Posted by Phil on February 12, 2011 at 4:02am
This is my take on a Zynga-like social networking game for Facebook. I’ve tried to evolve the format of games like Farmville and Frontierville and create more narrative, more actual shared gameplay and a more “acceptable” form of notifications. Create! Connect! Collect!
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Posted by Phil on February 07, 2011 at 5:54am
Follow the link for photographs of Mysturbia opening for OK Go at the Yahoo Block Party, San Francisco Art Institute, North Beach.
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Posted by Phil on February 06, 2011 at 5:15am
My 12-year old daughter Charlotte (guitar) and her band “Mysturbia” make some noise on the roof of the San Francisco Art Institute! They were the opening act for headliners OK Go! at the Yahoo Block Party, a party given to North Beach as a result of winning the Yahoo Bus Stop Derby.
Follow the top link for more videos of Mysturbia and OK Go…
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Posted by Phil on October 13, 2010 at 12:38am
Here’s a video of IGN’s PS3 Game of the Year Heavy Rain. I did the english adaptation of the script and worked again with my old buddy, the legend that is David Cage...
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Posted by Phil on September 02, 2010 at 5:20am
I did some concept design for Legacy Interactive - a disaster management game for ACEP and FEMA. You can visit the website here.
Follow the link for design images and also check out the Galleries in my ‘Branding’ portfolio section.
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Posted by Phil on June 17, 2010 at 2:13am
This is the trailer I wrote for Iron Man 2. It’s a prologue, or Chapter Zero, that sets up the game and also shows a few of IM’s and War Machine’s kick-ass moves! Yes, that IS Samuel L Jackson as Nick Fury, Agent of S.H.I.E.L.D…
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Posted by Phil on March 18, 2010 at 4:23am
I LOVE THIS!!! Follow the link above to see the YouTube video…
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Posted by Phil on February 25, 2010 at 4:37am
Recently I did the script adaptation for the english language version of Heavy Rain. Apart from some dodgy voice-acting, I think it turned out well - I took the basic translation from David Cage’s French script and developed “voices” and dialogue for each of the characters.
The folk over at IGN liked the way it turned out, according to their Heavy Rain review…
“On the flip side, however, is the fact that the dialog is generally spectacular. Most every line is natural and written in an unforced manner, lending a great deal more realism to the characters. While I’m not talking about elongated monologues that would give Shakespeare a run for his money, the little things that people say are damn near perfect. Again, the delivery isn’t always spot-on, but the content certainly is.”
Play.tm also agreed in their review;
“The scripting is also first rate, dialogue naturalistic and unencumbered in a way video games seldom manage. At times the story will also sweep you off in control of other characters vital to the story, but for the most part Cage and co are keen to engender empathy with the central stars - all of whom are excellently voiced, and for the most part three-dimensional.”
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Posted by Phil on January 13, 2010 at 1:42am
Here is an article I wrote about the challenges of designing Tomb Raider, including a lot of tips and tricks for budding level designers. This article was included with the Tomb Raider Editor Project Guide when the tools for Tomb Raider were released to the public.
Follow the link for the article and also check out the ‘Tomb Raider’ section in my portfolio.
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Posted by Phil on September 28, 2009 at 11:06pm
Here’s some concept design I did for Shift Control Media - a driving game highlighting the difficulties senior drivers face for Liberty Mutual. You can play the game here.
Follow the link for more design images and also check out the ‘Images’ tab in my ‘Branding’ portfolio section.
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Posted by Phil on September 28, 2009 at 5:01pm
Here’s a blog from Skaggs Design about how they designed my site. Bradley and Jonina Skaggs have been great friends of mine for many, many years, and their fab design team did a terrific job with my unruly mound of scrappy sheets and jumbly words…
Follow this link to Skaggs Design to see their blog post, and click on in my site to see some of the process and some rather appealing pictures of Bradley and Jonina!
Here’s my site showcased on the Skaggs Design main site - check out their other fantastic work! Thanks again to Elspeth, Robbie, Jonina and Bradley…
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Posted by Phil on September 24, 2009 at 9:38pm
I’m just starting to fill up the ‘Brands’ section of my site and I uncovered some of my design process for Endemol and EA’s collaboration on ‘Virtual Me’. Its a concept for a social gaming site for Big Brother. Pretty topical seeing as Jordan just won the latest US Big Brother - yeah!
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Posted by Phil on September 18, 2009 at 3:29pm
by Rainier on Sept. 18, 2009 @ 5:03 a.m. PDT
Hop aboard the Royal Express as the Hardy Boys take a journey to the past on a classic steam train through some of the great capital cities of Europe in the hope of discovering the secret of a lost princess and a priceless treasure hidden from the world for nearly 100 years.
- Here’s a review from WorthPlaying.com, 8/10 - I’ll take it!
Here’s a quote I just found from the GameZone Review
The game is well-designed and engaging, and it is obvious that much care has been taken with the details of the game. The graphics do an outstanding job of conveying the historical era of the European continent in the early 20th century, and the large amount of historical data in the form of newspapers and other items adds to the effect. The puzzles are interesting and varied, and they are logically integrated in the story.
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Posted by Phil on September 15, 2009 at 4:03pm
When he’s not dropping off the face of the earth for a few days, Glasvegas frontman James Allan seems to spend a lot of time feeling guilty. The video for ‘It’s My Own Cheating Heart That Makes Me Cry,’ a power ballad off the band’s excellent self-titled debut, finds Allan in a studio, attempting to be interviewed, though he’s a bit too torn over wronging a lovely young lady we see in home video footage. Check out the exclusive video premiere after the jump and see if you can’t help but feel bad for the poor guy who gets his broadcast ruined.
