An indie game development group with a focus on making unique content that pushes the medium forward creatively and makes opportunities for others to create content within said medium.
Reading and recording the Bible chapter by chapter from the front and back
Reading and recording the Bible chapter by chapter from the front and back
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
A series of lectures about Art at its core with the intention of eventually answering the question: Are Games Art.
Another Track from the Proto OST for Jacob's Highway. This scores another encounter with the Moon Man as he exercises his full capacities as a space ghost in an asteroid mine. Jason Javier once again brings out the guitars, combining them with many layers of electronic sounds and reverb to achieve a dangerous, haunting feel.
Yet another track from the Jacob's Highway ProtoOST. A track for a detour to the Moon as our protagonist deals with an old nemesis. Jason Javier leans into his electronic acumen with this one, blending guitar licks with some dynamic textures.
Another track for a new entrant to the Interstellar Highway. Even when not rolling a full capacity, the Darkwalker is no joke with his ever destructive blackmatter. Another track arranged by Jason Javier. He goes to town on the guitars for this one.
Another proto track for Jacob's Highway, the Andromeda Express. This one goes with a new character, the Hero for hire and brilliant researcher of light's combat applications known as Refractress. Another track by Jason Javier, he flexes his skills with electronica while still bringing in a bit of that rock/metal feel.
Another Track From Jacob's Highway, the Andromeda Express. This track accompanies the return of Angry Alexander, and his tech thieving gang of bikers and thugs Done by Jason Javier
A prototype track from a title that is currently in work. Done by the musician Jason Javier. This track hails the return of the Moon Man and encapsulates the truth of his existence as a literal space ghost. You can hear call backs to the original Moon Man tune if you listen carefully!
Another theme from a scrapped project, this one is for a hard headed bouncer and rock enthusiast with a knack for getting into trouble and fighting his way out of it.
A theme for a dark corner of the net and the terminal that accesses it.
A track to evoke the feel of a race between hovercrafts in the Tundra
Voice Over Samples: Radio Jockey by Red Coat
Voice Over Sample: Conversational Ad 2 by Red Coat
Voice Over Sample: Conversational Advertisement by Red Coat
Voice Over Sample: Corporate Advertisement by Red Coat
Voice Over Sample: Corporate Online Video by Red Coat
Voice Over Sample: Conversational Advertisement UK by Red Coat
A track inspired by the thought of a trucker slaying fantasy beings to protect road ways the world over. Armed with his trusty single action pistol, enchanted ball cap, and two ton 16 wheeled steed of steel, no drow, demon or dragon is safe!
Inspired by the most recent animated outing for the Castlevania series. Upon hearing the main theme, I felt it was unfinished. This piece adds different leit motifs and chord progressions to complete the arrangement. Can you catch the references?
The final piece of the puzzle, the space in between mindscapes that twists and blends them into one mental abode. What visions await the detective in the palace of mind?
The Final Podcast of the Vernacademia Casts. Here we look back at some of the subjects we talked about and how this exploration of concepts has influenced our design sensibilities You can find the rest of the playlist at: soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2 Our Website: www.vernaculargames.com/ Our Subscribestar: www.subscribestar.com/vernaculargames Our Patreon: www.patreon.com/VernacularGames Our Minds: www.minds.com/vernaculargames/ Our Facebook: www.facebook.com/VernacularGames/ Our Twitter: twitter.com/VernacularGames?lang=en Our Soundcloud: soundcloud.com/redcoatvernac/ Our Audius: audius.co/vernaculargames Cliff Notes: 00:11 Introduction 00:37 How has this affected our Design? 00:48 The Affect on Red Coat 01:34 The Affect on Sientir 02:46 Red Coat's Favorite Casts 03:03 The Complexity Series 03:39 The Randomness Cast 04:18 The Competitive Environment Series 04:45 Sientir's Favorite Casts 04:48 The Music Cast 05:21 Consistency of Musical Juxtaposition 05:33 Ocarina of Time and Musical Juxtaposition 07:06 Crafting Systems 08:29 Power of Loss in Storytelling 09:23 Technical Exploration 10:05 Why Explore Technique 10:25 Painting Appraisal 11:08 Consumer View, Creator View 12:01 Art for Art's Sake in the Past 12:51 Games from a Creative's lens 13:44 Developing Methods of Analysis 14:00 Games are a Unique Composite Experience 14:34 The Usefulness of Academic Analysis 15:47 Consumer Angle Usefulness 17:38 Game Connoisseurs? 18:04 Translating Enjoyment into Creation 19:14 Why Do These Casts? 20:08 Final Sign Off
In the after math of the alley brawl with the Aquamancer, we find Diego and Quetzal nursing their wounds at he Longhorn Steakhouse, as they resolve the new deal with the fishwoman.
