Just a thought…

, originally uploaded by BIOS.

With Tango Down’s imminent release, an inspiring piece of graffiti that contributed to game seemed appropriate to post.

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Blacklight: Tango Down is gold for XBLA!

Our game has finally made it through cert and will be released this Wednesday, July 7th! The PC and PSN versions are coming soon.

Grab it here!

Blacklight: Down on Xbox Live

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Blacklight: Tango Down

The game I’ve been working on for over a year has finally been announced!

Blacklight: Tango Down

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Top 15 Albums of 2009

In no particular order, my top 15 albums of 2009.

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Holidaze

Happy Thanksgiving!

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Mobile accessibility update

I’ve updated the site to be more compatible with mobile devices. It’s looking way better on my iPhone now!

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Damnation Developer Diary

I worked on Damnation very early in the process and was glad to see this video of Jacob Minkoff talking about the process involved in creating these levels.  We kind of worked backwards to design these, using concepts to path gameplay, but I think/hope it ended up okay in the final version of the game.  We’ll see next month.


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Mr. T

mr. t, originally uploaded by BIOS.

Some picture perfect graffiti, if you ask me. This was a small sticker placed in the middle of a huge, tinted window in Barcelona.

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VFR crash, go boom.

I thought the most appropriate first post for moto content would be my crashed VFR pic.  I dropped my bike in the rain (of course), after hitting a rubber expansion joint.  I was on the brakes (lightly!) and turning to the left.  As soon as the front hit the slick expansion joint, it locked up and caved.  Thankfully I wasn’t hurt (not even a bruise), and the damage to the bike was cosmetic.  It wasn’t cheap though.

crash

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Abstract Level Design

I saw this sculpture this past summer at the SF MOMA and it reminded me of Half Life 2′s tower. I kind of pine for the days when I could sit around, drink coffee all day, and create deathmatch levels based on concepts like this. Now I make levels that have to be informed by ‘science fact’. Not a bad thing, but certainly more constricting. Perhaps now, with much of the game industry focused (seemingly) on gameplay more than anything else, more abstract levels might be coming down the pike.

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