I've been in kind of a bad way lately.  Feeling like shit and feeling like my problems are stupid...

I'm having sort of a, "What the heck am I doing with my life?  Where am I going?," crisis.  (Is that the right place to put the comma?)  I feel alone.  I feel stagnant.  I feel like I'm watching my dreams outrun me.  And I feel like some stupid petulant child, complaining about this stuff when I'm surrounded by people who have larger, more legitimate worries in their life.

Where was I supposed to be by now?  Shouldn't I be making my games already?  Shouldn't I at least be making a real salary?  My last job at TimeGate in Texas had me making $40,000 a year.  I live in Oakland, California now.  Shouldn't I have a job at a bigger studio making at least $60,000 instead of living this lazy, half-assed freelance career?  You know, instead of living this life I can only afford because it's subsidized by my parents?  I'm 29 years old, for fuck's sake.  I had to have taken out those loans for grad school for a reason...

I feel like a jerk saying any of this to Renee because she's got a magnified version of all the same problems.  Why should I complain about my career when she put the same aspirations aside for a business degree that turned out less useful?  I feel like anyone I might talk to has bigger things to worry about.  Who cares that Max is lazy and feeling unfulfilled in his career choices when there are real problems in the world?  I get stuck in this pit of feeling bad and then invalidating myself for feeling bad and never say anything...

I don't know how to approach someone with my problems.  I just seem to isolate myself from social contact whenever possible.  I cut off contact with old friends because it's just too much effort to keep it up.  Sometimes I feel like I just don't know how to be social.  I don't know how to collaborate with my creativity.  I don't know how to share solidarity with friends and our shared issues.  I just feel my natural reactions creating distance and clam up.  ...I feel like I'm becoming a more sour and less patient person.

I feel pretty alone lately. I feel like... I just don't quite have the shoulder to lean on that I'm used to.  Growing up I always had my mom.  I couldn't necessarily tell her everything, but when it was all ready to come out, when I really just needed someone to talk to, she was great for that.  I feel less able to talk to her now, like she wouldn understand my life less than she used to.  Kouri can fulfill the same role sometimes.  I've had friends that fit that role well in the past, but they're far away and I hit the same "my problems are tiny next to yours" problem.

I guess I rely way too hard on this idea of the sort of person I can open up to about whatever thing.  I put up all this complicated mess about when I can open up because it's so easy to do it at the wrong time.  It's so easy to get tongue-twisted and anxious and freeze up.  I miss having someone around who is a natural at creating that space where I feel I can really open up (and who knows me well enough to do so).

And so here I am airing my troubles to a semi-public blog instead of to a therapist or whatever.  I feel like I'm being the angsty, stereotypical, Livejournal-posting teenager I never was (or... was I?).  I guess I am feeling pretty growth-stunted in a lot of ways.  I'm posting this because I just need to say it all, but I don't know if I should be saying this "out loud" like this.



You know... I have a lot more detail to go into about all that career problem stuff, but maybe I should actually split up my posts by topic for once.  I have other things I should really be doing.
So, I dunno....  Here's a bunch of griping and venting I  had to get off my chest.

Okay now, let's have something more closely resembling an actual design doc for this game.

Overview

Dream Towers is an “action roguelike” game (in the vein of Spelunky, The Binding of Isaac, or Rogue Legacy) based on the idea of exploring a dream world every night. It focuses on the way your mind invents people and places in your dreams.

In this game you wander around a non-persistent procedurally generated map, solving puzzles and dealing with monsters, interact with procedurally generated characters, and attempt to pursue procedurally generated plot goals. There are a variety of special items or special plot events that boost the player's stats, alter their controls, or give them special powers while also altering their appearance (much like items in The Binding of Isaac). Players attempt to create stable, persistent locations across an ever changing dream map by completing various tasks, such as doing character quests, defeating every monster in a room, and traveling between two locations frequently. They will also have to try to maintain their emotional state, as the world is created by the player character's dreaming mind, the character's emotional state affects and is affected by many aspects of the dream world.

As is one of the primary hallmarks of the genre, a game session is relatively short, and each time the player plays a new session, they start from scratch with a new map and all their most basic abilities. Each session represents one night's dreaming. One session is meant to last about 30 minutes to 2 hours from the beginning to achieving the final goal, though it can be much shorter if the player wakes up (fails or is defeated) before then.