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Posted by Phil on September 10, 2009 at 10:28pm
Here’s a concept sketch of the mural/banner design I did for The Fruit Guys - you cannot BEAT having a crate of fresh fruit delivered to your doorstep every week!!!! Fantastic company, run by my fellow Yick Wo Elementary School parent, Chris Mittelstaedt.
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Posted by Phil on September 05, 2009 at 8:41pm
‘The Hardy Boys: Treasure on the Tracks” is out this month! Here’s a link to the game website…
Also, click into this article to see a preview from AdventureGamers.com
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Posted by Phil on July 29, 2009 at 4:55pm
Back in the day, the Tomb Raider: Lost Artifact team - Me, Rebecca Shearin, Gary LaRochelle and Mike Schmitt - were asked this question by a magazine interviewer, and here is our answer… (Seems quite straightforward, really);
...
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Posted by Phil on July 28, 2009 at 5:48pm
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Posted by Phil on July 26, 2009 at 8:09pm
This is my friend Carol Hughes. Carol is starring in my latest game, “The Hardy Boys: Treasure on the Tracks”, out soon for the Nintendo DS. The character Carol Hughes plays is called ‘Carol Stephenson Hughes’ - I had to change the names to protect the innocent…
Carol is a fabulous author and I urge you to pick up her books. You can find her website here:
...
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Posted by Phil on July 24, 2009 at 7:53pm
Sometimes I feel I could chart out my life like this, the 10-year plan, or ‘Decade of Change’ as we called it in the Godfather days…
(Click the topic header link to see a closer view of this enormous drawing…)
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Posted by Phil on July 24, 2009 at 2:14am
‘The Hardy Boys: Treasure on the Tracks” is coming out for DS in September! Follow the link to see the trailer and a few screenshots…
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Posted by Phil on July 22, 2009 at 9:08pm
Follow the link to see some images I scanned from a photobook about Amelie - the movie. I found them really inspirational, in that they ‘extend’ the world of the movie into all this stuff, and really show the power of collage. I’m darned if I can remember the name of the book (its only in French) or where I put it - or I’d scan in some more. So much for my ‘Library System’...
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Posted by Phil on July 21, 2009 at 6:59pm
Here’s a look at a huge composite drawing made up of nine 11X17 sheets - it’s for a Bond Cliff mission in ‘Everything or Nothing’.
This ‘totem’ were designed to try to visually represent Bond’s actual journey up the cliff face, so all the interesting waypoints (Bond Moments) are given a kind of spatial representation and placed in the context of the physical form of the cliff. Drawings designed give a feel for what the mission might be about, drawings to stand around and look at, and hopefully to inspire. Hence ‘Totem’...
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Posted by Phil on July 20, 2009 at 8:07pm
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Posted by Phil on July 19, 2009 at 4:35pm
When I was trying to demonstrate this game concept for Sherlock Holmes, I thought I’d make a mock-up using a sample of magnetic whiteboard that, incidentally, my wife had used in a demo for the Maxis Studios in Emeryville…
- Its a variation on the classic ‘Pairs’ or ‘Concentration’ game, only the board is constantly moving. The idea was that the ‘shape’ could be a circle, a spiral, a figure-8, ANY flowing shape… When Vinny Carrella and I came up with the concept we thought it would be a great interpretation of the ‘grey matter’ of Sherlock Holmes brain as he solved the case. Hence the term ‘Phrenology’...
- Can you imagine EXACTLY HOW MANY boxes of magnets I had to buy to get enough of each color I needed?!? A LOT!!! The house is still coming down with magnets…
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Posted by Phil on July 18, 2009 at 7:02pm
Here’s a small extract from a script I did for Renkewitz Studios. This was the third of three short Spyro the Dragon movies, entitled “Deep in the Forest”...
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Posted by Phil on July 17, 2009 at 10:22pm
Here’s some architectural concepts I did this year for Cisco Live.
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Posted by Phil on July 17, 2009 at 1:47pm
Just found this level walkthrough for James Bond: Everything or Nothing. It’s the first level we did as part of the ‘Vertical Slice’ (a relatively ‘finished’ portion of the game done early) and I wanted to highlight the contribution on this level of none other than the French James Bond himself - the legendary French designer / producer / playboy, Pierre Roux...
*Yes, that is indeed French…
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Posted by Phil on July 16, 2009 at 2:31am
Here’s a link to the casual game I worked on for Her Interactive - “Nancy Drew Dossier: Lights, camera, curses!”. It was released online last August, and has now also been released as a boxed PC game…
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Posted by Phil on July 11, 2009 at 2:38am
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Posted by Phil on July 06, 2009 at 7:54pm
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Posted by Phil on July 05, 2009 at 3:00pm
Here are the three performance videos of the songs performed by David Bowie in “Omikron: The Nomad Soul”. Bowie later released these songs on his album ‘Hours’...
Another 6 or so songs were available in-game. These you would find as digital disks in various apartments and you could listen to them while you explored. I seem to remember Iman (Bowie’s wife, who also played a character) had ALL of the Bowie disks in her apartment!
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Posted by Phil on July 04, 2009 at 4:39pm
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Posted by Phil on July 01, 2009 at 10:30pm
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Posted by Phil on May 21, 2009 at 12:55am
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