Videogames

Sep 162015
 

indiecade

I am taking a quick break from prep for our upcoming Toronto fancy videogame party to toot that my upcoming iPhone audio drama adventure game Wonderland has got a nod from the jurors at IndieCade! I love the Los Angeles festival, held in the cozy Culver City neighbourhood, so I’ll be using the excuse to fly down south again next month even if I have just returned from Nevada.

(And yeah, wow, was that ever worth the hype. There is a range of human expression at Burning Man, from “peace and love!” to “fuck you!”, that I’ve never seen co-existing. You work like a dog and play like a god. It’s deeply dirty and utterly innocent. I am a convert.)

But! Continuing the 15th anniversary giveaway, my free ebook this month is Everyone In Silico.

Are you ready to upgrade to a fully modifiable and personalized reality?

In Vancouver, 2036, people are tired of the smog and the rain. They’re willing to give up a lot for guaranteed sunshine.

“Munroe drops in excellent touches — bioterrorists planting seeds, not bombs; home cloning labs — that help make Silico one of the freshest and scariest, yet most hopeful, near-future yarns in a long time.” —Time Out New York

Cover art and back cover copy & more blurbs here.

Download here

Free in August: Angry Young Spaceman (now pay-what-you-want)
Free in October: Flyboy Action Figure Comes With Gasmask
Free in November: An Opening Act of Unspeakable Evil
Free in December: Therefore Repent! (illustrated by Salgood Sam)
Free in January: Sword of My Mouth (illustrated by Shannon Gerard)

If you want to find out when the new book’s up follow me on Twitter or even better, subscribe to the blog — so we don’t have to rely on a corporation to keep in touch.

Apr 302015
 

plinth-web
One of the things I got up to when I was an artist-in-residence at the Art Gallery of Ontario was make a game. It’s a simple video choose-your-own-adventure set in the AGO, featuring a rather unusual tour guide.

It was a fun opportunity to work with Rachel again (who was the human spam in Ghosts With Shit Jobs) and a good excuse to poke and prod at the protective membrane that surrounds any institution. The folks at the AGO were really good humoured about it and now have even installed it in the Walker Court arcade for the next little while on its own plinth, as pictured above — possibly til the end of the year. It’s a site specific piece and it’ll only be viewable at the AGO.

But there’ll be an excellent opportunity to check it (and a number of other cool art performances) at the AGO’s First Thursday event on Thursday May 7th, tickets here! It’ll be projected large, myself and Rachel will be there and I’ll be giving a little talk about it close to the beginning of the event.

Oct 082013
 

Magi's Rendering screenshot

Quite flattered and surprised to announce that I’ll be the artist-in-residence at one of North America’s largest museum galleries, the AGO. During February and March they’re providing a studio, a stipend and institutional support to make art — in my case, game art — and engage the public. What the public engagement will look like is still in the planning stages but I’ll be posting more about it as event details firm up.

In related news, I took part in a hackathon and made this art game in about six hours with the guys at Verold. The Magi’s Rendering is my first 3D game, and you can play it now in most recent browsers. Credits and design notes below. Continue reading »

May 132013
 

I was lucky enough to be on the narrative jury this year for the Independent Games Festival. One of my favourite games was Kentucky Route Zero, a lovely point-and-click adventure with an anachronistic story that dips into magical realism and Flannery O’Connor. Like the writing, the art and cinematography is evocative and assured, and indeed took the Excellence In Visual Art award (up against strong competition from my Guilded Youth collaborator, Matt Hammill).

I stayed with KRZ co-creator Jake Elliott on a recent trip to Chicago and, inspired by a Let’s Play-themed screening/performance event I took part in there, we ended up doing a Let’s Play-style interview (video heremp3 audio-only file here). It’s pretty long and in-depth as we do play through most of Act I, but I imagine some fans will get into the slow-paced conversation amidst the chirping of the crickets. But if you’re just mildly game-curious, scrub through it — you’ll get a sense of the artistic sophistication and some of the creative concerns. If you’re suitably intrigued, you can go buy it here.

May 062013
 

wonderland

Do you know the Latin phrase “solvitur ambulando”? Used by the wandering scholars of medieval Europe, it means “walking solves it”. It’s always been true for me, as someone for whom walking is both wonderfully meditative and creatively inspiring. I started thinking about using this sentiment in a game context, and came up with an idea that coder Callum Hay and sound designer/composer Adam Axbey were both into, too. We realized a proof-of-concept this past weekend at the Toronto Game Jam.

Wonderland: A Solvitur Ambulando Mystery is an app for the iPhone. You listen to an audio story set in Toronto’s Junction neighbourhood in 1915 — the projectionist of the Wonderland, one of the city’s first movie theatres, makes a grim discovery in the aisle one morning. You can listen to the beginning of the superbly produced and acted clip after the jump. Continue reading »

Apr 022013
 

451-700
Today is the launch of KTR 451, a game I developed for the Toronto Public Library. Drawing on the themes and characters in Fahrenheit 451 (the TPL’s One Book this year), it’s a simple alternate reality game — part scavenger hunt, part audio drama — and people in Toronto can play it by calling the phone number above. There’s three missions, one per week, until a live event on April 22nd.

Naturally, this was a huge thrill for me on a number of levels. Continue reading »