<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace V5 Site Server v5.13.209 (http://www.squarespace.com) on Wed, 11 Dec 2013 05:25:22 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Paul McG - Games Blog</title><subtitle>dreamfeel, blog</subtitle><id>http://www.dreamfeel.net/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.dreamfeel.net/blog/"/><link rel="self" type="application/atom+xml" href="http://www.dreamfeel.net/blog/atom.xml"/><updated>2013-12-05T14:19:29Z</updated><generator uri="http://five.squarespace.com/" version="Squarespace V5 Site Server v5.13.209 (http://www.squarespace.com)">Squarespace</generator><entry><title>A lit window</title><id>http://www.dreamfeel.net/blog/2013/12/5/a-lit-window.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/12/5/a-lit-window.html"/><author><name>Paul</name></author><published>2013-12-05T13:04:38Z</published><updated>2013-12-05T13:04:38Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p><span style="font-size: 24px;">Read:&nbsp;<a href="http://philome.la/_dreamfeel/a-lit-window/play">A lit window</a><br /></span><br /><span class="full-image-block ssNonEditable"><img src="http://www.dreamfeel.net/storage/litwindohor0512.png?__SQUARESPACE_CACHEVERSION=1386249561124" alt="" /></span></p>
<p style="text-align: justify;"><em>"Squint skyward and listen-"</em></p>
<p style="text-align: justify;">Six people, one cold night. It started at the Dublin Twine &amp; Jam with the theme 'Flirt', in and around organizing the event and helping people. I finished the story the following weekend in Donegal.&nbsp;</p>
<p style="text-align: justify;">Designed for a 1600x900 resolution &amp; Google Chrome. Some minor bugs in other browsers. Also, please wait for the image on the first page to load. &lt;3</p>]]></content></entry><entry><title>IGF Trailers</title><id>http://www.dreamfeel.net/blog/2013/10/28/igf-trailers.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/10/28/igf-trailers.html"/><author><name>Paul</name></author><published>2013-10-28T09:44:33Z</published><updated>2013-10-28T09:44:33Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p><iframe width="420" height="315" src="http://www.dreamfeel.net//www.youtube.com/embed/TIY_hSDyNhA" frameborder="0" allowfullscreen></iframe></p>
<p style="text-align: justify;">On the Thursday night before the IGF deadline, and after a few drinks, I decided 'fuck everything' and that I would attempt to get at least a trailer finished for the competition after all. I had previously given up and felt pretty awful about the prior month (most of the actual work just involved a couple small games which are neat and some writing). With new motivation, I pulled it all together a little and submitted. Right now this is 'It Clicks'; the name seems to change faster than I can type it.</p>
<p style="text-align: justify;">I'm unsure about the video quality, Youtube - even in HD - isn't quite friendly to it, but it was nice to stake a marker of the game's development into the ground. <a href="http://indiestatik.com/2013/10/25/igf-entries/">Indie Statik</a> noticed it and <a href="http://cactusquid.blogspot.ie/2013/10/igf-2014-impressions.html">Cactus</a>! It also continued my IGF submitting streak for the third year, so with that in mind I thought it might be interesting to take a look at some of the other games I've entered in the past and whether that might illuminate over two years of making games.</p>

Lots more thoughts on old IGF entries through the jump.]]></summary></entry><entry><title>"The cat is fine but sad" - Doctor Drown, substance abuse and the death of mechanics.</title><id>http://www.dreamfeel.net/blog/2013/9/6/the-cat-is-fine-but-sad-doctor-drown-substance-abuse-and-the.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/9/6/the-cat-is-fine-but-sad-doctor-drown-substance-abuse-and-the.html"/><author><name>Paul</name></author><published>2013-09-06T15:10:02Z</published><updated>2013-09-06T15:10:02Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;"><span style="font-size: 12px;">Doctor Drown (Ph D) was my second dare Ludum Dare entry (<a href="http://www.dreamfeel.net/blog/2013/5/1/bayou.html">Bayou</a> my first), my second doing it with Sam too, and probably my 5th/6th game jam where I finished something. You play a corny 60's Super Villain who floods his chambers with sharks. Simple. I'm happy to have made it, but I definitely learned a few lessons I thought I should already know. So let's start with that so we can end positively.</span></p>
<h3 style="text-align: justify;"><strong>What went wrong:</strong></h3>
<div id="_mcePaste" style="text-align: justify;"><strong>-&nbsp;</strong>A focus on mechanics, AGAIN. I've become increasingly disinterested with game mechanics, at least the traditional forms of them, beyond being a means to an end, and the real lasting appeal of digital attractions for me is in their sustance. By 'substance' I don't mean "hours of content" or even exactly a thematic total but the volume, maybe density, of detail/love/personality/experience/gamestuff/expression/ units of resonance a game contains. Expression might be a good word actually. Often things that have no functional reason to be there. Example! Earthbound &amp; Mother 3 are full of it. The black &amp; the white pixels you can talk to or don't in the desert, that's substance. In Problem Attic, the entire game is built upon distorted memories and methaphor, everything drips substance. In Stephen Lavelle's Missing the world is full of characters despite them all saying the same thing, no they haven't seen your son, and every character is aching substance. It's not necessarily textual either. In Proteus, the standing the stones, the crabs, the owl, the abstact reactive music itself is all substance. So, a fairly ill-defined, nebulous idea so far but an idea all the same. Strange. Funny. Heartrending.<br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/post-images/earth0609d.png?__SQUARESPACE_CACHEVERSION=1378478973650" alt="" /></span></span>&nbsp;</div>