Certain things may persist between sessions, such as access to unlocked items, access to secret areas, and, especially, certain specific characters that populate the dream world. Characters that were important in previous sessions, or characters that the player has indicated resemble real people from their lives, may appear in future sessions and make references to previous events that they took place in.

In More Detail

At its most basic level, the game is a simple side-scrolling platformer. Players can run left and right, jump, pick up and throw objects, and attempt to fly. Flying is intended to be difficult, requiring concentration on consistent button presses with irregular timing. Pressing the button once will allow the player to stall or hover briefly in the air (Such as in Yoshi's Island, Banjo Kazooie, etc) allowing them extra time and precision in their jumps. Actually gaining and maintaining altitude are the difficult parts.

Other possible player actions might include some sort of attack and the limited ability to try to control or “reroll” some of the random aspects of the world.

Map generation works on multiple layers. Maps are based on a number of pre-defined “room chunks.” When generating a room, the game first creates/picks a room shape, basically choosing how many chunks to use and how they're arranged (horizontal hallways, huge 3x4 room, L shaped room, etc). Next, the game picks the actual specific chunks to use, making sure there's a clear path through the room. Then the game adds “obstacle chunks” (basically like smaller room chunks) at certain points in the room chunks. From there, the game randomly picks certain tiles (so the same room chunk might not always feature the same things). Finally, active entities (monsters or characters you can interact with) are placed. There are also additional “feel parameters”, including which tilesets are used, which backgrounds and cosmetic objects (furniture, wall hangings, etc) are used, and what kind of lighting, particle systems, and background sound effects are used.

There are a number of different zones, generally defined by a certain setting or theme (skyscraper zone, forest zone, suburbia zone). Each zone is like one floor or one level in Binding of Isaac or Spelunky. Once a zone is completed you cannot generally revisit it during that same session (I might change my mind on that rule, actually). The player must complete a certain number of zones to win the session. Zones may proceed in a certain order, or may be chosen randomly, with certain feel parameters (creepy atmosphere? Time of day changing?) indicating progression (zone 1 is always sunset, zone 2 is always midnight, something like that).

When a new zone begins, certain key locations are generated. These are special rooms with visually distinctive elements and important functions, used as navigational landmarks and as the starting points or goal points for game events. Initially key areas do not occupy specific points in space, but rather are stored in terms of the direction you need to go to reach them (the player might be presented with sort of a radar system indicating which direction key areas are.) Key areas may occupy constantly shifting points in space, meaning the player would need to chase them down, or they may always be defined entirely by their direction, meaning the player has some limited ability to control where they appear (that is, a room is always above you, but you can keep moving left and right before you go up to define where above you it is).

As the player explores, new rooms are generated on the fly depending on how persistent an area of the dream world is. With low persistence, a new room is generated more or less every time the player goes through a door (in extreme cases, segments within the same room may even change when far enough away, even when on-screen). As rooms gain persistence, the game will remember certain details and randomize other details. A fully persistent room will occupy a specific point in space and will maintain its shape and its segments (though obstacle chunks, entities, and feel parameters may still change). The game will remember different features of rooms and randomize them on different layers depending on their level of persistence. Certain events may cause well-defined rooms to change, or to move to a different location.

(random idea. Feel parameters might float through dream space like clouds. The “weather” of a room may change while you are in it as new feel parameters float by).

So, as a general overarching goal, the player is attempting to spread persistence, to create stable paths from point A to point B. As rooms become more persistent and more tied to specific points in space, they begin to appear on the map. The specific shapes players create with the map may appear somewhere, perhaps in the form of a key, or a special item, or a building block that can be used somewhere. In order to activate some end of zone challenge (such as a boss fight or a chase sequence or something) players may have to create a certain amount of persistence, or create certain shapes on the map to match a keyhole or something.

Things that increase persistence may include traveling between two key areas multiple times, completely clearing a room of monsters, completing plot events, or perhaps simply spending time in a room looking at how pretty it is (whatever might make a place stick in your memory or make you feel you have control over it, since that's what persistence represents). Things that might decrease persistence could include taking damage from enemies, plot events that incite more chaotic emotions, or attempting to “reroll” a room too many times (there need to be good ways for players to intentionally “erase” a room from the map if they want to create a certain shape). Taking too much damage from traps and monsters, having very chaotic emotions, or activating certain special events may cause a room to completely change before your eyes.

