Posts Tagged ‘Interview’

Book Kickstarter Interview w/ WhatCulture!

August 24, 2012


I had a rad chat with the folks over at WhatCulture! about freelance game journalism, the book, the Kickstarter, and more! You can check out the article and interview here!

Kickstarter Update: The book Kickstarter is currently at 22 percent funding, with only 15 days left to hit the $7,000 needed to make this happen. There’s still over $5,000 to raise by the deadline, but if we exceed that amount and hit $10,000, I’ll be writing a second shorter book and giving a free digital copy to all backers. I also have some additional gaming-related surprises in the works. Please check out the project and consider becoming a backer! Remember: if the project doesn’t hit the $7,000 goal by Sept 8. then it doesn’t get funded. ULTRA Sad panda

Up Up Down Down Left WRITE Interview At DLYDJ

August 17, 2012


I recently chatted with the folks over at Don’t Lose Your Day Job, who were kind enough to write up a nice interview piece about the Kickstarter, the book, my thoughts on this and that, and freelancing in the game industry. I think the article came out quite well. You can check it out right here.

Also: The book Kickstarter is currently hovering at 19 percent funding, with only 22 days left to hit the $7,000 needed to make this happen. Please check out the project and consider becoming a backer! Remember: if the project doesn’t hit the goal by Sept 8. then it doesn’t get funded. Sad panda!

Shop Talk Quickie: “Quoted” and “Secret” Book Project

July 8, 2012

photo borrowed from the linked articleI spend a surprising amount of my free time answering e-mails from newer freelance writers and prospective game journalists seeking advice on various aspects of freelancing in the gaming industry. I love to gab, you see, particularly when it comes to talking shop, so I’m always willing to help point folks in the right direction and offer whatever humble assistance or know-how I can provide. To that end, I’ve been doing some serious behind-the-scenes writing – some of which you’ll find in the Shop Talk and Ask The Freelance Dude advice columns here on the site. For the past year, I’ve been bashing out the rough draft of an extensive How-To book covering all the ins-and-outs of being a freelance game journalist, writer, critic, whathaveyou. I’m well past the half-way point and I can see the finish line in the distance. Woo! Huzzah! Not surprising news, perhaps, at least to folks who know me and read this site somewhat regularly.

In a month or so I hope to be launching a Kickstarter campaign to help raise enough funds to hire an editor and cover the myriad costs of completing and self-publishing the project. I’m working out the details, planning out my video thingy, and all that good stuff as we speak. I’ve already commissioned some AMAZING cover art, which I’m really thrilled with, and if all goes well with the campaign, I hope to have everything I need to motor through the home stretch, wrap up the book, and have it launched all shiny and polished by next spring. I’ll have an e-book, PDF, and print versions available. Fingers crossed!

In any event, if you’ve found my advice useful, have written-in with questions, are a fellow comrade in the freelance trenches, are interested in learning more about how to dive into the freelance world, or simply want to be an awesome person, I’d very much appreciate your help with spreading the good word when it’s time and contributing to the Kickstarter if you can. Thanks in advance! More info on that stuff shortly.

But that’s not the real reason I sat down to write this post.

A week or so ago I was contacted by  a writer fellow with a request to comment for a piece he was working on for What Culture. I obliged. Here’s the piece, if you care to read it. Short and sweet – but neato nonetheless.

Starbound Preview (@GameSpy)

May 25, 2012


“Finn “Tiy” Brice is eager to point out his next big project, Starbound, is not a sequel to the million-selling indie hit Terraria — a game for which he crafted the Super Nintendo-style pixel art. That likely won’t stop players from drawing some obvious comparisons between the two, but as the head of new collaborative studio Chucklefish Games, Brice is pushing upwards and onwards to take his new sci-fi-tinged 2D sandbox RPG in a very different direction. “

Check out the full preview here at GameSpy.

First Details on Prince of Persia: The Forgotten Sands

January 21, 2010


“Like precious drops of life-giving water in a barren, dust-strewn landscape, details on Ubisoft’s new Prince of Persia game – slated to launch across all major gaming consoles in just a matter of months – have been excruciatingly scarce. Even the teaser trailer below left fans choking in the desert sands, desperate for real information. After chatting with Director of Level Design Michael McIntyre at a recent Ubisoft press event, however, we’ve managed to scavenge a few draughts of early intel on the game to temporarily slake your thirst.”

Check out the full story here at GamesRadar.

Feature: Dead Space Extraction Devs Spill their Guts in Conference Call Fun

September 22, 2009


“After long days at work crafting a macabre sci-fi landscape populated with crawling, flesh-craving corpses, humans with splayed viscera, dismembered limbs of all shapes and sizes, and other spine-tingling audio and visual manifestations of pure digital evil, one might imagine members of EA’s Visceral Games have a hard time getting to sleep at night. Their ceaseless toil in the realm of sci-fi horror is about to bear delicious fruit – the kind that shuffles forth from the bloated corpse it crawled out of to rip into your flesh. Indeed, Dead Space Extraction is almost upon us, and CheatCC caught up with the development team during a recent conference call to get all the gruesome and gory details.”

Check out the full article here at Cheat Code Central.

Feature: Chatting with Tim Shafer about Brutal Legend

September 1, 2009


“Veteran game designer Tim Schafer may currently be well-known for his work on The Secret of Monkey Island, Grim Fandango, Day of the Tentacle, and Psychonauts, but he’s about to go down in the annals of history for giving the gaming industry a much-needed heavy metal kick to the junk with his most brutal endeavor yet. Cheat Code Central caught up with Schafer during a recent roundtable interview to chat about the awesomeness that is Brutal Legend.”

Check out my full article here at Cheat Code Central.

Indie Queue: Meat Boy Gets Supersized

April 25, 2009

“Subversive artist and indie game designer Edmund McMillen is known for constantly venturing beyond the traditional boundaries of art, videogames and even good taste with his edgy creations, yielding some incredibly original (and rather twisted) titles in the process. From outrageous games featuring dueling genitalia to stylish and thoughtfully introspective explorations that blur the definition of what some might even consider a game, McMillen is not afraid to push the envelope. Meat Boy, one of his more recent game collaboration successes, is being super-sized for WiiWare, and he’s hopeful this bloody and gruelingly challenging vertical platformer about a boy made of drippy, raw meat will win over the hearts of Wii owners.”

Check out the full story here.

Indie Queue: Cave Story Lives Again

April 25, 2009

“Almost a decade ago, budding Japanese developer Daisuke Amaya (aka Pixel) first set to work on creating a platform adventure game about a young cyborg boy who wakes up with amnesia in a vibrant subterranean world populated by charming, rabbit-like creatures. As he toiled away over the course of five years to complete his first gaming project, he never expected it would grow to become one of the most renowned and revered freeware indie PC games in Japan and abroad. With work on updating Cave Story for its WiiWare debut now in the home stretch, Pixel and the small U.S. development team at Nicalis are anxious to introduce scores of new players to the indie classic.”

Check out the full story here.


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