Way more through the link.]]></summary></entry><entry><title>Doctor Drown (Ph. D)</title><id>http://www.dreamfeel.net/blog/2013/9/6/doctor-drown-ph-d.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/9/6/doctor-drown-ph-d.html"/><author><name>Paul</name></author><published>2013-09-06T15:01:05Z</published><updated>2013-09-06T15:01:05Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2F21390-shot0.png%3F__SQUARESPACE_CACHEVERSION%3D1378479915828',720,1280);"><img src="http://www.dreamfeel.net/storage/thumbnails/7063799-23458177-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1378479915830" alt="" /></a></span></span><br />Doctor Drown was created by myself &amp; Sam Gross for Ludum Dare 27 over three days with the theme of 'Ten Seconds'.<br /><br /><a href="http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&amp;uid=21390">Ludum Dare page</a> (including download)<br /><br /><a href="http://www.dreamfeel.net/blog/2013/9/6/the-cat-is-fine-but-sad-doctor-drown-substance-abuse-and-the.html">Post-mortem</a><br /><br /><em><span>Doctor Drown is known for one thing, shark tank torture. Also his evil underwater lair. Two things! His love of shark based torture and his vast underwater lair. And the cat. Ok, at least three!&nbsp;</span><br /><br /><span>Follow the Double-O Do-Gooder agents on your lair's monitors and drown them in sharks before they reach you. Featuring, honest-to-goodness, three whole different endings. <em>&nbsp;Oh but someone scrambled all his monitors, so adjacent rooms probably aren't adjacent monitors!</em></span><br /><br /><span>Clicking the monitor of an adjacent room to one already filled with water drains from one to the other. Rooms that are adjacent, and so can be flooded on mouse-clicking, have a low line of water. However you must also wait for the current room to finish flooding.&nbsp;Good luck!&nbsp;</span></em><br /><br />Music - Come Spy With Me by Hugo Montenegro &amp; His Orchestra&nbsp;&nbsp;</p>
<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2F21390-shot2.png%3F__SQUARESPACE_CACHEVERSION%3D1378480059397',683,1212);"><img src="http://www.dreamfeel.net/storage/thumbnails/7063799-23458192-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1378480059399" alt="" /></a></span></span></p>
<p><span class="thumbnail-image-block ssNonEditable"><span><a href="javascript:showFullImage('/display/ShowImage?imageUrl=%2Fstorage%2Fpost-images%2F21390-shotw3.png%3F__SQUARESPACE_CACHEVERSION%3D1378480168045',720,1280);"><img src="http://www.dreamfeel.net/storage/thumbnails/7063799-23458203-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1378480168046" alt="" /></a></span></span></p>
<p>&nbsp;</p>]]></content></entry><entry><title>Let's talk</title><id>http://www.dreamfeel.net/blog/2013/9/1/lets-talk.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/9/1/lets-talk.html"/><author><name>Paul</name></author><published>2013-09-01T13:23:56Z</published><updated>2013-09-01T13:23:56Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;">Somehow in the past year I have convinced myself to only publish a blog if I have either finished a game, which seems to coincide with rare planetary alignments, or written some monumental 5000 word treatise on the nature of being. And even more recently I've started thinking that I might only post if I have both, that is the thesis and a new game that exemplifies it! Because of this the only piece of writing I've managed to get out was a revised edition of an almost 12 month old paper on minimalist narratives. Expectation, or maybe pretension, is the enemy of productivity and this second guessing has a slowing effect in producing anything. So! Fuck that. Let's just talk.</p>
<p style="text-align: justify;"><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/post-images/art-game-109.png?__SQUARESPACE_CACHEVERSION=1378046171892" alt="" /></span></span>

