Clearing The Slate, Summer 2007

Some Long Overdue Updates

By Tim Carter (5 Sept 2007)

I have been up to a ton of stuff that last few months, but been neglecting my site. Probably I have too much on my plate now. Anyway, here's what I've been up to...

Hello Toronto

Moved to Toronto in May from the US just because I find it easier to work for American companies from here (instead of having to continually apply to US Customs for a work permit every time I get a gig down there). The city has been refreshed to me after two years away, in the US.

Amaze & The Mouse

I did a gig for Amaze Entertainment (in Seattle) over the summer - a project for Disney given the code-word "Ptolemy". Myself and the rest of the small Amaze team on this flew down to Disney World, which was interesting. It was even more interesting, in a sense, entering the inner sanctum of Disney for both the creative meetings and socializing (wound up drinking beers with these execs and creative leads in an Irish pub at "Disney Town" down there). This project was so secret that Amaze sectioned off a closed-door office within their studios, prohibiting Amaze people not on Ptolemy from entering. I participated in brainstorming in Seattle in said top secret zone (though my work was done in Toronto). Naturally, I can't divulge anything about this until it is released - except to say it was for the DS (well, in a sense...) and Disney is also working with Nintendo on it.

Hello To Hollywood

I was at the Hollywood & Games Summit a few months ago. A great adventure, though overshadowed by the death of my Uncle (below). Made a bunch of contacts, and had the privilege of a lengthy and sincere conversation with game industry legend David Perry. I think the game industry really needs to start going the film route in recognizing and developing the talent of individual creators. It's a long story: been hammering on an article for Gamasutra, which I proposed after meeting Brandon Sheffield in LAX following the Hollywood & Games Summit (we were both on the same flight out).

G'Bye My Uncle

My Uncle Clive, a great creative and personal influence in my life, passed away in June. This overshadowed everything this summer, though his passing was not unexpected (given his deteriorating condition following a severe stroke a few years ago). My sister, the writer, wrote about it here. "Unk" was a creative force of nature - lived almost his whole life in America (retaining his Canadian citizenship) where he was known by his nickname "Scott", published an award-winning book on his adventures in the American West there. He will be sorely missed.

University of Ontario - Game Narrative

Starting to teach a course in game narrative design at the University of Ontario. Should be fun, though the class size (74 students) is a little intimidating (still trying to figure out how that is going to work...).

Latest Writings

Got a letter published in Gamasutra, about design. You can read it here. Written a lot of posts, as usual, on IGDA. Again, gotta write that thingy for Gamasutra, if I can ever get around to it.

Fire Zone

I continue to work on my game Fire Zone - a labour of love for me. Over the past few years I have continued to compress and compress this game. Now I am giving it heavy boardgame elements, just because I want to increase its portability and "usability" (in an age of intense electronic gaming I want it to demand less time from any newcomers, though still provide a rich experience to those who want to get embroiled in it). It still follows the same basic mission statement, though: a game about the experience of the footsoldier in the modern era.

Disaster Response & Game Design

Developments here...

I attended the 17th World Conference on Disaster Management in Toronto. A lot of this was geared toward corporate preparedness (rather than first response, which is what I know more about).

In a funny incident, my backpack was searched - randomly, I presume - by the Toronto police. When they asked me what I had done I told them I had designed a game called Code Orange which dealt with terrorist bombings at the hospital level. When they heard the words "terrorist" and "bombings" they kind of woke up - but after I eventually convinced them I was benevolent they let me go (okay, they kept asking me these curveball questions, which I consistently and patiently answered, but when I finally showed the officer my dog-tags and told him I had been in the 48th Highlanders the ice was totally broken and they let me in).

I learned a lot there and added to my roster of contacts. The event occurs every year and there is a whole community of municipal disaster response people who touch base year after year. I wound up on a party boat in Lake Ontario, chartered for the event, later that evening. Yes, some of those disaster response folks know how to let off steam. Interesting where communities will arise.

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I am writing a design document for a new, wide-spectrum, comprehensive game about disaster response (more on the incident command side). This is based on my experience in this area (including working for a major US hospital as a game designer) and seeing the disconnect between what many of the serious game companies want to give to their clients and what their clients really need - what the pressing training needs are. Will be putting together a company for this, eventually, but the main challenge - as always - is getting the design right before the coding starts.

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Also: about to begin a contract on pandemic management for Sim Quest in Washington DC. A good chance to learn more on this dimension of disaster response. Should be fun. Flying down in a few weeks for the initial meeting. Don't wanna say much more.

Frontlines: Fuel of War

THQ released a spate of stuff on the upcoming Frontlines: Fuel of War following E3 - a game I worked on (maybe this is a better link; more objective). Some of the stuff I worked on is starting to come out now on the web. For example, they released a lot of the glossary stuff, about 85% of which I wrote, including these vehicle and drone descriptions (haven't seen my infantry weapon descriptions out yet).

It is also strange seeing and hearing the names I gave to all this high-tech machines and weapons getting splattered all over the Internet - in trailers, developer interviews and whatnot. One thing that bothers me is I included a lot more "grunt" colour in my descriptions - for example, when I named the Western Coalition light vehicle the LVS (Light Vehicle Standard), my glossary entry stated the grunts nicknamed it the "Elvis" (get it?: LVS, Elvis), something I can tell you from personal experience that grunts would do (the machine gunner in my platoon, coincidentally, nicknamed his Mag58 "Elvis"). That colour is mostly gone from the descriptions now, which is kind of sad (though they did retain the unique story of the origin of the "MQ38 Hunter Recon Drone" that I wrote). Ah, anyway...

Am also looking forward to the final game. I want to hear more of the dialogue I wrote for FFOW (battlechatter, mainly - and if you go here you can watch a scene for which I revised the military radio lingo).

Summary (Summery?)

So that was my summer. Got to get back at it.

 
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