In this cast we discuss the concept of Fast Travel and Its effect on game design You can find the rest of the playlist at: https://soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2 Our Website: https://www.vernaculargames.com/ Our Minds: https://www.minds.com/vernaculargames/ Our Facebook: https://www.facebook.com/VernacularGames/ Our Twitter: https://twitter.com/VernacularGames?lang=en Our Soundcloud: https://soundcloud.com/redcoatvernac Our Audius: https://audius.co/vernaculargames Cliff Notes: 00:05 Introduction 01:10 Fast Travel as a Functional Tool 01:49 The Lord Vessel in Dark Souls 02:12 Fast Travel Map and Shadow of War/Morder 03:19 Fast Travel Frequency 04:25 Airships in RPGs 05:01 Fly in Pokemon 05:45 Advantages of Not Having Fast Travel 06:06 A Strong Environment Design is Needed 06:34 Dark Souls and Discoverable World Design 07:15 Super Metroid and "Getting There" 07:51 Fast Travel is an Escape 08:46 Resident Evil 2 and Lack of Fast Travel 09:46 Ocarina of Time and Hubs (Lost Woods) 10:50 Designing Hub Areas with Interest 11:27 Dark Souls and Interconnected Hubs 13:18 Dark Souls and Dark Root Garden's Design 14:19 Ocarina of Time and Limited Fast Travel 15:07 Dark Souls and Limited Fast Travel 15:30 Travel as a Form of Engagement 16:14 Super Hero Open World Games and Engaging Travel 16:29 Hulk Ultimate Destruction 17:30 Navigation Skills 17:41 Ocarina of Time and Navigation Skills 18:19 Dark Souls and Navigation Skills 19:08 The Advantage of Re-Encountering Areas 20:17 The Opportunity to Notice 21:01 Super Hero Games and Events of Engagement 22:01 Yakuza and Dense World Design 23:09 Maijima Everywhere 24:06 Guidance Systems and Maps 24:49 Doom and Maps 25:38 Land Mark Design 26:20 Mechanical Differences Between Areas 26:44 Dark Souls and Mechanical Difference 28:13 Dark Souls 3 and Going Backwards 28:42 The Difference in Engagement 29:13 Questions to Ask About Your World Design 30:40 Consider Why You Want Fast Travel 30:59 Breath of The Wild and Traversal 32:42 The Original Legend of Zelda and Exploration 33:34 Fast Travel as a Crutch 33:52 Wrap Up 34:29 Sign Off
The center element of the Grey Matter Puzzle, the sources of the mindscapes and the fearful beings that live within. Built to administer exposure therapy to its patients, one mind's presence corrupted the scenario. Now it is a mechanical heart of darkness.