Way too much more after the jump...]]></summary></entry><entry><title>YourSpace</title><id>http://www.dreamfeel.net/blog/2013/6/5/yourspace.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/6/5/yourspace.html"/><author><name>Paul</name></author><published>2013-06-05T10:39:01Z</published><updated>2013-06-05T10:39:01Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;"><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/yourspaceTitle0506.png?__SQUARESPACE_CACHEVERSION=1370429426555" alt="" /></span></span>Developed for the <a href="http://www.jenniferann.org"><span class="memorialgroup">Jennifer Ann Crecente Memorial Group</span></a> to raise awareness for Teen Dating Violence, YourSpace is an interactive story for iOS that mimicks a social network app.</p>
<p style="text-align: justify;">The game begins as 17 year old teenager Liz receives an insistent invite to join YourSpace from her boyfriend Jack, and soon everything begins to unravel. Players control every choice Liz makes as she interacts in YourSpace with Jack; Emma, her friend; and Andrew, her neighbour, over the course of three days.<br /><br />Teen dating abuse affects one in three adolscents. Girls and women between the ages of 16 and 24 are most affected, but dating abuse can affect people of any gender. Visit <a href="http://www.jenniferann.org">JenniferAnn.org</a> for more information.<em><br /><br /></em><strong>Credits</strong><em><br /></em><strong>Art: </strong><a href="http://www.linkedin.com/in/spgross">Sam Gross</a><strong><br />Design &amp; Code: </strong><a href="http://www.feltthought.com">Paul Andrew McGee</a><br /><strong>FX: </strong><a href="http://www.linkedin.com/in/rossmcwilliam">Ross McWilliam</a><strong><br />Music: </strong><a href="https://soundcloud.com/kayfaraday">kayfaraday</a><strong><br />Writing: </strong><a href="http://about.me/lyndsey">Lyndsey Moulds</a> &amp; <a href="http://www.feltthought.com">Paul Andrew McGee</a><strong><br /><em>&nbsp;</em></strong><em>&nbsp;</em></p>
<p><em> </em></p>
<p style="text-align: justify;"><span class="full-image-block ssNonEditable"><span><img style="width: 200px;" src="http://www.dreamfeel.net/storage/yourspaceSplash10506.png?__SQUARESPACE_CACHEVERSION=1370429716852" alt="" /></span></span></p>
<p>&nbsp; &nbsp;&nbsp; &nbsp; <span class="full-image-float-left ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/characters1305.png?__SQUARESPACE_CACHEVERSION=1370431256589" alt="" /></span></span><span class="full-image-inline ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/yourspace30506.png?__SQUARESPACE_CACHEVERSION=1370430750499" alt="" /></span></span></p>
<p>&nbsp;</p>]]></content></entry><entry><title>Minimalism in Game Narrative: Can we say more by talking less?</title><id>http://www.dreamfeel.net/blog/2013/5/17/minimalism-in-game-narrative-can-we-say-more-by-talking-less.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/5/17/minimalism-in-game-narrative-can-we-say-more-by-talking-less.html"/><author><name>Paul</name></author><published>2013-05-17T12:48:29Z</published><updated>2013-05-17T12:48:29Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;"><em>Cross-posted to <a href="http://www.gamasutra.com/blogs/PaulAndrewMcgee/20130517/192492/Minimalism_in_Game_Narrative_Can_we_say_more_by_talking_less.php">Gamasutra</a>.</em></p><p style="text-align: justify;">This was written, a bit more formally than presented here, last year during my Master's at Abertay University, Dundee. I thought with Ludum Dare 26 coming to a close this was an apt time to repost and would love to hear any thoughts.<br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/Suibokuga%20-%20sheko.png?__SQUARESPACE_CACHEVERSION=1368821997649" alt="" /></span><span class="thumbnail-caption" style="width: 500px;">Suibokuga - Shek Ho (2007)</span></span><br /><strong><span style="font-size: 120%;">Abstract</span></strong><br />Writing in computer games is often criticised; the narrative of most contemporary mainstream titles is expositional, obvious and largely redundant. I argue that we shouldn't worry about ensuring every player knows perfectly what is happening at every moment. Instead that by leaving purposeful but known gaps and ambiguity we can give a player's imagination room to breathe and engage with the material as they do with the game itself, and thus create stronger expierences.</p>
<p style="text-align: justify;">First we will look at art movements and theories in other media, such as Hemingway&rsquo;s &lsquo;Iceberg Theory&rsquo; and &lsquo;Pure Cinema&rsquo;, to demonstrate the power minimalist techniques can have. Secondly we apply these minimalist concepts to the allure of &lsquo;retro&rsquo; games and explain why many contemporary games such as &lsquo;A Slow Year&rsquo; have come to draw on those aesthetics again. Thirdly we look at minimalist techniques which are already pervasive in many modern titles such as the fragmented delivery of &lsquo;Dear Esther&rsquo; or the embedded narrative of &lsquo;Amnesia: The Dark Descent&rsquo;. Finally to conclude the author looks at why such techniques may not always appeal, and why experimental games and fostering audiences for them are vital for the health of the industry.]]></summary></entry><entry><title>Bayou</title><id>http://www.dreamfeel.net/blog/2013/5/1/bayou.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/5/1/bayou.html"/><author><name>Paul</name></author><published>2013-05-01T13:18:54Z</published><updated>2013-05-01T13:18:54Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/bayou/bay1056.png?__SQUARESPACE_CACHEVERSION=1367414441926" alt="" /></span></span><br />Bayou was created by myself &amp; Sam Gross for Ludum Dare 26 over three days with the theme of Minimalism</p>
<p>The Ludum Dare <a href="http://t.co/fbMFubsOkL">page</a>.<br /><em><br />Steer with A and D <br />Move forward with W</em></p>
<p><em>Look with the mouse <br />Aim with right mouse button then <br />Throw with left mouse button <br /> <br />You are in the swamp. It it is night. You have a single spear. </em><br /><br /><a href="http://www.dreamfeel.net/storage/bayou/Bayou%20Night.html">Web</a><br /> <br /><a href="https://dl.dropboxusercontent.com/u/7050/Games/Bayou.zip">Download PC</a><br /><a href="https://dl.dropboxusercontent.com/u/7050/Games/Bayou_Mac.zip">Download Mac</a><br /><a href="https://dl.dropboxusercontent.com/u/7050/Games/Bayou%20-%20Linux.zip">Download Linux</a><br /><a href="http://www.feltthought.com/storage/bayou/Web.html">Browser Original</a><br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/bayou/bay103.png?__SQUARESPACE_CACHEVERSION=1367414586074" alt="" /></span></span><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/bayou/bay1051.png?__SQUARESPACE_CACHEVERSION=1367414635768" alt="" /></span></span><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/bayou/bay1054.png?__SQUARESPACE_CACHEVERSION=1367414683902" alt="" /></span></span></p>]]></content></entry><entry><title>Shu - "For educational use only"</title><category term="shu"/><id>http://www.dreamfeel.net/blog/2013/4/24/shu-for-educational-use-only.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/4/24/shu-for-educational-use-only.html"/><author><name>Paul</name></author><published>2013-04-24T10:48:00Z</published><updated>2013-04-24T10:48:00Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p>We recently finished a neat demo of Shu and it's been great to get feedback on the game. Afterwards we put out a little trailer, let me know what you think.<br /><br /><iframe width="500" height="280" src="http://www.youtube.com/embed/y-JV26x6Wyk" frameborder="0" allowfullscreen></iframe><br /><br />IGN also did a fun playthrough video.<br /><br /><iframe width="500" height="280" src="http://www.youtube.com/embed/NIcFBykJKWA" frameborder="0" allowfullscreen></iframe></p>]]></content></entry><entry><title>Space Whale is out!</title><category term="space whale"/><id>http://www.dreamfeel.net/blog/2013/4/23/space-whale-is-out.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/4/23/space-whale-is-out.html"/><author><name>Paul</name></author><published>2013-04-23T17:46:51Z</published><updated>2013-04-23T17:46:51Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>At long last, nearly 9 months later, the game has been released for free online. Find the download under demo through <a href="http://thecodebar.abertay.ac.uk/gameprojects/spacewhale/">here</a> or visit my page for the game <a href="../spacewhale">here</a> (with a slightly more up to date build). You can also buy the rights to the game if so inclined. Here's the trailer I made just prior to launch:<br /><br /><iframe width="480" height="360" src="http://www.youtube.com/embed/fsYL1GrYPVc" frameborder="0" allowfullscreen></iframe><br /><br />

