Marvel Comic Inspires New Slam Bolt Scrappers Art

Hello True Believers,

As Alec noted last week, Issue #1 of the new FF series (the successor to Fantastic Four, now that Johnny Storm has been killed, penciled by Steve Epting) shows Franklin Richards (son of Reed and Sue) playing a video game he has just lost, and that game is Slam Bolt Scrappers!


The shot is from SBS circa Fall 2010 (after PAX Prime, when the health bars were vertical instead of horizontal, many months before release).

Here is the actual image they found on the web and used!:


And here is a side-by-side of the comic art and the original:


As far as we can tell, they set the Hue (in Hue/Saturation) to 180 and then the Cutout filter was applied (before the non-SBS text was overlayed).

In the process of unraveling this, I started playing with the Cutout filter and the Hue/Saturation of other shots from the game. Here were some of my favorites. What do you think? Any of these worth a spot in the Modern Museum of Art?

Read More

Fire Hose Games Volunteers at GDC 2011

Where do you feel most like yourself?

The best version of yourself. The one where every moment of the day is a smile because in that place there is no-one else you would rather be?

Is it strange I feel this way volunteering for a conference?

For the last eleven years, the Conference Associate (CA) program at the annual Game Developer’s Conference in San Francisco has not only been the source of all my best opportunities to find contacts and work in the game industry, it has been where I renew my spirit and love for this industry and its people.

As a CA volunteer, I have badged session lines, run errands for show management, managed hordes of t-shirt hungry attendees, and served in many support capacities for other volunteers. None of this is what you might call glamorous stuff. At any other show it would be grunt work–the most boring and uncreative labor this side of leaning on a wall.

But the leadership of the CA program, Tim Brengle and Ian Mckenzie, make it amazing. They call it …

Read More

GGJ 2010: Post Mortem-ing a Weekend

Global Game Jam 2010 Post #3: The weekend is over and our game is playable (!). You can find it here: We recommend the web/flash version (may ask you to download/install the small Unity/flash player). If you are stuck in any way, please email me:

What Went Awesome: * Treating Each Other Well: listening to each other’s ideas, encouraging each other to take water and brain breaks, keeping good humor, appreciating each other’s contributions. * Making Good Decisions as a team at regular intervals on what features to keep and what to toss in order to get the project done: late Saturday afternoon, late Saturday night and first thing Sunday morning. * Planning Our Work Flow: in our design doc we structured the weekend into 3-hour block “sprints.” This helped to guide our productivity and made a good balance between being able to dive deeply into our work and regularly checking-in with each other. We also got each other’s contact info right at the start, chose a safe source system, and established an “it is OK …

Read More

GGJ 2010: The Most Heartbreaking Laughter

Global Game Jam 2010 Post #2: It is 12:30am again. Day two of the 2010 Global Game Jam is in the bag. I planned to post an update in the afternoon, but there was not a second to spare all day. We sprinted through 15 hours of development today, and found ourselves in all three of what I am told are the classic Day-Two moments: a serious talk in the afternoon about what features can be kept and what needs to be discarded for the sake of completing the project, a major technical crisis where the tools broke in the face of our ambition, and reaching a place where the most frustrating and incomprehensible bugs brought laughter instead of tears, where the relief of having gotten this far, and the pleasure in doing this together, won over whether or not the thing we want to call a game ever becomes what we hoped.

And we were not the only ones. I overheard other teams talking about what they could cut and heard heart-rending stories of programmers losing their entire work …

Read More