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	<title>Revolv Studios</title>
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	<link>http://revolvstudios.com</link>
	<description>Indie Game Developer</description>
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		<title>On the Horizon of Hexlocked</title>
		<link>http://revolvstudios.com/on-the-horizon-of-hexlocked/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=on-the-horizon-of-hexlocked</link>
		<comments>http://revolvstudios.com/on-the-horizon-of-hexlocked/#comments</comments>
		<pubDate>Fri, 12 Apr 2013 04:46:50 +0000</pubDate>
		<dc:creator>Tyler Wright</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://revolvstudios.com/?p=3435</guid>
		<description><![CDATA[Hexlocked is a falling-block puzzle game that began as a concept piece during a Tetris-themed contest years ago. In order to make something unique I turned to the brilliant <a href="https://en.wikipedia.org/wiki/Hexagon">hexagon</a> and dressed it with a spherized distortion technique I created way back in high school (<a href="http://pascal-central.com/ppl/">Pascal</a> baby!) I recently picked up the old [...]]]></description>
				<content:encoded><![CDATA[<p>Hexlocked is a falling-block puzzle game that began as a concept piece during a Tetris-themed contest years ago. In order to make something unique I turned to the brilliant <a href="https://en.wikipedia.org/wiki/Hexagon">hexagon</a> and dressed it with a spherized distortion technique I created way back in high school (<a href="http://pascal-central.com/ppl/">Pascal</a> baby!) I recently picked up the old demo again:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/N6EvQVB8Gbo" frameborder="0" allowfullscreen></iframe></p>
<p>Now coming into its own, Hexlocked is being developed under the Revolv Studios banner for release on mobile, PC and even console (see <a href="http://www.ouya.tv/">OUYA</a>). It is unusual &mdash; this type of casual puzzle game doesn&#8217;t represent the <a href="/character-in-games/">narrative focus</a> of Revolv Studios, nor the style of game I usually pick up and play. But this game has surprises, it&#8217;s addictive and, well, just look at it! It&#8217;s been amazing to build: <a href="http://gaming.adobe.com/technologies/">Stage3D</a>, a robust Component-Entity system inspired by <a href="http://unity3d.com/">Unity</a>, iterative playtesting that has ended up more play than test.</p>
<p><a href="http://revolvstudios.com/wp-content/uploads/2013/04/hexlocked.jpg"><img src="http://revolvstudios.com/wp-content/uploads/2013/04/hexlocked.jpg" alt="hexlocked" width="960" height="540" class="alignnone size-full wp-image-3442" /></a>
<p style="text-align: center;"><em>Screen cap of multiplayer tests</em></p>
<p>Hexlocked release is planned for late summer, including a fast-paced marathon mode, competitive multiplayer and a campaign mode that holds secrets just over the horizon.</p>
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		<title>Character in Games</title>
		<link>http://revolvstudios.com/character-in-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=character-in-games</link>
		<comments>http://revolvstudios.com/character-in-games/#comments</comments>
		<pubDate>Sat, 04 Aug 2012 00:27:42 +0000</pubDate>
		<dc:creator>Tyler Wright</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://revolvstudios.com/?p=3296</guid>
		<description><![CDATA[Kyle Orland posted a response on an interesting topic <a href="http://arstechnica.com/gaming/2012/08/op-ed-why-photorealism-isnt-the-key-to-emotional-gaming-experiences/" title="Emotional Gaming Experiences">Op-ed: why photorealism isn&#8217;t the key to emotional gaming experiences</a>

A game doesn&#8217;t have to look like a photograph to convey emotion any more than a Pixar movie or a Picasso painting does. The real emotional storytelling moments that people remember aren&#8217;t driven [...]]]></description>
				<content:encoded><![CDATA[<p>Kyle Orland posted a response on an interesting topic <a href="http://arstechnica.com/gaming/2012/08/op-ed-why-photorealism-isnt-the-key-to-emotional-gaming-experiences/" title="Emotional Gaming Experiences">Op-ed: why photorealism isn&#8217;t the key to emotional gaming experiences</a></p>
<p><span id="more-3296"></span></p>
<blockquote><p>A game doesn&#8217;t have to look like a photograph to convey emotion any more than a Pixar movie or a Picasso painting does. The real emotional storytelling moments that people remember aren&#8217;t driven by the ability to see the acute detail in a character&#8217;s eyes. They&#8217;re driven a combination of strong world-building, compelling, believable writing, and most importantly, engaging scenarios that make the player&#8217;s actions feel integral to the experience.</p></blockquote>
<p>It&#8217;s all about games connecting with players in a deeper, more meaningful way. This comes from an emotional connection or experience. It&#8217;s the topic I&#8217;m most passionate about in gaming and where all my indie efforts are focused.</p>
<p>I had a recent experience connecting with a game, beyond the common puzzle-solving point-earning break-things kill-things gratification. There&#8217;s a scene in <a href="http://supergiantgames.com/?page_id=242" title="Bastion">Bastion</a> where you begin to hear this beautiful singing echo across the sky. As you fight your way through the level the music becomes louder, the words more distinct. Finally you enter a clearing where a girl rests, singing.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/gqDYJGzBZ-k#t=193s" frameborder="0" allowfullscreen></iframe></p>
<p>Like the player in this clip I stopped and listened. I knew that as soon as I pressed the button it would end. I wanted this girl to become a new character that would travel with me through the rest of the game &#8211; I wanted to know her story and for her to become part of mine. But the moment ended and I went on alone.</p>
<p>I still remember the experience whenever I think of Bastion. You might say it was the music, and you&#8217;re right. The visuals might have added to the experience too, but more than these it was another voice, a person to connect with. In-scene dialog is a powerful way to connect with players, which is why the narrator is another favorite in Bastion. <em>I say &#8220;in-scene&#8221; because when it&#8217;s a cutscene it doesn&#8217;t feel connected, it doesn&#8217;t feel like it&#8217;s you.</em></p>
<p>Another great example of in-scene dialog is Portal 2.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/aXYuL4yo0tM" frameborder="0" allowfullscreen></iframe></p>
<p>I love the distinct character in these games! Dialog helps build character. As a side, why is it that few games give the player-character a voice? The kid in Bastion never speaks, and Wheatley (robot eye) continues to play out his one-sided performance. Is it because we&#8217;re afraid a voice will take away the feeling that the character <em>is</em> the player? Maybe, but I&#8217;ve found that humans are pretty skilled at imagining they&#8217;re someone else. This is that special place fiction novels take us. I hope to challenge these kind of assumptions at each turn.</p>
<p>Of course dialog alone doesn&#8217;t guarantee emotional connection &#8211; you have to start with great characters and compelling situations. This is what we call story. It&#8217;s story that we connect with emotionally. Not photo-realism, not any other technological advancement. And it&#8217;s my goal is to help bring a greater level of storytelling to games.</p>
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