To see some ace coverage and a Let's Play follow after the jump.]]></summary></entry><entry><title>April is the coolest month, reading</title><category term="fuaim"/><id>http://www.dreamfeel.net/blog/2013/4/9/april-is-the-coolest-month-reading.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/4/9/april-is-the-coolest-month-reading.html"/><author><name>Paul</name></author><published>2013-04-09T13:49:53Z</published><updated>2013-04-09T13:49:53Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>I've now returned from an incredible week in San Francisco for GDC, and before that a couple of inspiring days in London. I'm sure lots of writing will come of this ("Paranomical and the divine", "Found futures in Lost Levels", "Kachina, or how to transforms jokes into poetry" and other similarly glib titles). First, I'd like to bring to bring everyone up to speed with some of these recent events to warm the blog up.<br /><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/IMsfG_0282.JPG?__SQUARESPACE_CACHEVERSION=1365518373634" alt="" /></span></span>At the top I'd like to mention BAFTA Scotland's New Talent awards in which I was awfully honored to have Fuaim nominated. These awards recognise recent gradutes or new practioners who have made an impact across all arts &amp; media from animation and film, to composition and interactive entertainment. It meant a lot to have my little game considered next to 'The Rig' and 'Mr. Montgomery's Debonair Facial Hair', the Dare 2012 game from the fine folks at Dapper Hat Games. Here's a ten second video I made for the event (which I should add has been much improved since the original version that hit in December). <br /><br /><iframe width="500" height="280" src="http://www.youtube.com/embed/nXH6UGE229c" frameborder="0" allowfullscreen></iframe><br /><br />For a few more things, including another award nomination and Lost Levels, click through and follow after the jump.]]></summary></entry><entry><title>Fuaim, new game</title><category term="fuaim"/><id>http://www.dreamfeel.net/blog/2013/1/17/fuaim-new-game.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2013/1/17/fuaim-new-game.html"/><author><name>Paul</name></author><published>2013-01-17T13:20:28Z</published><updated>2013-01-17T13:20:28Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>I made a new game, yay. I finished this just at the end of the year in 2012 and with my website spruced up a bit I'm posting it to the internets.<br /><br /><span class="full-image-block ssNonEditable"><span><a href="http://www.dreamfeel.net/fuaim"><span class="full-image-block ssNonEditable"><span><span class="full-image-block ssNonEditable"><span><span class="thumbnail-image-block ssNonEditable"></span></span></span></span></span></a><a href="http://www.dreamfeel.net/fuaim"><img src="http://www.dreamfeel.net/storage/thumbnails/7063799-13128788-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1358454820291" alt="" /></a></span></span><a href="http://www.dreamfeel.net/fuaim"><br />Check out the page here and download.</a><br /><br />