The purpose of the reroll ability is for the player to attempt to control the dream, using the randomization system for their advantage (representing either the control of lucid dreaming or even just that sort of vague feeling in dreams that something isn't what you expected, which causes events to change) Say, you get to a key area looking for a character that was there earlier, only to find that they're gone. You could ask the game to reroll the entities for that area in the hopes that the character would reappear. Perhaps you need to go up to get where you're going, but the game won't give you rooms with an up-facing door. You could attempt to reroll the room shape in the hopes that it would give you what you need. I'm not sure if this should be part of the same ability or something separate, but I was also considering a way to use rerolls offensively to try to control, change, or erase monsters (representing the attempt to “think away” unpleasant things in a dream).

This ability may require some sort of limited resource (you need coins for the slot machine) and/or perhaps this ability merely lowers persistence and makes your character more stressed.

I'm not sure exactly how this reroll ability should world controls-wise. I've been considering some sort of “control wave” ability (a wave of energy you throw at things to try to change them) but I think it would feel more sorcery and less dreamy.

Since you are in your character's mind, their emotions influence everything and are often influenced by everything. There will be some simple emotion variables, measuring happiness, anxiousness, anger, stress vs relaxaction, etc. There should be some visual indicators for emotions, but they shouldn't reveal exact numbers to players. Completing some plot events might increase happiness. Discovering some plot events might increase worry. Defeating monsters might increase the sense of calm and control, while being vexed by monsters might increase stress and anxiousness. Basically everything will influence emotion somehow. Players can eventually get a feel for what influences emotion and try to get into the emotional states that they want, but there are also events beyond their control that affect things (random monster ambushes. You never know what a character will say, if they'll bring up your character's deepest insecurities or if they'll remind them of happy times).

Emotions will affect feel parameters, they might affect how open or closed and difficult the map layout is. They might affect how many monsters appear and what artwork is used for those monsters (that cute pink bird monster could appear as a creepy floating face if you're having a bad dream). They'll affect what characters you can meet and might even affect what sorts of items you'll find. Basically the emotional state is a complex system that affects everything. Player can try to push it one way or the other, but should never be completely in control of it.

Waking up before completing your final goal is the fail state. Basically, the health gauge takes the form of a “sleepiness gauge”. I'm not entirely sure what sorts of things should decrease sleepiness. Things like sudden surprises (the room shifting and the floor disappearing below you, triggering a falling dream. I guess this is a reason for the typical bottomless pits in platformers). Intense emotions of plot events that just feel wrong might affect this. Attacks from monsters should not directly decrease sleepiness, but may cause secondary effects that can. Perhaps when sleepiness works a bit like regenerating health in an FPS. When you start to awaken you can see the dream world dissolving, but if you can retreat to a safe area you can try and fall back asleep before fully waking.

Monsters come in many forms, but tend to display a set of basic behaviors (and maybe there's some mix-and-match so different monsters do different things in different sessions). They're generally pretty simple and can be defeated by jumping on them or using attack items. The frequency of monster appearance depends on emotional state, plot events, and player behavior. If the player often runs right past monsters, then monsters might become more passive or stop appearing or they might be more aggressive and give chase depending on how anxious or worried the emotional state is. Alternately, if the player takes time to defeat monsters, then more monsters might appear for the player to defeat, or fewer monsters might appear because the player is exterminating them. Taking damage from monsters (or just being vexed by them rather than physically assaulted) might increase stress or chaotic emotions and lower the persistence of an area (and if the newly generated room doesn't have a floor where you were standing, it can trigger a sudden fall, which decreases sleepiness).

Monsters may also be used in puzzles. Perhaps you have to lead a monster into a trap, or use them as a key to a door. Some monsters may have effects (flatten you out, set your on fire, make you a vampire) that you can use to pass certain obstacles or activate certain plot events.

There are also special characters and boss monsters. Bosses might represent certain compelling or difficult ideas (monsters that are cool to fight or that represent fears and insecurities) and would be designed to elicit certain emotions. Some kind of zone-ending goal event should be randomly chosen (or perhaps chosen based on what the overarching plot thread of the zone is) once the map is completed, and this event is often some sort of boss fight. Bosses may be fought in a specially made boss arena, or they may take on different forms, such as a boogeyman character that chases you through the map as you try to catch it in traps, or merely escape from it. Or perhaps the boss is a shapeshifter that disguises itself as characters you've met, and you have to figure out who it is and defeat it.

