XFunc_Home

Welcome to XFunc, the website and professional blog of Tim Carter. This site showcases the work I've done developing game-based products - for promotion, learning and entertainment - and various media and interactive projects, and is a place I write out some things.

XFunc_News

A Talk At The Rapids

Serious Game Presentation at Algoma University - 23 May 2008

(26 June 2008)

Far north of Toronto - where in the winter you often see the breathtaking Aurora Borealis, and in the summer you can get lost in a vastness of the Bush in the lee of the great lake Gitchee Goomee, having no contact with the outside world for months and let deep creativity rise from a percolating stillness of your soul... Up there is a land few Canadian urbanites bother to find out about (to their detriment). Gather around the campfire and listen as I tell you-

(...Okay, maybe I'm painting the wrong picture for this. Let's start over...) [More>>>]


Ontario Game Commentary

Breaks give Ontario video game industry extra life

(5 May 2008)

I was recently contacted by Darren Zenko, a reporter for the Toronto Star (Canada's largest newspaper), who interviewed me for a story he was doing on Ontario's tax breaks for game developers. You can read the article here...


Spring 2008, So Far

Updates On Work I've Done

(18 March 2008)

Some of the work I've done last year is starting to emerge... [More>>>]


Autumn Trip To DC & VA

A Tour of a Major US Modeling & Simulation Hub - October 2007

(23 Feb 2008)

Last October (2007) the Canadian Embassy in Washington DC got in touch with me trying to invite me to an event they were doing called Partners In Technology. They had been directed to me by my friend Bruce Milligan, who runs the serious games initiative of the Federation of American Scientists (FAS) in DC (Bruce is a veteran of Avalon Hill, Microprose and others - I know him from BreakAway where we worked together). I am the Canadian serious game designer he knows. So anyway, I flew down, crashed at Bruce's place (he and his wife have a charming 200-year-old home between DC and Baltimore) and then went to this embassy event next morning. [More>>>]


Clearing The Slate, Summer 2007

Some Long Overdue Updates

(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... [More>>>]


How To Make Big Money In Game Design

(15 April 2007)

In The Art of the Start, one of Guy Kawasaki's rules about starting up new things is this: [More>>>]


Serious Game Design Traps

(12 April 2007)

At the 2005 Serious Games Summit (which I did not report on on my site), I remember one presenter saying something I thought odd. He was promoting the making of serious games and said... [More>>>]


My Leap Into Level Design

(15 Jan 2007)

At the Christmas party of Kaos Studios in New York City over the holidays I told one of the level designers this: I had always wanted to get into level design but had never made the leap. But by the end of the holidays, I was up to my eyeballs in it. [More>>>]


Trawna Indies Unite

Toronto Independent Game Conference - Sept 2006

(28 Sept 2006)

The first (or was it second) TIGC was a really nice little event. Kicked it off with a presentation on serious games - both in general and in Canada - and I hope I stimulated something. Whatever... It was small - and in a good way. [More>>>]


True Strategy Gaming

A Brief Rumination On The RTS Genre
(10 Sept 2006)

I have meant to write a long piece about the masterful real-time strategy (RTS) game Ground Control because it had accomplished something truly fresh (most real-time strategy games have nothing to do with strategy). I still plan to. But when Philip Goetz wrote a much-needed exposé of sorts on the sorrowful state of RTS interface design I just had to write in something then and there to Gamasutra in support of his position - and also mention GC... [More>>>]


Serious Games Do Hogtown

Carter @ The Toronto Indie Games Con
(20 Aug 2006)

I'll be presenting at the Toronto Independent Games Convention, which is 31 August to 2 September. My presentation is called Toward A Canadian Serious Game Movement, and it occurs after opening ceremonies on the 31st. If you want to hear my take on the Who, What, Where, Why, When and How of bringing the True North more fully into the serious game scene come on out to the George Brown College Casa Loma Campus. It should be a good time.


The History of Bowman Trading & Salvage

(20 Aug 2006)

From my friend Baron von Feldspar, who says it with panache...

A long time ago in a galaxy far far way I, Baron von Feldspar was a merchant prince who started, with some unindicted co-conspirators, my own shipping line in the Spinward Marches. At the Traveller Wiki Major Heddon has documented some of the history of Bowman Trading and Salvage.

I am the one Major Heddon, whom Feldspar speaks of. And yes, I am guilty of logging some of our old war stories from a long ago sci-fi roleplaying campaign. I gamemastered most of it (save for an adventure here or there, in which I actually got to play), though we also had a unique way of playing - we collectively gamemastered sometimes (and it worked - though ask me how later). Some day soon I hope to crack open the Traveller books again for more galactic romps (though I'll probably adapt my Fire Zone rules to it when I do). I love gamemastering sci-fi roleplaying adventures.