If you want a bit of history follow after the jump.]]></summary></entry><entry><title>2012 Songs of the Year</title><id>http://www.dreamfeel.net/blog/2012/12/30/2012-songs-of-the-year.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/12/30/2012-songs-of-the-year.html"/><author><name>Paul</name></author><published>2012-12-30T22:48:00Z</published><updated>2012-12-30T22:48:00Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p><iframe width="480" height="480" src="http://www.dreamfeel.net//www.mixcloud.com/widget/iframe/?feed=http%3A%2F%2Fwww.mixcloud.com%2FPaulMcG%2F2012-mix-a-see-you-on-a-dark-night%2F&embed_uuid=ae43282c-d20c-421f-858a-843bbbfcb480&stylecolor=&embed_type=widget_standard" frameborder="0"></iframe></p>
<p><iframe width="480" height="480" src="http://www.dreamfeel.net//www.mixcloud.com/widget/iframe/?feed=http%3A%2F%2Fwww.mixcloud.com%2FPaulMcG%2F2012-mix-b-here-we-go-the-endless-shore%2F&embed_uuid=d6c9fc3c-3781-4ff3-a367-628551da7660&stylecolor=&embed_type=widget_standard" frameborder="0"></iframe>&nbsp;</p>]]></content></entry><entry><title>Shu, the end of the world as we know it</title><category term="shu"/><id>http://www.dreamfeel.net/blog/2012/12/21/shu-the-end-of-the-world-as-we-know-it.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/12/21/shu-the-end-of-the-world-as-we-know-it.html"/><author><name>Paul</name></author><published>2012-12-21T00:49:00Z</published><updated>2012-12-21T00:49:00Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;">For the last number of months I've been preparing for and then working full-time on a new game and a new studio. Shu &amp; <a href="http://www.secret-lunch.com">Secret Lunch</a>. We've just released a trailer, let me know what you think!<br /><br /><iframe width="500" height="281" src="http://www.youtube.com/embed/hi_ztbz3AH8" frameborder="0" allowfullscreen></iframe></p>]]></content></entry><entry><title>Vikings! Released on Windows 8</title><category term="vikings"/><id>http://www.dreamfeel.net/blog/2012/12/1/vikings-released-on-windows-8.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/12/1/vikings-released-on-windows-8.html"/><author><name>Paul</name></author><published>2012-12-01T00:30:00Z</published><updated>2012-12-01T00:30:00Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;">It's been some time since the last post, I've been busy starting <a href="http://www.secret-lunch.com">Secret Lunches.</a> I did get one game out in the mean time though, Vikings! which I worked on originally during Master's. Download <a href="http://apps.microsoft.com/windows/en-us/app/vikings-tower-defense/ff8e1856-cbf0-48a7-880d-45e9c31806c7">here</a>! <br /><span class="full-image-block ssNonEditable"><span><br /><img src="http://www.dreamfeel.net/storage/post-images/Screenshot.42966.1000000.jpg?__SQUARESPACE_CACHEVERSION=1358037597746" alt="" /></span></span><br /><strong>Blurb:</strong> <em>"Vikings! Tower  Defense lets you take control of the  Celts and repel the encroaching  horde from both the sea and land.  Bright, inviting graphics and  animation as well as intuitive mechanics  reveal a fiendish, hectic game  of strategy. <br /><br />Players must gather  money and place characterful  units such as the hefty Caber Tosser and  even Nessie herself to win and  triumph over the Viking menace."</em><br /><br />I worked on Vikings! back in July &amp; August as the lead designer, then in September/October updated the code and finished it for release. It was definitely a challenging project at times, particularly working with someone else's ideas, and from it I learnt a lot.<br />]]></summary></entry><entry><title>An Fuaim - Teaser video</title><category term="fuaim"/><id>http://www.dreamfeel.net/blog/2012/10/19/an-fuaim-teaser-video.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/10/19/an-fuaim-teaser-video.html"/><author><name>Paul</name></author><published>2012-10-19T19:17:00Z</published><updated>2012-10-19T19:17:00Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p>This is little taster for a game I'm working on right now.<br /><br /><iframe src="http://player.vimeo.com/video/51636072" width="510" height="383" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>]]></content></entry><entry><title>Space Whale: Whale from Outer Space!</title><category term="space whale"/><id>http://www.dreamfeel.net/blog/2012/7/24/space-whale-whale-from-outer-space.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/7/24/space-whale-whale-from-outer-space.html"/><author><name>Paul</name></author><published>2012-07-24T19:45:05Z</published><updated>2012-07-24T19:45:05Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p style="text-align: justify;"><iframe src="http://player.vimeo.com/video/46258908" width="500" height="341" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p style="text-align: justify;"><a href="http://vimeo.com/46258908">Space Whale: Whale from Outer Space! - July Teaser</a> from <a href="http://vimeo.com/user8950677">Mac</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p style="text-align: justify;">A psychedelic explosion of colour, fish and meta-galactic mammals.</p>
<p style="text-align: justify;">Swing through space using the gravity of planets, growing bigger as you eat, until you can devour entire galaxies. Orbiting different planets causes different instruments to blend into the music and chomping planetoids plays musical notes into the cosmic cacophony.</p>
<p style="text-align: justify;">Space Whale was created as part of our Professional Masters in Games Development at Abertay University. It was designed and developed using UDK throughout our second semester alongside other modules, between February and May 2012.</p>
<p style="text-align: justify;"><strong>Credits:</strong><br />Art: Chris Dodds, Luna Li, Sophia Pretoria George<br />Code: John Cooper, Tin Katavic, Shwetha Rao, Ramkumar Thiagarajan, Paul Andrew McGee<br />Design: Paul Andrew McGee<br />Production: Robin Berry</p>]]></content></entry><entry><title>12 Months in 70 seconds</title><category term="a sea of roots"/><category term="fuaim"/><category term="oOne More Cup of Coffee"/><category term="space whale"/><id>http://www.dreamfeel.net/blog/2012/7/5/12-months-in-70-seconds.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/7/5/12-months-in-70-seconds.html"/><author><name>Paul</name></author><published>2012-07-05T20:34:27Z</published><updated>2012-07-05T20:34:27Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p>From July 2011 to June 2012<br /><br /><iframe src="http://player.vimeo.com/video/45212747" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><a href="http://vimeo.com/45212747">12 Months of Game Development - Paul Andrew McGee</a> from <a href="http://vimeo.com/user8950677">Paul McG<br /><br /></a>Games (by first appearance): <br /><br />0:00 - Fuaim<br />0:05 - Beep Brrp Bing Bang Bosh<br />0:09 - Space Whale: Whale from Outer Space<br />0:13 - AAHYOURFACEISONFIRE!!<br />0:22 - Beat Box Story<a href="http://vimeo.com/user8950677"><br /></a>0:27 - The Lost<br />0:33 - One More Cup of Coffee<br />0:36 - Beggar, Baby, Bride<br />0:39 - A Sea of Roots<br />0:45 - Gameboy cycling - flash demo<a href="http://vimeo.com/user8950677"></a></p>]]></content></entry><entry><title>Game Dev Weather Report: 04-07-12</title><category term="a sea of roots"/><category term="fuaim"/><category term="shu"/><category term="space whale"/><category term="vikings"/><id>http://www.dreamfeel.net/blog/2012/7/4/game-dev-weather-report-04-07-12.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/7/4/game-dev-weather-report-04-07-12.html"/><author><name>Paul</name></author><published>2012-07-04T10:12:11Z</published><updated>2012-07-04T10:12:11Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>I think it would be nice to make this a bi-monthly feature on the state of my current games, yay! You can find the first one <a href="http://www.mcggames.com/home/2012/5/4/game-dev-weather-report-04052012.html">here</a>. I should have a video of my exploits over the last 12 months up soon as well.</p>
<p>First of all&nbsp; <span style="font-size: 150%;"><strong>Space Whale: Whale From Outer Space!</strong></span><br /><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/post-images/swpicimage.png?__SQUARESPACE_CACHEVERSION=1341396607554" alt="" /></span></span>Space Whale is a gravity based, Katamari Damacy inspired game of eating and growing and eating and blowing up which creates music as you play (loops triggered by planets and notes played by eating). A psychedelic explosion of colour and fish (and giant space mammals).<br /><br />The student prototype was finished in May and it came together nicely in the final month. When you focus on what is cool about a game and simplify, simplify, simplify the design, you can easily fix the core and improve what is broken. Expect a trailer in the next couple days.</p>
Three more games and some nice screenshots after the jump!]]></summary></entry><entry><title>California Dreamin’ - E3 2012</title><id>http://www.dreamfeel.net/blog/2012/6/15/california-dreamin-e3-2012.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/6/15/california-dreamin-e3-2012.html"/><author><name>Paul</name></author><published>2012-06-15T17:46:00Z</published><updated>2012-06-15T17:46:00Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>Reposted from <a href="http://igdascotland.wordpress.com/2012/06/24/california-dreamin/">IGDA Scotland</a>. <em><br /><br />The Electronic Entertainment Expo is the premier event in the video game calendar. In this post, Paul Andrew McGee writes about his experience of this year's event as one of the IGDA Scholars.</em></p>
<p>When I learned of my scholarship I was absolutely thrilled, having been a fervent follower of E3 for over a decade. However none of this could have prepared me in the least for the week I had and everything I took from the experience.&nbsp; Indeed, it&rsquo;s certainly hard not to have preconceived notions about this week of publicity, business deals and announcements; from a distance it can appear big, loud and crude. This is far from the whole story. Yes, I was certainly impressed by the bravado and showmanship; choppy video streams do not do the press conferences justice (although I remain less enthused by the ever pervasive dubstep!).</p>
<p>However what really made an impression on me as I came to meet and know so many attendees was a simple, undoubtedly obvious, realisation. E3, and by extension the videogame industry itself, is just people: lots and lots of dedicated, hardworking and interesting people. It was great to get a ticket to E3, but it was fantastic to get a chance to meet and be inspired by so many of those who make up the industry.</p>
<p><span class="full-image-block ssNonEditable"><span><img style="width: 500px;" src="http://www.dreamfeel.net/storage/e320121.png?__SQUARESPACE_CACHEVERSION=1340020680935" alt="" /></span><span class="thumbnail-caption" style="width: 500px;">Venice Beach near sunset.</span></span>

