<![CDATA[emmaroseclarke.com - PRODUCE!]]>Sat, 18 May 2013 11:50:27 -0800Weebly<![CDATA[moshi monsters infographic]]>Thu, 09 May 2013 11:14:07 GMThttp://www.emmaroseclarke.com/3/post/2013/05/moshi-monsters-infographic.htmlI love a good infographic!

Nicholas Lovell of GamesBrief estimates that Mind Candy's licensing activities in retail have generated $37 million+ in revenues for the company this year. It's not a bad day to be a monster!

And the 5th most popular boy's monster name is Volcano... Awesome.
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<![CDATA[Joe madueira on being an artist]]>Wed, 01 May 2013 13:56:25 GMThttp://www.emmaroseclarke.com/3/post/2013/05/joe-madueira-on-being-an-artist.htmlIf you have AMAZING artwork to show, and I call your last employer and they tell me what a pain in the ass you are to work with, you’re done. Talent and skill only get you so far. I am literally amazed at how often I meet guys that are total assholes and think they are going to get anywhere.
I love it when people share learnings that are truly actionable and applicable right now. This is an awesome post that can be applied to so many disciplines, and real wisdom you don't need to wait twenty years to uncover! Read on...
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<![CDATA[A Few Good Agile Lessons]]>Thu, 01 Sep 2011 09:49:09 GMThttp://www.emmaroseclarke.com/3/post/2011/09/a-few-good-agile-lessons.htmlBeing a big fan of learning from mistakes (both my own and others), I found this short piece a good read. Simple learnings from the Agile implementations of others.

In particular, this quote from Keith Fuller about choosing the right tools is a gem: "If you decide ahead of time that you’re going to use a hammer at all costs, you’ll reach new heights of inefficiency when you encounter your first screw."

Read the Gamasutra post here ]]>
<![CDATA[What Motivates Us]]>Tue, 07 Sep 2010 12:19:11 GMThttp://www.emmaroseclarke.com/3/post/2010/09/what-motivates-us.htmlSomething we've had to deal with a lot recently - finding new motivation. This is one of the RSA's 'Vision Videos' - Daniel Pink on the 'secret truth about what motivates us'. Some great stuff in this video.
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<![CDATA[A look inside the original BioShock pitch document]]>Sat, 22 May 2010 02:19:15 GMThttp://www.emmaroseclarke.com/3/post/2010/05/a-look-inside-the-original-bioshock-pitch-document.html
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Irrational Games have made a selection of pages from the original BioShock pitch document available for public consumption. For me, presentation is everything... especially when it comes to winning the support of publishers on a multi-million dollar title for an unproven IP.

Check out the pages here
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<![CDATA[EVOKE - Can Gaming Change the World?]]>Sun, 28 Mar 2010 12:17:09 GMThttp://www.emmaroseclarke.com/3/post/2010/03/evoke-can-gaming-change-the-world.html
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Can games change the world? Jane McGonigal believes they can, and her latest Alternate Reality Game (ARG)  'EVOKE: A Crash Course in Saving the World' aims to do just that. 

In her recent TED talk, McGonigal discusses the concept of using regular gaming time for a greater purpose - rather than decreasing our online gameplay, we should actually be playing more. but rather than slogging it out to 'level up' or obtain an item that has no real world use, the concept is that we use this time as a tool to solve real world issues. People I know scoffed at this talk, believing that she lives in some fantasy world where this could never realistically work.

I'm not so sure. 

I play online games almost everyday. It's mixed in between reading news, talking to friends and writing for this blog - but I would estimate I play for around an hour on average. I am compelled to play, even though there is no tangible reward, and in some instances it even costs me real money.

So to put the concept to the test, I've decided to actively participate in EVOKE - a game designed to get people thinking about real world change and real world issues - using game mechanics and online tools to give players a sense of achievement.

I imagine we have some way to go before this type of gaming rivals the traffic of WoW or Second Life, but its always fun to be part of something new.

You can follow my progress, or better still, you can play too.
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<![CDATA[IGF Winner LIMBO due for XBLA this summer]]>Sat, 27 Mar 2010 02:47:16 GMThttp://www.emmaroseclarke.com/3/post/2010/03/igf-winner-limbo-due-for-xbla-this-summer.html
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Now I'm not one for a 'scary' game, but I'm certainly looking forward to the opportunity to play 2D platformer LIMBO coming to Xbox Live Arcade later this year. The game is created by Denmark company PLAYDEAD, and won this years 12th Annual IGF Awards for Technical Excellence and Excellence in Visual Art.

LIMBO appears to be the only major title in the works for PLAYDEAD, but it has already left lasting impressions on those able to play it. The entire palette is black & white, and the concept art has an eerie and haunting feel to it. 

The reception so far indicates LIMBO could be a runaway success.

Watch the trailer
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<![CDATA[Mana Bar brings 'Apres Gaming' to the Valley]]>Tue, 19 Jan 2010 04:46:30 GMThttp://www.emmaroseclarke.com/3/post/2010/01/mana-bar-brings-cocktails-gaming-to-the-valley.html
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Due to open in February 2010, this new dedicated next gen gaming bar could be a very awesome or totally scary experience. I am very excited to test the waters, and looking forward to a night out in what is slated to be one of Brisbane's most 'funky drinking venues'.

With a maximum capacity of only 50 people, I'd imagine the pricing will be through the roof, but this is the Valley, so no surprises expected there... stay tuned for first impressions.

Visit the Mana Bar Website
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<![CDATA[How They Did It: Build an iPhone App in One Weekend]]>Thu, 14 Jan 2010 03:44:25 GMThttp://www.emmaroseclarke.com/3/post/2010/01/how-they-did-it-build-an-iphone-app-in-one-weekend.htmlGreat article on how two guys managed to create the iPhone app Stuck? in just one weekend, and have it ready for sale by Tuesday.

Includes some great tips and suggestions for making it happen.

Read the full article here
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<![CDATA[Post Mortem: Droplitz from Blitz Games]]>Fri, 08 Jan 2010 00:44:50 GMThttp://www.emmaroseclarke.com/3/post/2010/01/post-mortem-droplitz-from-blitz-games.htmlProbably one of the more insightful post mortem articles I have read lately, despite it being written for a casual title conducted in between 'major' developments.

The internal 'Greenlight Chart' sounds like a really interesting concept, something that could inspire and motivate a wider team to take a stake in an internal concept. Would be really interesting to see how it works and what the process looks like.

Read the full article on Gamasutra
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