In this cast we discuss the concept of building a game that players can come back to and still derive enjoyment from You can find the rest of the playlist at: soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2 Our Website: https://www.vernaculargames.com/ Our Subscribestar: https://www.subscribestar.com/vernaculargames Our Patreon: https://www.patreon.com/VernacularGames Our Minds: https://www.minds.com/vernaculargames/ Our Facebook: https://www.facebook.com/VernacularGames/ Our Twitter: https://twitter.com/VernacularGames?lang=en Our Soundcloud: https://soundcloud.com/redcoatvernac Our Audius: https://audius.co/vernaculargames Cliff Notes: 00:04 Introduction 00:27 Mechanical Replayability 00:35 Inhibitors of Mechanical Replayability 00:55 Frustrating Difficulty 01:24 Annoying Mechanics 01:53 Slogs 03:15 One Trick Pony 04:10 Shallow Variance 04:52 Mechanical Depth 05:56 Wow vs. Depth 06:19 Variety 06:42 Examples of Variety 06:53 Pokemon Starters 07:09 Dark Souls Characters and Navigation 07:23 Mario 64 and Player Freedom 08:09 Randomization 08:17 Legend of Zelda Beta Quest 08:40 Item Randomizer Mods 09:00 Legend of Zelda a Link to the Past Randomizer 09:33 Meaningful Choice 09:46 Optimal Engagement Access 09:54 Growth of Ability Access Throughout The Game 10:47 Full Ability Access through Knowledge 11:14 Kirby and Replayability through Knowledge 11:46 New Game Plus 12:16 Nioh and New Game Plus 12:47 Player Choice Effecting Gameplay 13:29 X-com and Choice Effected Play 13:50 Varied Content Engagement 14:02 Sonic, 1, 2, 3, and Knuckles (also Mania) 14:46 Missable Content 15:06 Metroid and Missable Content 16:36 Achievements and Replyability 17:03 Rewarding Play at high and low levels 17:31 Soul Calibur 2 18:18 Narvisaud Replayability 18:46 Narrative Replayability 19:29 Tales of Symphonia and Narrative Replayability 21:02 Think About Books and Movies You Like Re-experiencing 21:28 Reactive Narratives 21:57 Perspective Variance 22:23 Procedural Narrative Creation 22:46 Re-experiencable Environments 23:35 Uniqueness of Location 24:19 Nintendo and Unique Locations 24:51 Contrasting Visual Design 25:21 Juxtaposition 25:37 Lost Izalith Gro 26:08 Shiverburn Galaxy 26:20 Studiopolis Zone 27:00 Mario 64's Basement and Unifying Thematic Ideas 27:29 Combining Normally Dissonant Concepts and Ideas 27:57 Intentionally Shifting Aesthetic Leaning 28:44 Immersion 29:39 Metroid Prime and Implied Reality Through Context 30:32 Audio Cues and Immersion 31:19 Weather and Color for Immersion 31:44 Nioh and Visual Immersion 32:04 Props for implied Denizens 32:34 Resident Evil and Prop Iimplications 33:19 Immersion's Repurcussions 33:46 Readability 34:54 Guild Wars 1 and Readability 36:34 Death of the Author 36:52 Wrap Up 37:36 Sign Off
In This cast We discuss and define the concept of Gimmicks in games Our Website: https://www.vernaculargames.com/ Our Minds: https://www.minds.com/vernaculargames/ Our Subscribestar: https://www.subscribestar.com/vernaculargames Our Facebook: https://www.facebook.com/VernacularGames/ Our Twitter: https://twitter.com/VernacularGames?lang=en Our Soundcloud: https://soundcloud.com/redcoatvernac Our Audius: https://audius.co/vernaculargames Cliff Notes: 00:09 Introduction 00:23 Gimmick and Gimmicky in Colloquial Speak 01:40 Defining the Gimmick 02:17 Mechanical Gimmicks 03:32 Star Fox Adventure and Refining space Gimmicks 04:26 Guild Wars and Framing space Gimmicks 05:21 Narvisaud Gimmicks 05:43 Narrative Gimmicks 06:34 Skyward Sword and Narrative Gimmicks 07:18 Visual Gimmicks 08:42 Dark Souls and Visual Gimmicks 09:26 Audio Gimmicks 11:32 Accidental Narvisaud Gimmicks 12:31 Accidental Mechanical Gimmicks 13:04 Dev Time Tables and Emergent Gimmicks 13:39 Mechanical Overestimation 14:10 Intentional Mechanical Gimmicks 14:42 Intentional Narvisaud Gimmicks 15:11 Gimmicks in rarity and abundance 16:11 Tactful use of Gimmicks 16:45 Sign Off
The second scene of sequence four of Animal Gear. Quetzal has been spirited away by an unknown assailant. Can Diego find and rescue him in time?