A little life milestone, here. This blog may (may) feel some impact as a result.
I’m going indie again. I’ve gone indie before. It didn’t go amazingly.
8 Years ago I worked with Tommy Refenes on Goo! And because I was a bit naive, and more than a little arrogant, I fell badly. I wasn’t even aware, at the time, that I had an anxiety disorder. Continue reading
Yesterday, I got a surprise!
A little back story… I used to work with Tommy on “Goo!”, and before that, at a company which shall not be named.
Wassily Kandinsky joined the Bauhaus in 1922. There, he hung a poster, with a square, circle, and triangle. The poster asked passing students “what is the correct colour of each shape?”. Of course, there is no objectively correct answer, but it does raise the idea that for each person who looks at these primitive shapes, a particular colour makes more sense than any other (for me, Blue Square, Green Circle, Yellow Triangle. Don’t ask me why. Changes depending on my mood!). Continue reading
Donate Now, here, then. [ Edit: Donation Deadline has Ended. Not enough was raised to Ransom the game.]
Super Meat Boy Galaxy is a prototype I put together for my friend Tommy’s 30th birthday a bit more than a year ago. I only recently released a video, and it seems to have gained a fair bit of attention. Continue reading
Before I go into practical articles (they’re on the way, slightly waiting for Unity 3.5), allow me one post to explain, or excuse (or whine) my way through the reasons for starting a blog about Kinaesthetics.
Ludopathic is a site about Kinaesthetics: the art and craft of interface design: Controllers, control schemes and all the forms of feedback which make you feel proprioceptively immersed, or at least make you feel something.
This is me, then.
Ludopathic is written and researched by Aubrey Hesselgren (@HilariousCow). Aubrey has been making games since 1999, designing and programming for companies like Splash Damage, Preloaded, and Streamline Studios. He also has a healthy relationship with the indie scene, and has worked on projects with Tommy Refenes (also a noted Kinaesthete) and Ed Key. He has a particular interest in how the natural affordances of interfaces inform, and sometimes dictate, the design of a game.
Aubrey has worked in a range of different 3D game engines including idTech 4, Unreal 3, and Unity 3+. He has experience developing for Mice, Keyboards, XBox, PlayStation, and Steam controllers, touch screens (iPads, iPhones, Android varieties) and the Oculus Rift.