Speaking of those characters you meet! The game will randomly generate characters by picking clothes, facial features, names, and personality traits. Characters can simply deliver dialog, or they can activate plot quests and even wander around the world with you. There are a few different ways that personalities might be represented. Like Animal Crossing, there might be a pre-defined set of specific personality types, each with their own dialog set. What's most likely, I think, is using a set of variables to define the character's personality and relationship to you. These variables could determine what dialog they use and also their behavior (a flaky character might randomly disappear while following you while a dependable one sticks to you and grabs useful items for you and stuff). Important traits could be things like, rich, poor, related, older or younger than the player, young, middle-aged, elderly, dominant/submissive, reliable/flaky, adventurous/unadventurous, etc.

Certain characters will ask questions allowing the player to indicate a pre-existing relationship. For example, a character might claim to be the player's sister, and then the player could indicate through their dialog options whether they even have a sister and if this randomly generated character resembles her. (perhaps there are secret rooms that allow the player to change characters' appearances, or, like, if the game is on the WiiU it could look at Mii's on the system). Important characters will persist from session to session, and may come and go over time.

There are multiple types of character. First there are random extras, throw-away characters created on the fly. Then there are characters which represent real-life relationships (best friend, mother, son, brother, etc.) Next there are made-up characters in game (essentially random extras who became important and are remembered and re-used by the game). Then there are understudies, which are randomly generated characters that essentially “play the part” or the previous two categories. Finally, there are persistent roles, such as shopkeepers or bus drivers, which are randomly generated characters always playing the same part.

Characters will be the primary source of plot quests. Here are some ideas for plot quests.

Your good friend Jimmy is really worried about his girlfriend. You can try to locate his girlfriend and address these worries directly, or you can keep talking to Jimmy and try to help him figure out how to deal with these problems and what to say to her.

Your mom bought some new flower pots and wants something to put in them. You find a puppy and give it to her. She plants the puppy and it seems happy.

Greg has been kidnapped by monsters! Track down the boss monsters and defeat it to rescue him. You might get slowed down on the way helping people the monsters have hurt, though.

Your friends Alice and Jenny are having a fight. You can try to talk to each of them separately, maybe playing messenger. You can tell them to deal with it themselves. Or you can actually try to lead one of them through the map to the other to try and get them to talk.

Now, some of those dialog tree situations I mentioned could get crazy complicated pretty fast. What I'm thinking is, there are some general rules, a pretty general set of dialog options, and what you have to do is learn what the characters' personality traits are in order to determine which options will work.

What I'm shooting for here is to have plot events be sort of a gamble, or sort of a risk reward scenario. I'm thinking of things like in Binding of Isaac, you need a key to get into a treasure room and you need a key to get into the shop. You might not find enough keys, and you need 15 cents to buy the good stuff at the shop anyway, and you have a limited number of bombs to try and locate the secret room (which is a quick way to get money for the shop). So you're always kind of gambling with your extremely limited resources, depending on how generous the game is with handing out things like keys and bombs (sometimes you just get nothing and can't get into treasure rooms).

So plot events might require resources, or they might actually be timed (maybe 3 plot events in a zone require having someone follow you, but you can only have one person follow you at a time and someone might be offended you have another person with you and cancel their quest). What I want is for the player to have to make choices. Half the time the player might have more plot events than they can hope to address, and even then they might be able to address all plot events only if they play their cards right. Perhaps certain kinds of plot events should consistently give certain types of rewards, so players can decide where to focus their attentions depending on the needs of the moment. Plot rewards would include special items (those cool things that change your stats and abilities), simple items (things like keys, money, or whatever it is that allows you to make rerolls), added persistence, or changes to emotional state.

Also, I'm thinking each zone should have one major plot event that ties into the zone-ending challenge. The major plot events between zones might tie together, too. In fact, regular plot events from zone to zone or from session to session might tie in. A minor plot event in the final zone of one session might be your mom is worried about your friend. Then the next session might see that friend go missing and you have to find them. Or maybe two friends who were in an argument you never managed to resolve are now having a big feud that's causing problems for everyone, or just won't talk to each other. In this way the game creates a persistent, ever-changing world, and players who play enough may even manipulate events in one session in an attempt to access certain events in other sessions.

