Archive for the ‘The Machination’ Category

The Man has me in his iron grasp

August 2, 2009

Dear fellow Machinators,

Don’t panic; if you’re the one guy who reads these then you mustn’t fear, for I am not going to be leaving this humble end of the internet any time soon for its murky depth or reality… not completely any way. So it seems like The Man has once again struck a heavy blow in the form of pending maths and English assignments, and the mother of all graphics exams, so it may be a while before I grace these halls again with my witty observations and default cynicism…but before you lose all hope, my fellow Machinator in Chief has expressed interest in adding to the blog (and he’s an arguably better writer), so sit tight and know that one day we will return to rain rainbow fires and chocolate missiles down upon the land of tangible bigotry and creative stagnation.

As always,

Happy gaming and may you always patronise those who look upon your hobby as a detriment to your character.

Miles Newton – The Machination, Creative Director


The Moon is a Harsh Mistress

July 5, 2009

Well, no, the moon has little relevance to this news but I think Time would be more appropriate. So the other day me and my chummy chum designer friend were discussing the future of our production schedule and we came to a few conclusions, some that I agreed with, others I wasn’t happy with at all, but you have to learn to kill your babies in this industry (Note The Machination does not endorse killing babies in any way shape of form, and if you haven’t realised that this was a figure of speech, please have someone escort you to your padded cell). Basically the conclusion we have reached is one that entails resuming the production of Silhouette (if you aren’t clued in on what Silhouette is, then please direct yourself here: Now after much discussion and debate the game has been significantly pruned down to suit our current situation and we hope like anything that we can forge ahead with this games production, now that we’ve essentially reformed our methods in order for our games to be more thoroughly tested in order to deliver a more polished product even if it is a minimalist approach.
As always
Happy gaming and check up some time to see what we’re up to

I’m torn

July 3, 2009

It seems like I’ve recently received a glut of responses from a post i made on the Australian Gamer forums as towards the hypothetical steps in order to rise for the murky depths of parroted education towards the shining golden bicep of the world that is game design…and it’s on fire…hell yeah. Sorry… well basically my debate is what to do towards this agenda, and it would seem like in order to peruse a particular avenue of the industry i.e. design (namely creative direction) you would have to shrug off all extraneous factors that are so dear to me (animation) and completely embrace a central stream of learning and experience. So to quickly wrap up before my pc screen molested eyeballs completely burn up and fall out, i would like to say that in retrospect, following multiple disciplines would generally seem like a good idea if you are working, or plan to work in a small teams, but for the industry’s sake people have generally suggested to stick to your main interest, but familiarise yourself with any outlying components…but i’m just too much of a conceited bastard to do so, is it wrong to want to hold the reigns of every little action?

In other news, me and my designer buddy are catching up to discuss level design for Run, let’s hope it holds some semblance of productivity.

Let Run Resume

June 28, 2009

Ok, so we’ve been granted some reprieve from the cruel wishes of the Australian education system which means that we can FINALLY WORK ON GAMES. ARE YOU AS EXCITED AS I AM?! Well to be honest we’ve found other distractions, but that does not mean we’re any less enthusiastic then ever, the guys just tend to prefer to conceptualise games rather than grind away hours in flash, and i’m no exception. But with a little bit of motiviation and a lot of caffeine and late night, we hope (seriously) that we can make some significant progress into this project, and get a large portion of it completed in the coming weeks.