Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Tuesday, May 26, 2020

Art: A How To on the Do's and Does of Doing It; That is to say, Art

As I increase in age I reflect on my days as a teenager and young adult prattling on to my peers about art and the creation of art and self-reflection and philosophy and the occasional dirty joke. As time went on those peers had grown into contemporary artists who all have reflected to me some strange shared delusion that I managed to impress meaningful perspectives and approaches to them.

Now, I would never claim to be anything more than a madman with a computer (the modern day's sandwich board) but it is plain to see that I have had many strong opinions regarding art throughout my life that tend not to fail me in producing art that is said to be "quality" or "effective."

Given that I have this dusty blog that I never use, I figured I would this opportunity to express some of my perspectives on art in a radically condensed format. If you read this and feel enlightened or inspired, then bravo! Perhaps you can apply this in some way to your approach moving forward as an artist and I hope it benefits you greatly. If you read this and think I'm a madman, then cheers and I hope you were entertained.

Saturday, December 29, 2018

Dr. Bitsy-Love, or: How I Learned To Stop Worrying And Love Small Projects

Hmmm, I seem to remember having a blog... whatever happened to-


Oh.  Oops.

Yeah, to say the least it's been a minute or so since my last post.  But, hey, I've been doing lots of stuff and accumulating things to write about and share so why not hop back into my bloggin' shoes and talk about what's up?

Let's start with the journey I took in making several games using Bitsy.

Tuesday, October 13, 2015

GameMaker: A Creation Suite for Novices to Professionals


GameMaker, a product of YoYo games, is one of those project managers that people love to hate.  While browsing the Steam Greenlight, you might often hear comments like, "This looks like some kid made it in GameMaker."  Its name evokes stigma.

However, recently, GameMaker's true potential has finally started to reveal itself.

Tuesday, September 29, 2015

Follow-up on "Worst Levels Ever"

A few days ago (as of writing this, as I am offsetting the publish for this post, it's probably been roughly a week) I posted a blog article about Mario Maker and bad levels.


In it, I had a section all about ultimate deductions to the "worst levels" possible in an old-school Mario game.  I described levels with no obstacles, levels with way too many enemies, and even levels with no level at all.

Mama mia!

After having a chat with my good friend Gabriel Priske (the dude I made See No Evil with) of Noetic Games, I came to some deeper inspection of what "bad" can mean in this context.