Let's talk a little bit about the special items. They're interesting in action, but they don't seem so interesting to talk about. The item system in The Binding of Isaac is really one of the major inspirations for this idea. Special items would be unique objects that alter your appearance and hint at something of an underlying plot or a general symbolism. “The kings crown” could be a crown that appears on your head and makes characters more likely to do what you say. “Moon rocks” could give you a gray glowy look, and make your movement more floaty. Many items would simply increase or lower different stats while others would have special abilities, like completely changing how your flight ability works or giving your new attacks.

There would be different categories of items. Most would be “identity” items. These would be objects or special events that affect your character's sense of identity. There's no limit on how many of them you can have and all of their generally stack. Then maybe you could have one or two kinds of equipment items, which you could only carry one of (one item that you wear and one item in your hands). These could be special clothes or a necklace or a sword or a book, etc. Items held in your hands would be active use things, such as a sword or a crystal ball that shoots hamsters.

Each zone should more or less give away two or so special items. One for finding a special room or completing a special plot event, and one for completing the zone (I really am just copying design from Binding of Isaac here. Maybe I'll figure out something a little different?). There could be further opportunities for special items beyond that, though. Completing a difficult plot event, fighting a super tough enemy, finding a secret room, etc. I'm thinking each session has a special hidden area that has one of the really good, powerful, or just plain weird special items.

So, there you go! That's a coherent general overview for the game. And it only ended up half the length of my trying-to-figure-things-out ramble :p

I've been thinking a lot about this new game idea I have (in that way that I'll come up with a new idea and think about it furtively for a couple months). In my notes I have it written down as Sonambula, but when talking about it I usually call it Dream Towers. I think Sonambula might be closer to what I'd ultimately like to call it.  Turris Somniis?  Turris Somnium?

I have kind of a swirling mess of ideas, many of which are somewhat conflicting, and I'm not quite sure what I want this game to be. I figure writing things out will go a long way towards ironing out the concept. I apologize ahead of time. This post is going to be super long and rambly as I jump between topics and try to figure things out.  --It took about two weeks to write.  I haven't gone back to do much editing, because the point isn't for it to be pretty or read well.

I might try to quickly sum up the game as something like Rogue Legacy or The Binding of Isaac meets Animal Crossing. It's a game about exploring an ever-changing dream world, and meeting and dealing with the sort of random idea people your brain will think up to populate your dreams. Perhaps the best way to get started would be to talk a little bit about my inspiration. (or to make an extended analysis of my inspiration.)
 

The Inspiration )

 

Basic Summary, Characters, Narrative )

 

 

Core Mechanics and Character Movement )


 

Map Stuff )

 

 

 

More Stuff )

 

 

Okay, I think I'm really actually done now. Thanks for reading this huge mess. It helped a lot to write it. See you later with the digested version.

I feel like I probably talk about the same things over and over on here lately (lately being over a course of a couple years now). I feel like this is probably a bad sign. Perhaps an obvious indication of the very stagnation I've been repeatedly complaining about.

I really miss LJ, yet I kinda feel like it can't be what it was in the past...

I used to spend a lot of time writing these entries. I'd sit at the computer for hours, juggling an entire essay in my head, distracting myself with the internet, trying to crank out the next sentence. Many of my posts took me a week or more to write. Oftentimes I'd just open the page and leave it open all day before I finally started actually writing something around dinnertime. Today is no exception.

Now I stop and think, man, how did I ever have that kind of time? It's not just work and responsibilities getting in the way. It's social pressures as well. And it's a vastly shortened attention span. Really, I feel like my attention span has just fallen to pieces lately.


I don't know... I have a lot to say, but I feel like I have a harder time saying it. I feel like... I've kinda learned and grown embarrassed by how big of an outspoken dork I used to be, but instead of learning not to be such a dork I just learned to stop talking.

I've had a lot of life experiences in the two or three years since I posted regularly. Since everyone kinda stopped doing the LJ thing and so posting to LJ didn't mean anything for my social life anymore (At least, the friends I was closest with and enjoyed sharing with the most don't post anymore). Part of the appeal of LJ was that it was kind of a social thing. It was the perfect medium for me to express myself because it allowed me to talk to people at my own pace without thinking about it too much where thinking about things too much improved the quality of communication instead of detracting from it.  I occasionally make stumbling attempts to use Facebook in a similar manner, but... I just can't be as intimate or candid there.  It's too public and too short-form.  And a straightforward personal blog puts too much of the spotlight on me.  It's a responsibility to maintain.  It's not a community, and it's also too public for a lot of what I want to say.  (maybe I could stand to speak my introspection a little more publicly.)