Lots lots more after the jump!]]></summary></entry><entry><title>The Lost by Macabre Mansions - Trailer</title><id>http://www.dreamfeel.net/blog/2012/5/30/the-lost-by-macabre-mansions-trailer.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/5/30/the-lost-by-macabre-mansions-trailer.html"/><author><name>Paul</name></author><published>2012-05-30T22:19:00Z</published><updated>2012-05-30T22:19:00Z</updated><content type="html" xml:lang="en-IE"><![CDATA[<p>Rosie Henderson the fantastic artist on our first semester MProf game recently finished a trailer for it! Watch on youtube <a href="http://www.youtube.com/watch?v=BH2NrGl-q5A">here</a>.<br /><br /><iframe width="420" height="315" src="http://www.youtube.com/embed/BH2NrGl-q5A" frameborder="0" allowfullscreen></iframe></p>]]></content></entry><entry><title>Game Dev Weather Report - 04/05/2012</title><category term="One More Cup of Coffee"/><category term="fuaim"/><category term="space whale"/><id>http://www.dreamfeel.net/blog/2012/5/4/game-dev-weather-report-04052012.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/5/4/game-dev-weather-report-04052012.html"/><author><name>Paul</name></author><published>2012-05-04T20:31:00Z</published><updated>2012-05-04T20:31:00Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>To finish the catchup here's the status of everything I'm working on right now. Seven! :O</p>
<p><span class="full-image-inline ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/1.png?__SQUARESPACE_CACHEVERSION=1324917887298" alt="" /></span> </span></p>
<p><strong>One More Cup of Coffee</strong> - I finished a version of this unusual music game back in December. It was almost certainly an unsuccsessful experiment,  players were totally lost. The core game concepts were so unusual and  they weren't communicated very well, but I've had ideas of where to take  it next. I started working on it again a couple weeks ago but it felt wrong  scrapping all the content and particularly the ending I had written. </br> </br>Shortly afterward the new ideas morphed into a new game, what is  currently called Isis. Only a few days ago I got the IGF feedback on  this experiment, and it was really constructive and interesting, inspiring me even with Isis to get a chance to go back and polish this sometime soon  for public consumption. There's <a href="http://www.youtube.com/watch?v=MFjVDcPXQ9o">bits</a> I still really like.</p>
<p><strong>Isis - </strong>This is my newest project, no pictures yet! Hopefully will take the audio experiments of One More slightly further  but also more understandable. Really excited to work on it and at the  moment it could go lots of different ways but alas I don't have much  time to experiment and finish before deadlines!</p>

