Friday, July 06, 2012

Save The Princess. Or Don't.



I work on games all day, and it's a blast. But sometimes I get the itch to try some random ideas and see what happens. This is where building stuff with my old pal Ron is a great outlet for all those random ideas rattling around my (our) head(s). We've made around ten games over the last billion years, and way more prototypes that went nowhere. The latest thing that went somewhere is The Big Big Castle. It's based on a concept I was pitching for Beep back in 2005. The game is a nifty little diversion for the iPad that lets you build insanely tall towers -- and knock them down.

This last part was added when my son was playing the game and was wondering why he couldn't destroy what he'd just built. So we added it, giving the kid his first credit on a game. Not bad for a nine year old. This is also my first foray into in-app purchase. It's pretty low key in The Big Big Castle. I hate it when you don't feel like you can do everything for free if you want to. TBBC also has a pretty neat way to share UGC (User Generated Content) where Game Center friends can see each others castles.

And blow them up, of course.

So, feel free to download the game and check it out. It's FREE at the moment. See you on the leaderboards!

CK

Wednesday, June 22, 2011

Sound Improvement

I made a little Flash cartoon called "Voodoo Vince Prehistory" years ago during the production of Voodoo Vince. I wanted to show how Vince would have looked in the early 1930's, had he existed during the era of creepy rubber hose-armed animation. When I finished this piece I just dropped in a music track from the game -- a piece called Zombie Guidance Counselor by Steve Kirk. The eighteen people who bought the game may recall this as Steve's score for the selfsame level in the game. It's a great piece, but I always felt that the cartoon would have worked better with real sound design.

Nine years later, Steve Kirk and a band of fantastic musicians have done just that. Steve re-scored the cartoon and did some stellar sound design. It's almost, well, funny now. Or more disturbing. Either way, it's 1000% better. Enjoy!



CK

Saturday, May 21, 2011

Czech Please

It makes me nervous when I do an interview for a publication in a distant land and the only word I can understand in the headline is "idiot." Fortunately, this refers to DeathSpank... At least it does this time. Pavel Dobrovsky wrote a nice Q&A for the May edition of LeveL, a gaming publication in the Czech Republic. The questions were mostly about DeathSpank, Voodoo Vince, my current misadventures at Microsoft and whether my name is fictional or not. Run out and get yours today!


CK

Tuesday, March 08, 2011

Musical Voodoo Toon for Mardi Gras


Today is Mardi Gras! It would be a shame to let the day go by without a Voodoo Vince-related post. Imagine my surprise and delight when I found this swell cartoon up on Newgrounds, set to some of the music from the game. It's an embedded Flash cartoon and you need to click past an ad, but it's worth checking out. I think Mr. Emanhattan (if that's his real name) did a bang-up job!

One correction, though. While he does credit the music from the Voodoo Vince soundtrack, he seems to have missed the fact that the music and lyrics for the Vince theme song are actually by me, not Steve Kirk (who did a superb job arranging the tune). It's an easy mistake, since Steve did compose virtually every other piece in the game's soundtrack.

Anyway, this made my day! Laissez les bons temps rouler!

CK

Thursday, December 30, 2010

A Spanking Good Year

DeathSpank made the 20 Best Games of 2010 list over at Wired.com. Very cool! Seems like yesterday he was just a lump of modeling polymer, not to mention a pitch document that languished on the desk of publishers all over the world.

To celebrate, here are some random images, including some concept work for stuff that never made it into the game, and a screen mockup dating back to the very first concept document.










CK

Saturday, December 18, 2010

A Fistful of Mobile Splodeyness


 A game I designed for Windows Phone 7 just went live a couple days ago. Crackdown 2: Project Sunburst has finally been unleashed on the world. I think I'll defend my home town against zombie mutant freak things. Or maybe I won't. Folks never become self sufficient if they believe someone will always come along with a particle beam and save them.

Here's a nice review on wmpoweruser.com.

CK