Playtest 2

Playtest 2 was another success, even though we didn’t get to drop Banquo into the mix. Before we let him mess up Macbeth’s plan, we need to get a solid handle on whether our health (or, in our case, “bloodlust”) meter is legible to players. So that’s what we focused on for the second playtest. … More Playtest 2

First playtest of the alpha

Yesterday we had the first playtest for the alpha version of the game, up in the gorgeous and glorious cafe of The Garage at Northwestern. In this playtest, we were looking at the playability/intuitiveness of Macbeth’s walk and roll, his two attack strokes, and the balance of damage to him vs. his health replenishment (via contact with … More First playtest of the alpha

He moves!

Early animations are in for the Macbeth avatar! Check out the GIFs below – these are just a few of his moves. NB: GIFs exported at a faster playback rate than they will be in-game. So imagine a little less caffeinated version of this guy. He slices: He dices: He rolls: He strolls: Stay tuned for … More He moves!

Mechanics lock

Something Wicked is officially at the mechanics prototype stage! I love the simplicity of this stage. No art, just movement and interaction. In theater, this might be most similar to the director sitting quietly with the script to sketch out a first idea of blocking. For some directors, this point in the process comes long … More Mechanics lock

Thinking with a medium

Do you think with a medium? Like an art medium: pencil, clay, or really glorious colored sand poured into little patterns on the sidewalks of Manhattan because you’re all about the process not the product and life’s but a walking shadow anyway? What does any given art medium say about the subject you’re capturing? How does … More Thinking with a medium