I’ve been on a bit of a media diet lately, because an offline project has been consuming all of my energy for the last 6 months. We’re not quite ready to announce it formally, but we’ve been working on a real life escape the room game for Portland, Oregon, and it should be completed by the end of June. Stay tuned!
September 2014 update: The room is now live! Check out our page and book your tickets now.
This is a repost from my weekly-ish TinyLetter. If you enjoy this stuff, please consider subscribing.
If the geeks control popular media, do we win by default? There are clearly a bunch of us in writers’ rooms, at any rate, because fake-yet-plausible board games are cropping up in television shows left and right. Continue reading
CC photo by Mi Mitrika
My friend Dan Hon has gotten me hooked on TinyLetter, which another friend of ours called “artisanal penpals”. Dan is using it as a near-daily writing exercise; I’m using it as a something between a blog post and a sort of longer, more themed Twitter. I’m doing it weekly, and I’m enjoying the pace.
Sign up for my newsletter here (and while you’re at it, sign up for Dan’s, too).
Have a favorite TinyLetter? Do you produce one of your own?* Let me know, in the comments.
*Maybe you should. Go on.
UPDATE 4/7/14: Dan and I were trying to figure out the best way to connect all these funny little letter things together, so we made a webring, 1997-style: The Internet of Newsletters. Join us, won’t you?
When I received a strange email on February 3rd, I had never heard of the Gigapixel ArtZoom, “an interactive multi-billion-pixel panoramic image celebrating the arts in Seattle.”
The email told me there was a hidden puzzle in this “Where’s Waldo of Seattle” and asked for my help solving it; I didn’t know if it was a legitimate plea for help or a message from the game’s creators, but I couldn’t resist finding out more. Continue reading
Last weekend, my friends and I made a perception-inspired game in 48 hours as part of the Global Game Jam. It’s a game for three people, played across two iPad screens and a pair of headphones, that forces everyone to interpret and share information about the game being played. Continue reading