Los Angeles In Springtime

Games For Health & The E3 Convention - Apr-May 2006
(5 May 2006)

They say that only outsiders and tourists call Los Angeles "LA". I have a friend (well, my writer-uncle's friend) - a screenwriter (who is, in turn, friends with a bonafide Oscar-winning screenwriter [won for penning a Clint Eastwood flick: you do the math]) - who has a much better name for it: the "Dirty Avacado". It contrasts with New York's "Big Apple". So I had the pleasure of staying at his Ventura-area home and driving around the sprawling sprawl of the Dirty Avocado for a couple days. [more>>>]


Breaking The Grip Of Dominant Ideas:

What Serious Game Projects Have To Offer Entertainment Game Developers
(5 May 2006)

Head over to Serious Games Source to check out this article I wrote for them...

Gamasutra published a little introduction to the article on here...


All Hail T.O. Jam!!!

The First Toronto Independent Game Jam is on right now!
(5 May 2006)

The T.O. Jam crew have done a great job and the event starts tonight. We can all see it will be a great success. [more>>>]


Games, Doctrine, Transformation

A Note of Caution On The Direction of Serious Games
By Tim Carter (16 Nov 2005)

Having returned from the recent Serious Games Summit 2005 I find an observation buried inside me, something nagging to be let out. [more>>>]


Sitrep - November 2005

Just a quick note to say: Wow! What a year I have had... [more>>>]


Game vs Movie Production

I have a background in game design and film production, which is turning out to prove advantageous as the game industry struggles to slough off an old skin and move into a new mature phase. People draw many comparisons between these two industries - and there are many reasons to do so - though there are also many contrasts that need to be made.

I'd like to highlight a couple articles about this rift.

One I wrote some months back which I'll repost now. I sent it to Telefilm Canada. (Sometime later Telefilm renamed the phases of its New Media Fund to reflect proper game development lingo.) Always the artist, my article compares and contrasts the "spirit" of the creative and production process between game making and filmmaking - not so much the hard business structure.

You can read my article here...

The other is an article by Brian Hook. Brian goes much more in depth into the business structure of either industries and the reasoning behind this. He makes the case - a case I have pushed elsewhere - that game production needs a central visionary who has the final say over the creative decisions; much akin to a movie's director. I agree with it, in theory, though I will say that even in film the faith in director-as-auteur is probably given more lip service than actual weight. Nevertheless, the film industry's auteur model is probably one reason why it eventually became such a significant creative form. (There was a time when films were basically mere pop entertainment - kind of like drugstore dime-novels - thus Variety, for example, always called theatre "legit" [legitimate] and film, well... not legit. Sound familiar?...) The importance invested in the film director did not necessarily have to evolve. It was pursued; much to the benefit of the movie industry and to movie viewers (which, today, comprise the population at large). Will it happen in the game industry as well?

You can view Brian's article here...


The New Studio Model

Stuart Roch, writing in Gamasutra, has just made an argument in the mainstream game development world that is something like one we have been making for a few years now: that there needs to be a new model for developing games, one more based on the filmmaking approach. One that divides game development into three distinct parts:

  • The publishing sphere;
  • The nuts-and-bolts work of running a game company and doing development;
  • The high-level visionary work of designing creative new game concepts.

We at XFunc (myself and my associates) are already moving down this road: we believe in the separation of high-level creative game design (our specialty) from the other spheres of the game industry. (I addressed this topic formally in an article called The Imagined Game.) It allows us to focus on pure game design and research without having to manage a technical or art production company (which is really a different job altogether) - much the way film producers, directors and writers don't keep camera shops in their offices. So it is good to hear that others in the game industry are finally starting to seriously consider this. [You can read Mr Roch's full article here >>>]


Now We're Getting Somewhere

Reflections On The Serious Games Summit 2004
By Tim Carter (26 October 2004)

That term "game" is such a double-edged sword (as I have written elsewhere). On the one hand implying fun and lightness, on the other a term elemental in nature - it best describes what it describes. The first, dedicated Serious Games Summit - which I attended in Washington last week - would have been misnamed if it were the "Simulation Summit" or something similar. Nevertheless, there is a newfound openness to the idea - floating around the halls of the Loews L'Enfant Plaza Hotel in Washington DC - that fun leads to faster "knowledge transference" (a jargon term if ever I heard one); and that what has been learned in the entertainment world can lead to more effective (and less expensive) learning in real world fields of education, military, medicine, et cetera. [More>>>]


New Website, Renewed Vision (15 Oct 2004)

XFunc is pleased to announce the release of its new site and look, and the renewal of its vision. These things are being done to get ready for some new upcoming releases we have planned. We've retained most of our older content as well, but will be focusing on developing new products, and pushing forward.

Future work in XFunc will follow up on our successes in projects combining "old school" traditional fields - such as education, mining, banking, military, strategy - with new interactive and communication methods. Expect to see projects from us that are engrossing and educational, interesting and fun. We're looking forward to it!

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