<span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/spacewhaleipicc.png?__SQUARESPACE_CACHEVERSION=1336161904304" alt="" /></span>

</br>To get this pic explained and read about the other 5 (!) games click on. :)]]></summary></entry><entry><title>Beggar, Beats, Baby &amp; #MolyJam2012</title><id>http://www.dreamfeel.net/blog/2012/4/27/beggar-beats-baby-molyjam2012.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/4/27/beggar-beats-baby-molyjam2012.html"/><author><name>Paul</name></author><published>2012-04-27T20:56:30Z</published><updated>2012-04-27T20:56:30Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>A short post on the recent molydeux game jam last month which was fantastic.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/molyjamlo.png?__SQUARESPACE_CACHEVERSION=1336160361700" alt="" /></span></span></p>
<p>I've been running game jams in Dundee since December and the biggest to date was the recently finished #molyjam based on the crazy tweets of <a href="https://twitter.com/#!/petermolydeux">Peter Molydeux</a> from the 30th of March to the 1st of April. We are totally indebted to the enormous amount of organization that went into this around the world to pull it off at such short notice, and I feel grateful to play a small part in this rolling ball of awesome. Check out the website <a href="http://www.whatwouldmolydeux.com/">here</a> with all the games.</p>

For pics, more info on the jam and our finished game Beggar, Beats, Baby click on!]]></summary></entry><entry><title>Offices, Pirates, Whales and Space Whales!</title><category term="space whale"/><id>http://www.dreamfeel.net/blog/2012/4/14/offices-pirates-whales-and-space-whales.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/4/14/offices-pirates-whales-and-space-whales.html"/><author><name>Paul</name></author><published>2012-04-14T18:11:00Z</published><updated>2012-04-14T18:11:00Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/screenshot_27.png?__SQUARESPACE_CACHEVERSION=1335047303376" alt="" /></span></span></span></span>6 Hour Pirate Kart Game: <a href="http://www.glorioustrainwrecks.com/node/2400">AAHYOURFACEISONFIRE!!</a> <br /><br />The next catchup post begins at the end of February with the <a href="http://www.glorioustrainwrecks.com/node/3311">GDC Pirate Kart Weekend</a>. Developers all over the world tried to make as many games as possible to show at GDC. I feel pretty strong about the Pirate Kart ethos that anyone can and should make games, rather than the tiny subset of the world who do at the moment. Ian Bogost's Gameomatic is <a href="http://www.gamasutra.com/view/news/164438/GDC_2012_Bogost_shows_off_newsgame_concepting_with_GameoMatic.php">interesting</a> and I eagerly anticipate Anna Anthropy's book <a href="http://www.indiebound.org/book/9781609803728">'Rise of the Videogame Zinesters'</a>&nbsp; (just released in the UK woo). There was also a Kickstarter to help the latest Pirate Kart get floorspace at GDC and I was lucky to have a game based upon an idea of mine created by Alan Chatham. A game about whaling, hardship  and existence. FUNTIMES! <a href="http://openchord.org/Whaling/">http://openchord.org/Whaling/</a></p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/MobyWhale.png?__SQUARESPACE_CACHEVERSION=1335020289802" alt="" /></span></span>

More about AAAH & my semester two project Space Whale after the jump!]]></summary></entry><entry><title>Cambridge Game Jamming, Berlin &amp; Flash</title><category term="space whale"/><id>http://www.dreamfeel.net/blog/2012/4/4/cambridge-game-jamming-berlin-flash.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/4/4/cambridge-game-jamming-berlin-flash.html"/><author><name>Paul</name></author><published>2012-04-04T11:19:14Z</published><updated>2012-04-04T11:19:14Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>I've decided to break a humongous catchup blog post into a few manageable chunks! First bringing us from January to the middle of Feb. :D</p>
<p>In January we finished The Lost, our WP7 haunted house game. I was happy with how it turned out, having made some small but nice changes to the gameplay during the holidays and bringing it back to a more arcade-y experience, closer to the original vision. Level design by Isabella Wang, audio by Cam Goold and the wonderful art was done by Rosie Henderson who is currently a cutting a trailer! Find more info and some pictures <a href="http://mcgee.squarespace.com/home/2011/12/5/the-lost-has-gone-alpha.html">here</a>.<br /><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/statt67.jpg?__SQUARESPACE_CACHEVERSION=1333540800965" alt="" /></span><span class="thumbnail-caption" style="width: 500px;">Image by Pete Angstadt</span></span>

