" with funny/obscure solutions

5:37

The aim is to stay close to the scene, characters and story - nothing that breaks logic or realism too much for the sake of having puzzles.

5:39

My co author Kevin Mentz (who wrote and designed "Memoria") and me had the most challenging writing and game design phase we ever had so far

5:42

But we WANT Pillars to feel like a drama - not like a puzzle game - so we had to make up new rules. :) and we are still excited about that!

5:44
@gdunderhood The biggest challenge in designing @Die_With_Glory for me was exactly the puzzles being too much funny and obscure :)

Looks like a cool game! :) And you like Cowboy Bebop! We should have a beer sometime :D twitter.com/vedmich/status…

19:17

# Суббота 6 твитов

@gdunderhood Totally! Any chance you will attend DevGAMM conference? :D

Unfortunately not. :( For another handful of months we need to wrap up PILLARS! twitter.com/vedmich/status…

7:01
@gdunderhood What do you consider the most useful tool for organising your game design work?

for me it is still excel/googlecalc and yEd - and for prototyping the game engine of your choice, twine and inkle (… twitter.com/i/web/status/8…

7:09
@gdunderhood What do you consider the most useful tool for organising your game design work?

More than once I tried programs that wanted to organize the game design work for you, from flow charts to dialogue… twitter.com/i/web/status/8…

7:11
@gdunderhood What do you consider the most useful tool for organising your game design work?

... but google docs is better at sharing, excel has a better performance and yEd just is quick and easy to use. twitter.com/AlphaChar/stat…

7:13

So, what is the reason why you love making games? I'm addicted to world buidling - bringing places, characters & emotions to life!

7:21

If you had a say, time and budget: what game would you make? Tough to say - but for me it would be a Tom Waits song turned into an adventure

20:22

# Воскресенье 2 твита

Well, I wish I had had more time this week to tweet, but it was a lot of fun taking over the channel. Thanks! :)

14:31

If you want to stay in touch you can find me @MattKempke :) Take Care! And good luck making great games! ❤

14:33

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