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YSA Azrael’s Stop – by Lucas JW Johnson

Posted by admin on November 30, 2011 in Design, Development, Interaction Design, Marketing, Participation, User Experience, Writing |

I finally met Lucas in person at the Storyworld Conference. He is a lovely and intelligent young man with a lot of passion for his craft. Although we could tell this with his active postings at his company blog, Silverstring Media, he is even better in person. Now Lucas has generously offered to share some […]

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YSA Quality TV/Transmedia

Posted by admin on November 15, 2011 in Development, Writing |

Just a quick post (a habit I’ll try and get into so I post often!) to share a list of the distinguishing characteristics of “quality television”. The characteristics are developed by academic Robert J. Thompson in response to the emergence of “quality TV” is American television beginning with Hills Street Blues, and includes Twin Peaks, […]

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YSA Avoiding Crap Game Design

Posted by admin on August 30, 2011 in Design, Development, Production, User Testing, Writing |

I recently curated a panel for the Freeplay Independent Gaming Festival: How Every Little Decision Can Bring You Closer To or Further Away from Creating Crap A (self-described) “handsome and debonaire stranger” said to me the best way to avoid creating dull projects is “don’t work for shit companies” and “only go indie if you […]

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YSA Indie ARGs: An Interview with Jan Libby

Posted by admin on April 20, 2011 in Design, Development, Interview, Participation, Writing |

Jan Libby is a respected indie alternate reality game designer, whose day job is a freelancer working with brands to create interactive experiences. (Her impressive bio is at the bottom of this post.) Jan has recently run an indie ARG called Snow Town. I unfortunately missed the participating through the whole experience, but I wanted […]

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YSA Directing for Meaning Across Media

Posted by admin on December 9, 2010 in Development, Directing, Production, Writing |

How does one direct across media? In her book on Cinematic Storytelling, Jennifer Van Sijll offers 100 ways to convey ideas in movies beyond dialogue. Jennifer talks about the overemphasis on books that cover plot, structure, and character, but not how ideas are conveyed cinematically. Screenwriters need to convey to the reader of their script […]

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YSA Meaningfulness

Posted by admin on September 17, 2010 in Design, Development, Meta, Participation, Writing |

I was asked to write an article about my company for the IGDA Newsletter special edition on ARGs. I chose to write about why I’m “Going Indie for Meaningfulness and Money“. I thought I’d share it with you since many of you may be traveling down the same path. I also wanted to share with […]

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YSA Being an Artist – by Quentin Tarantino

Posted by admin on September 15, 2010 in Development, Writing |

I discovered this video through Armen Antranikian, a cracker about the power of being an artist over a “careerist”:

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YSA Sucking

Posted by admin on September 4, 2010 in Design, Development, Execution, Production, Writing |

I find it interesting that there has predominantly been two types of responses to this website. Beginners always ask how they can avoid ending up here, how they can avoid sucking at transmedia; while people who have worked in the area for a while are really excited about the idea of sharing the times they […]

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YSA Questions

Posted by admin on June 12, 2010 in Execution, Iterative, Measurement, User Testing, Writing |

Righto! Looks like we already have some questions rolling in. As a default I won’t publish names of the person who asked the question (so let me know if you don’t mind!). So, first, one person wants to know “if anyone can provide ‘measurement’ with their experiences…personal opinions are great…but at the end of the […]

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YSA Plot & Participation Balance and Feedback

Posted by admin on June 11, 2010 in Design, Development, Participation, Writing |

A few years ago (four years ago), I created a mini-alternate reality game for an industry residential I was mentoring at. The residential was to help teach film and TV creators (what was called at the time) cross-media. But we didn’t just want to tell them about cross-media, we wanted them to experience what it […]

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