My pal Jay (from primary school!) and his lovely wife make these brilliant Lucky Seven customisable caps, have you seen 'em yet? They do patches from cult classic movies, like Alien, Star Wars, Back to the Future, and this beauty:
I got Tattooine for the kid, and the Tyrell Corp for me.
... but at this rate I'll probably end up with a whole set. Off world colonies! Hal! Augh!
After many months of development alongside (and you know how difficult that is) Makies going into Selfridges, and ramping up for Xmas delivery, and various in-store apps, and STUFF, we are aliiiiiiive!
And it's just the beginning. We decided a while back that we wanted Makies FabLab to be an iterative, growing thing; something that we would launch early and expand upon on a regular basis.
We did this with our toys - when they went live, they were bone white, weird looking, and £100. It was horrible! But we stuck with it, and iterating with our customers means Makies are lookingpretty happy right now.
(Yep, she's 3D printed!)
So here we are... Makies FabLab is a fashion game, targeted at 8-80. It's got a massive focus on creativity: while most fashion dolls are mass produced passive things, we wanted ours to be little individuals, who encourage creative hands-on making.
We've blended Resource Management with Dress Up, so far, to produce a lightly educational clothes-making game: growing materials through to patterning cloth and fulfilling orders. Next steps: player-to-player shops, if that's what our community ask for. Android. More things to create.
Would you help us?
We have fantastic 5* reviews so far on the AppStore, but as you know, absolutely the more the merrier. It's the currency of now, that, and we have a very limited window (presumably!) of being on the launch page under Best New Games (thanks Apple!).
The game's here: if you're willing, please play, rate, review, share, for great justice heartfelt gratitude. <3
Every year at GDC there's a Game Developers Rant! session (sometimes it's publishers, and sometimes another slant, but mostly developers), and every year it's amazing. This year was a vintage year, and here's one of the rants, from academic/gamedev/genius Ian Bogost - a future-dweller's retrospective of the game industry of today. Part speculative fiction, part fact... it's depressing, and sad, and true.
Working long before sustenance powders, developers were easily seduced by appeals to their physical urges. Overseers plied them with sugars and salts during the day and forced them to engorge on extravagant meals at night. Shifts extended for days at a time. Developers were even required to worship in their cells, which were adorned with plush and vinyl totems of figures from terrestrial myths of the era.
Initially, these works were limited to propaganda meant to acclimate young men to governmentally-sponsored global violence. However, after the languorous wars of the first two millennia had failed at forcible depopulation, the task of social progress was handed over to a tribe of patrons called “venture capitalists.”
They had orchestrated the rise of photo-preening software popular before the Disruption came to Silicon Valley. A new arms race commenced—for virtual attention, which the Patrons converted into financial instrument. While historians agree that ancient works like Civilization and chess still provided inspiration, games primarily became a specialized form of banking.
The upside (there's an upside!) is that the variety of independent, self-expressive games on show today is the greatest I've ever seen, and despite these wars, we seem to be flourishing an underground movement, an art movement that's capturing the hearts and minds of a new generation of game-makers. It's good. They might win.
Oh wow. When I was a kid, sometimes I'd be afraid of going to the loo because of TENTACLES. Not sure where that came from, and now, my fears have blended with my love of starwars to produce this thing of um er
I was lucky enough to get to go to the BAFTA Games Awards t'other night, and to watch two of my favourite games (Last of Us and Tearaway) totally clean up. At some point in the later (v. drinky) proceedings, someone rather brilliantly said to me, "Are you still doing that doll thing?".
So yeah, we're still doing that doll thing ;-). Here's a mini update!
The game's out soon, which is the other, pretty critical half of the "virtual goods producing physical goods" idea that fuels MakieLab. It's a dress-up game, and one where you make all the fashions that you're going to dress up in, using all sorts of maker machines (including an in-game 3D printer), so it's super creative for older kids and young-at-heart adults.
The NPCs are named for scientists - Ada, Hopper, Tesla, Curie and friends - and over time, we'll build this gameworld out to encourage as much making, creativity and craft skill as possible. The avatars can be made into a doll; in-game objects will be real-world printable. Toys on demand!
Even the clothes a player makes, complete with customised patterning, we can turn into real doll clothes kits, too.
The Makies are already shipping worldwide, we just sent two to Korea (awesome!) last week f'rinstance, and word seems to be spreading. (Want to help us speed it up? I'd love you for it. Here are the Makies' Facebook, Twitter, Instagram and YouTube homes).
Some of the more recent Makies are button-cute, too, look at this one:
There never was a moment in the history of geek media, when geek media was advertised equally to men and women and there never was a moment in the history of geek media, when it was equally culturally acceptable to be interested in geek stuff for men and women.
Women never ever got as much marketing attention as men have and women always have been treated as an oddity in geek culture, with all the barriers that come with that. There never was a time, when toy cars and robots and construction toys have been made equally accessible to little boys and girls.