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Posts tagged ‘design’

New Season. New Game. New Site!!!

September 16, 2016

brookeburgess

screen-shot-2016-09-16-at-2-58-50-pm

It’s a new dawn

It’s a new day

It’s a new life for me

And I’m feelin’ Good.

ūüėÄ

The old BB.com is taking a bow, and a young upstart is stepping into the spotlight…

Clear your caches, refresh your browsers, and feast your eyes and ears on it…

Because a new website is here!

If you’re an oldschool follower, the techno-shamans will transfer you soon.¬†Goat sacrifices may or may not be necessary.

Look for the spiffy SUBSCRIBE pop-up ‚ÄĒ your email automatically enters you into random prize draws.

Have fun, and be sure to scope all the new posts, projects, vids, and other sweet surprises.

Thanks for sticking with me.

xwnxcdv

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Of Success and Spare Change

August 6, 2016

brookeburgess

I woke up today with a gut full of guilt.

Damn…the last time you blogged you were shopping for winter coats, son!’

Life, distractions, and general head-up-assery too often gets in the way of productivity and good intentions. Lame, right? But I¬†take a whisker of comfort from the fact that I’ve actually been¬†making¬†stuff. Pretty good stuff, too. The¬†Iron Maiden¬†game that I helped conceive the story for came out this summer, and is doing gangbusters with hardcore fans. The epic¬†Cat’s Maw¬†audiobook has, at long last, launched in all its haunting, hypnotic, and David-Kaye-virtuosic glory. And the secret ‘two-novels-worth-of-Pratchett-inspired-dialogue-AAA-fantasy-mobile-RPG‘ I’ve been crafting for the past year is about to drop worldwide next month:

Somewhere Over the Blood-Stained Rainbow…

Yet in the midst of all that noise? I could hear the flow of an old, familiar River…

Yes sir. A change was coming.

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CASE STUDY: Of Games and (going with your) Guts

January 12, 2015

brookeburgess

(by Brooke Burgess)

Happy New Year, kittens and cats! ¬†With 2015 well underway, I find myself shifting gears out of (fiscal) necessity. It happens. The Beast must be fed, and those games and gadgets and goodies aren’t gonna buy themselves, right? Pity.

Most of us don’t have the luxury of making the things we¬†want¬†to make most the time. Instead, our stars tend to align in service of other masters. ¬†That’s where the term ‘service work’ comes from — it’s your focus and sweat, in varying measures of¬†servitude. So all you can do is cross your fingers, twiddle your rosaries, and pray for decent pay, benevolent bosses, and a pinch of artistic satisfaction after the dice are rolled.¬†I’ve just been lucky to get a few more sevens than snake-eyes.

Somehow — whilst chiseling away at the narrative marble to carve out screenplays, a book, a few comics (animated and otherwise), and potentially cool stuff that never saw the light of day —¬†I’ve been able to fashion a (nearly) functional balance between passion projects and rewarding contracts. Writing and narrative design. Animation. Interactive stuff. You can even scope some of it here.

And I’m about to start work on another one, helmed by one of my fav’ game industry pals. We first collaborated on a pretty cool Japanese co-produced PS2 launch game. This¬†was easily one of the most rewarding and educational experiences of my professional life; the scope was massive, the timeline tight, and the team endlessly ambitious. 15 years on, and things have come full circle in many ways.¬†Colour me optimistic.

 

But it doesn’t always work out so smoothly. In fact, it wasn’t too long ago that I swore I’d never work on a game contract again.

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A SECRET REVEALED…10 YEARS LATER!!!

September 1, 2010

brookeburgess

The only place for real Nintendo news in 1999…

(The following editorial was submitted anonymously to IGN.com in 1999, during the wild and woolly days of internet gaming ‘journalism’. ¬†This was LONG before FOX had bought them. ¬†Hell…when IGN rose out of the primordial cybersoup, it was essentially a hardcore fan site where the Nintendo faithful went for the latest N64 scoops. ¬†Yes – I am dating myself. ¬†For reasons that will become abundantly clear as you read this, I could not let my cubicle masters at EA catch even the slightest whiff of its origins. ¬†This was an era before ‘social media’ was even a tingle in anyone’s nether-regions. ¬†Before ‘insider blogs’ glutted the WWW. ¬†Before we were all merrily jeopardizing our career paths with mobile cam-uploads and slanderous late-night tweets. ¬† And now? ¬†My concerns seem almost quaint. ¬†Enjoy!)

Art in a Corporate World

Interactive entertainment.¬† Electronic play.¬† Videogames. These are antiquated terms for what has become a multi-billion dollar medium ‚Äď a method of transferring ideas and experiences through complex mathematics and manifested pathways of light and sound. We hunger for it. Our applause is registered at outposts of the global retail network, a system that is all-too-aware of our narcotic-like need for the next “masterpiece”; the impending “classic”; the “killer app”.

At the beginning of the century, the motion picture medium was demonized as the bastardization of “art.” About halfway through the 1900‚Äôs television was introduced, and a cacophony of criticism rose to pan this harbinger of personal intrusion and cultural sideshow… surely this glowing box leaves the masses no more than a “passive, neutered collective,” unable to distinguish art from a torrent of low-brow distraction.

We now face the close of this century, and of this millennium, with a medium that could transcend all those before it ‚Äď a tool that could give millions the opportunity to express their uniqueness through action, reaction, and consequence ‚Äď a strange and wondrous synthetic plane, where scientific approach, artistry, and the magic of storytelling combine to cast a spell born of electricity on those with courage, skill, and imagination ‚Äď where the Creators learn from those who partake, and use their craftsmanship to improve and refine the worlds they have woven, until finally we (you, I, and the gaming collective) can choose to explore the mystery and splendour of a Virtual Eden‚Ķall whims satisfied‚Ķno wish too great.

That is the dream.  A romantic thought, indeed.

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