I have a lot of issues to work out, and this has been the most effective source of therapy in the years.  But... it's gotten awkward when so many of the problems to work out involve the very people reading this.  I've said a few things I shouldn't have on this journal, and I think that sort of embarrassed me out of posting for a while...


Anyway....  I kind of need this.  I want to try writing more again. I need to work these thoughts out of my head again, even if the people I want to talk to most don't even read it anymore.
I need to learn to write more efficiently, and spend less time staring into space.  I hope I can condense the time a little and still maintain the same level of elegance and introspection.  I feel like this post was still kind of a thought-vomit.

I kinda wonder now... why did everyone else stop posting here?  Did Facebook usurp blogging communities like LJ?  Is it just that life's responsibilities get in the way?  Does the appeal of updating our lives online like this just start to dwindle as we get older?

So I made this website.
http://www.doomedtowander.com/

I've been kind of thinking of having a more public blog for a while now. You know, try to reach out and actually become part of the broader internet community. In particular I'd like to be more a part of the general community of game development and game criticism. Thus, the first article I posted to said blog is a critical analysis of an experimental flash game. I'd like to hear what people think.

I'm a little worried that the name I chose for the site is too cool for it. I plan to post sketches, game criticism, recipes, silly drawings and comics... Doomed to Wander sounds more like it should be the title of a dramatic series or something more poetic.
Oh well!

I'm kind of considering it for my own personal "studio" name.
I feel like I desperately need someone I can talk to whenever to ramble on about my relationship problems and work through this tangled knot...
I just don't know who to talk to. I don't know who to ask. I don't know who... who shares my views on emotional responsibility and has their shit together enough to offer me the patience and helpful advice that I will accept...
Sometimes it's everything I can do not to post as much on Facebook.
The usual people I might talk to about such things are... Not in the capacity to help in these matters right now, I think.

And maybe I'm just being too damn difficult... I mean, I can't expect one person to have all the answers... I just... I feel like I don't have anyone I can just talk to who will really understand...

Well, I feel like I just don't have anyone I can talk to lately in general. I mean, yeah, I can talk to Renee, but I can't talk to Renee to get better perspective about my problems with Renee.

This is a cry for help.
I will be very picky and difficult when you answer it. I apologize ahead of time.
I miss having friends around...
Sometimes I just feel so scared and pathetic and all alone with Renee's depression...
Stress has really been building up lately and sometimes it seems like I just handle it worse and worse... I wish I had more friends around. I wish she had more friends around. I wish she didn't have to be dating someone before she would tell them about any of her problems...

Today has not been a good day... Was kinda freaking out a little for most of it. I'm better now.

Hi

Jul. 2nd, 2012 08:06 pm
Test entry to see if I can not crosspost to LJ.

Who all is reading this?
Is mid April too late to bring up New Years resolutions?

I've been stuck in a rut of just kinda passing from day to day for so long now... Which wouldn't be too bad if the thing I were doing for a living were my dream rather than just kinda tangential to my dream. (I will refrain from going into a long rant of worrying about my work performance etc. here. Maybe some other day)

This year I am finally going to MAKE something.
I will actually finish to publishable completion at least one major creative project. Even if it's just a stupid little game to put on Newgrounds.
I'm gonna actually start picking my butt up after work once in a while and getting some work done on personal projects.

(I've even go two prototypes I've been working on with John and Renee, and an almost prototype I've been doing by myself! Haven't quite gotten to the working on a regular basis thing...)
I haven't written any blogposts in forever. I kinda miss it. Now that I'm all alone out here in Houston, maybe I'll make a little more time to write.

So, yeah, I've been doing a crappy job of actually reading people's LJ's 'n such, but I would like to keep up with everyone.

I decided I'd go and see what all this Dreamwidth business is about, so... here I am.
My username is, predictably, Krail.



(Oh yeah, and for those of you who aren't on facebook, I (finally!) got a job as an animator at TimeGate Studios in Sugar Land, TX, a suburb of Houston. This is the beginning of my 3rd week, and I'm really liking game animation compared to the cinematic stuff I did at Pendulum. I've got a spiffy 3rd floor apartment, and it's the first time I've ever lived alone. Hopefully I won't become too much of a hermit. (Hah! Look at that! An actual brief life update!))

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Max

August 2014

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