Posts Tagged ‘Sheldon-Pacotti’

Deus Ex Writer Creates Tool For Teaching Development

By John Walker on December 20th, 2012.

Sheldon J. Pacotti, writer of Deus Ex, provided us with a very surprising, and very odd, indie game last year. Cell: emergence bemused me. It asked you to Fantastic Voyage your way through voxelly insides to fight off infection, and I couldn’t do it. But now the man is back with something quite different.

Described as “a free library of visual programming ‘blocks’ for first-time game developers,” Game Blocks is the result of something Pacotti built for an interactive writing course he teaches at the University of Texas. The idea being to encourage others to create non-linear storytelling in games. It’s a visually simple tool, based on BYOB, that lets you construct scenes without being stuck in a linear path, as well as include simple physics, and even platforming. Confused? There’s a free lecture below to explain!

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Insane In The Membrane? Cell: emergence

By John Walker on February 1st, 2012.

This is in your tummy RIGHT NOW.

You may remember that a few months back we told you about Cell: emergence, the extremely peculiar-looking game from Deus Ex writer Sheldon Pacotti’s indie team, New Life Interactive. The fantastic voyage is a pixelly exploration of cellular defense, that looks equal parts fascinating and bemusing. Referencing classic games like Defender and Missile Command, and alluding to RTS themes, the experimental project asks you to protect a membrane via manipulation of the medicinal voxels. I’d suggest that watching the video below might explain things better, but I’m fairly sure I know less about the game having watched it. It’s something we need to play to get our heads around, and the good news is it’s out on the 9th Feb, via GamersGate, Impulse, Green Man Gaming, Playism and Desura. And there will be a demo on Tuesday.

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Cell: emergence Is Voxelly, Confusing

By John Walker on August 11th, 2011.

Well, I don't think this requires any further explanation.

You know what’s good? When the writer of the first two Deus Ex games announces he has an indie project coming out in a couple of months. That is what is good. Sheldon Pacotti is the man behind the peculiarly capitalised Cell: emergence, which is news that Eurogamer brings us as having been announced today. Which is odd, since the video has been around for a couple of months now, and the game was announced in September last year. Maybe there was a long-delayed echo? But we’re hardly one to mock them, since we didn’t cover it back then either.

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Word Play

By Kieron Gillen on October 16th, 2007.

[A version of this feature was originally printed in UK videogames bible Edge. It's about the use of Text in videogames, both in the mainstream and over in the world of Interactive fiction. It features material from Chris Avellone (Planescape Torment), Sheldon Pacotti (Deus Ex), Adam Cadre (Photopia, Shrapnel) and Emily Short (Galatea, Floatpoint). I've expanded it to fit in in some of the quotes I couldn't fit in Edge's word-count. Which were many. If you've read my Planescape Retrospective, you'll recognise some key riffs. This feature very much grew from that one. And enough waffle. Let's do this thing.]

Best game ever, or so I thought when I was 5 and I hadn't played it.

In the beginning was the word. And the word begat a phrase. And the phrase was “Avoid Missing Ball For High Score”. Gaming’s public relationship with words started here, and continues to this day. It’s these first furtive fumblings which produced the most lasting signifiers which define games in the public eye, and will continue to do so as long as the form continues to exist in its current state. Icons like “Extra Life” and “High Score” are as much a signifier of gaming as any of the corporate mascots.

But this isn’t about that.

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