For more on this picture (that's our game!) and TigJam 6 in Cambridge read on!]]></summary></entry><entry><title>Sand &amp; Snow: Thoughts on Journey</title><id>http://www.dreamfeel.net/blog/2012/3/23/sand-snow-thoughts-on-journey.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/3/23/sand-snow-thoughts-on-journey.html"/><author><name>Paul</name></author><published>2012-03-23T19:17:12Z</published><updated>2012-03-23T19:17:12Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/journey-game-screenshot-1-b.jpg?__SQUARESPACE_CACHEVERSION=1332542145226" alt="" /></span></span></p>
<p>I was initially reluctant to play the game, to turn Journey from a mythical idea into a memory, regardless if it would fit the abstract idea I had in my mind or not. As I write this I&rsquo;m now mere moments from completing the &lsquo;game&rsquo;; I can still feel my heart in my chest. That Journey has rendered me, someone who exists from minute to minute by subsuming himself under constant idle distractions, quietly mute and thoughtful is quite a feat. Over the next few rambling paragraphs I&rsquo;ll touch some of thoughts swimming around and attempt to circle what made those two and a half hours special.</p>]]></summary></entry><entry><title>Catchup &amp; Music of the Year: Part Two</title><id>http://www.dreamfeel.net/blog/2012/3/23/catchup-music-of-the-year-part-two.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/3/23/catchup-music-of-the-year-part-two.html"/><author><name>Paul</name></author><published>2012-03-23T18:00:00Z</published><updated>2012-03-23T18:00:00Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>Phew! That took a little bit longer than I expected. Much has been happening recently and I hope to write a big ole blog post to recap what I've up to and all the games I'm working on right now (five! with more on the backburner/frontburner).</p>
<p>Before that I have a post about Journey which I played and was blown away by very recently. I was compelled to write about initial impressions while I was still experiencing a sudden wave of thoughtfulness on finishing. If you want something actually clever and well written I suggest reading <a href="http://www.theatlantic.com/technology/archive/2012/03/a-portrait-of-the-artist-as-a-game-studio/254494/">Ian Bogost&rsquo;s thoughts</a> on the game. He looks at it from many angles, but I particularly like his take on the rarity of watching an artist or collection, Thatgamecompany, in games mature and change against a fixed background rather than adapting to evolving technology. Anyway!</p>
<p><span class="full-image-block ssNonEditable"><img src="http://www.dreamfeel.net/storage/86b15003-f073-4ed3-b69e-ee5f9818f33a.jpg?__SQUARESPACE_CACHEVERSION=1332612240253" alt="" /></span></p>
<p>This is the second half, about 49 mins, and the first is <a href="http://www.mcggames.com/home/2012/1/22/songs-of-the-year-pt-1.html">here</a>.</p>
<p>Listen on soundcloud <a href="http://www.mixcloud.com/PaulMcG/everything-old-is-new-again-2011-pt-2/">here</a>.&nbsp;</p>

Track thoughts after the jump!]]></summary></entry><entry><title>bbbbb: Beep Brrp Bing Bang Bosh</title><id>http://www.dreamfeel.net/blog/2012/2/4/bbbbb-beep-brrp-bing-bang-bosh.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/2/4/bbbbb-beep-brrp-bing-bang-bosh.html"/><author><name>Paul</name></author><published>2012-02-04T19:57:04Z</published><updated>2012-02-04T19:57:04Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>Woo, I've finished a new game. Quick Ed: And now a <a href="http://experimentalgameplay.com/blog/2012/02/5-buttons-finalists/">finalist</a>! :) </br></br>A joint effort by Stephen Lingham, Sam Gross and myself with this first version made in a week. While I have already finished The Lost earlier this month, and more on that and my new university project soon, this is a game I can actually share with the world. Which is always nice!&nbsp;</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/hsly8k.png?__SQUARESPACE_CACHEVERSION=1328389198403" alt="" /></span></span></p>

More info and links after the jump!]]></summary></entry><entry><title>Songs of the Year - Pt. 1</title><id>http://www.dreamfeel.net/blog/2012/1/22/songs-of-the-year-pt-1.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2012/1/22/songs-of-the-year-pt-1.html"/><author><name>Paul</name></author><published>2012-01-22T00:25:05Z</published><updated>2012-01-22T00:25:05Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>I do one of these for fun every year, so I thought it might be nice to post about each track here. You know, for posterity or something. :| ;)</p>
<p><span class="full-image-block ssNonEditable"><img src="http://www.dreamfeel.net/storage/gullfoss.jpg?__SQUARESPACE_CACHEVERSION=1328571975181" alt="" /></span>This is the first half, about 47 mins, and the second should follow within the week.</p>
<p>Podcast available on soundcloud <a href="http://www.mixcloud.com/PaulMcG/everything-old-is-new-again-2011-pt-1/">here</a>. <br />Or as mp3 <a href="http://www.sendspace.com/file/r7crix">here</a>.</p>

Track comments after the jump!]]></summary></entry><entry><title>One More Cup of Coffee - Take 1</title><category term="One More Cup of Coffee"/><id>http://www.dreamfeel.net/blog/2011/12/24/one-more-cup-of-coffee-take-1.html</id><link rel="alternate" type="text/html" href="http://www.dreamfeel.net/blog/2011/12/24/one-more-cup-of-coffee-take-1.html"/><author><name>Paul</name></author><published>2011-12-24T13:00:00Z</published><updated>2011-12-24T13:00:00Z</updated><summary type="html" xml:lang="en-IE"><![CDATA[<p>Much against my better judgement I took a few days away from Uni work to lovingly finish the game.</p>
<p>The game now consists of an intro stage, introducing the singing concept and the story; the forest snow, whereby a boat goes down a river and two people talk; the caves, full of cave paintings, minimalist Glass-indebted piano and much more interested singing scales; and a final, short outro sequence to put a nice bow on the whole affair.</p>
<p><span class="full-image-block ssNonEditable"><span><img src="http://www.dreamfeel.net/storage/1.png?__SQUARESPACE_CACHEVERSION=1324917887298" alt="" /></span></span>

More info and pics after the jump!]]></summary></entry></feed>