They were mizzled too
Screenwriters John August and Craig Mazin have been posting terrific weekly podcasts over at John’s site. If you’re an aspiring or working screenwriter, or just curious about how writers fit into the whole moviemaking process, I highly recommend them.
Friday’s podcast especially warmed my heart. It’s ostensibly about the working relationship between screenwriter and director, but that’s not why I’m reposting it. It’s because Craig and John showed me that I wasn’t alone growing up pronouncing words like
misled = mizzled
segue = seeg
awry = orry
hyperbole = hyperbowl
until the day, generally years too late, when the awful truth came crashing in on me.
But I still think it’s possible that I may be the only one who grew up reading HWADDA-nits. You know, in paperback. Like by Agatha Christie.
Breaking Into Making Games: Matthew Hall
Today’s guest post comes from KlickTock founder Matthew Hall, creator of Doodle Find and Little Things.
I can identify with Matt’s feeling that he came to the industry too late — that the “golden age of the bedroom coder” had passed him by. That’s exactly how I felt in 1982, when I’d had my Apple II for four years — since age 14 — and still hadn’t managed to get a game published. While other programmers produced hits like Space Eggs and Alien Rain, I could feel the window of opportunity closing, and kicked myself for having taken so long to get my act together.
As Matt and I can both attest, the brass ring comes around more than once.
Matthew Hall established KlickTock in 2009 from a sheep farm in rural Australia. A veteran of the Australian game development industry, Matthew started programming games at the age of seven.
I met Jordan at GDC earlier this year. I’d recently attended his postmortem of Prince of Persia and ran into him in the halls. We talked about developing games at that time and our own game development histories. However, given Jordan is quite famous and you probably have never heard of me before — what went wrong?
I am only a few years younger than Jordan. Just like he received his first computer, an Apple II in 1978, I received my Commodore 64 in 1983. I programmed games throughout my childhood, but by the time I was able to produce a professional quality game — the golden age of the bedroom coder was over. My 8-bit heroes had moved onto 16-bit and found themselves struggling. The industry had passed to the hands of those with big cheques and bigger teams.
Instead of producing a hit title in my bedroom — as I was always hoping to — I developed homebrew titles for the newly released Game Boy Advance. Nintendo would never allow garage developers like myself access to their development kits, so I used one of the many “flash-kit” solutions available on the black market. As an unlicensed developer I had to release all my titles for free; hardly untold riches! Regardless, I am proud of my titles even if only a handful of people were ever able to enjoy them.
My portfolio of titles and expertise in new hardware allowed me to get a professional game development job. But after 8 years of doing thankless work-for-hire, I eventually came to the conclusion that I had to leave my paid jobs and strike out on my own if I ever wanted to make a game I was truly proud of. I left my job just as the App Store was launching, though I had no idea it was going to change my life.
Little Things was released a year later. Though it was initially a failure on PC, it was featured by Apple as the iPad App of the Week and I’ve had similar chart-topping success with my other iOS games.
Finally the games industry had come full circle, once again empowering a lone developer with a stable platform, low cost of entry, excellent engines and tools available on the market, and a direct line to customers hungry for more games.
So I have a few pieces of advice for those with a passion for games and a notebook full of game ideas: Continue Reading
New York sketchbook
Echo statue in Madison Square Park, and a girl reading in a hotel lobby.


Breaking Into Making Games: Adam Atomic
A number of readers have written to ask: “I want to make games for a living — how can I get started?”
Here’s advice from someone who crossed that bridge a lot more recently than I did: Adam “Atomic” Saltsman, creator of the phenomenally successful indie game Canabalt.
Today’s aspiring game designers can tap resources we couldn’t have dreamed of in 1980. But as Adam emphasizes, the bottom line is still the same: Don’t wait. Start making games right now.
Adam ‘Atomic’ Saltsman made Gravity Hook, Fathom, Flixel, and Canabalt. Adam also helped make Paper Moon, Cave Story Wii, FEZ, the Game City Idea Bucket, and the Flash Game Dojo. He lives in Austin, TX with his wife Bekah, his son Kingsley, and a couple of pug dogs, where he makes iOS games at Semi Secret Software.
When I graduated from high school in 2000, I knew exactly what I wanted to do with my life: make video games. There was only one serious video game curriculum at the time, offered by the DigiPen Institute, so competition for admission there was pretty intense. I didn’t even apply. The programs at Carnegie-Mellon and MIT were still in their infancy. GAMBIT didn’t exist yet, but they had some other programs that looked interesting. I couldn’t afford the out-of-state tuition, and the enormous in-state college I decided to attend offered a single, solitary 4-credit course on the subject.

Times have changed; finding a satisfying career in video games isn’t the impossible joke it used to be. However, the chasm between “I want to make video games!” and actually making video games still intimidates a lot of people, regardless of age, gender or background. If you find yourself on the wrong side of this abyss, don’t panic! Crossing this gap is a lot less complicated than you might think.
Before we start figuring out how to make our dreams come true, though, let’s clarify what that dream is. Contrary to the funny comic above, what we’re talking about is making games, not playing games. Hopefully this doesn’t surprise you, but these are wholly different activities! Just because you enjoy playing games does not necessarily mean that you will love making them too. There’s only one way to find out, of course, but now is a good time to seriously consider whether you really love the act of creation. There is no position at any company in the world that involves just playing games for fun. Seriously, ask a video game tester how much “fun” it is to play the same level 6000 times…
But our game-making dream still needs a bit more clarity. After all, a significant portion of the modern video game industry revolves around pumping out rushed, under-budget game versions of cartoon franchises to whatever console happened to be left over during publisher negotiations (this is not a slam on folks that do that work for a living; their dedication and resourcefulness impresses the heck out of me). So our dream is not just to make any old games, but to make satisfying, interesting games that reflect our passions and interests, whatever those may be.
So how do we do that? How do we escape from our IT/retail/food-service gig and start making games for a living? Continue Reading
Sketching Lara Croft

I love going to the Thursday night life drawing workshop in Glendale. Unlike people in airports and cafés, the models actually hold still, and they always have fun props and costumes.
This week’s theme was “Tomb Raider.” Lara was great and did 5, 10, and 15-minute poses.
(Apologies to Toby Gard, and anyone who draws Lara for a living.)
I’ve posted more Lara sketches on facebook. These two pages came out best, I think.

Adam ‘Atomic’ Saltsman made Gravity Hook, Fathom, Flixel, and Canabalt. Adam also helped make Paper Moon, Cave Story Wii, FEZ, the Game City Idea Bucket, and the Flash Game Dojo. He lives in Austin, TX with his wife Bekah, his son Kingsley, and a couple of pug dogs, where he makes iOS games at Semi Secret Software.

