
"10 games in 10 hours" Screencast
6 months ago
My "10 games in 10 hours" presentation from Pecha Kucha 62, Tokyo. For those who don't know, the presentation format at Pecha Kucha is 20 slides at 20 seconds each which is why the slides move so quickly.
As a creativity and process experiment I tried to make 10 small videogames in 1 hour or less each. This presentation displays the results.
Here is the list of presented games with their platform and genre:
1. “Can You Say Pecha Kucha?” - iPhone - Rhythm game
2. “Shinjuku Shame” - Web (Unity) - Homeless staring FPS
3. “Game Developer Life” - Web (Flash) - Game industry wage slave simulation
4. “Scream Test” - iPhone - Screaming competition
5. “Voice Invaders” - iPhone - Voice controlled vertical shooter
6. “Surfing on Sine Waves” - Web (Flash) - Procedurally generated surfing game
7. “Architris” - Web (Unity) - Blueprint Tetris
8. “Para Para Punch” - iPhone - Hooligan punching game
9. “Blind Masseuse” - Mac - Sound based massaging simulation
10. “Basket Bomb” - Web (Unity) - Basketball terrorist physics game
My blog is here: gmixer.com
As a creativity and process experiment I tried to make 10 small videogames in 1 hour or less each. This presentation displays the results.
Here is the list of presented games with their platform and genre:
1. “Can You Say Pecha Kucha?” - iPhone - Rhythm game
2. “Shinjuku Shame” - Web (Unity) - Homeless staring FPS
3. “Game Developer Life” - Web (Flash) - Game industry wage slave simulation
4. “Scream Test” - iPhone - Screaming competition
5. “Voice Invaders” - iPhone - Voice controlled vertical shooter
6. “Surfing on Sine Waves” - Web (Flash) - Procedurally generated surfing game
7. “Architris” - Web (Unity) - Blueprint Tetris
8. “Para Para Punch” - iPhone - Hooligan punching game
9. “Blind Masseuse” - Mac - Sound based massaging simulation
10. “Basket Bomb” - Web (Unity) - Basketball terrorist physics game
My blog is here: gmixer.com
-
Vimeo: About / Blog / Developers / Jobs / Community Guidelines / Community Forums / Help Center / Site Map / Merchandise
/ Get Vimeo




Previous Week
One idea leads to the next. Frustration from the 1st and 2nd games led to the 3rd game being a literal expression of that frustration. You then distilled that frustration further into a simple idea you could easily execute and refine well within the time parameters. The process started to inform the work. You reached your apex (imho) with Voice Invaders, which applied a fun concept to a solid, simple mechanic you'd discovered genuinely.
If I had to guess, I'd say you took a food break here, because the next few games seem like you're digging in different holes - each of which could be a great starting point (like Pecha Kucha was). If I had to distill this epic comment, I'd say your whole process created 1 really solid game idea in the middle - so another lesson might be in recognizing that first ideas always need to be broken, twisted, abandoned and ultimately screamed at until finally you're looking at something worth polishing up and sharing.
There's two cents from a total stranger - thanks for sharing this - I really got a lot of insight from watching it. Thank you.
I don't know why I hadn't done this in a structured way earlier as this is definitely a process I see myself using in the future. Not just in a blue sky manner, like this particular case, but also I can see this process as being very useful even when you have a specific goal in mind.
Often times there are many ways to reach a specific goal with no clear "best" way and attacking the problem in quick succession many times and analyzing the results afterward feels like a great way find answers.