Teenage Indie Game Dev Ninja Turtle
Posted on 07.22.06 by Mike K @ 7:15 pm

I guess I’ve been involved in games a long time. Doing “amazing” things with “PRINT” on the Commodore 64 at the age of 9, and promoting a cheesy Zelda/Final Fantasy hybrid online at 16. Just to give some perspective, the year was 1996, and the game was called Legends of Tidal, a game the Internet has forgotten. Then there was all that game industry experience, but *pshaw*, nobody cares about that.

Looking back, while most kids were out doing what kids do, I was busy being fascinated with and making video games. Inventing concepts, characters, scenarios, a healthy creative mind at work, with programming and art mixed in for good measure. Sure, they were Final Fantasy clones and 2D plaformers, but *I* thought they were cool.

Before the Internet really took off, the tech savvy of us communicated through BBSes, that is, assuming we communicated at all. Being the computer geek I was, that didn’t really make me all that social. I was never (much) the kid that never talked, but I was certainly not the corner stone of social structure. A topic of the social structure perhaps.

As expected, I made friends in BBS land. Mostly others interested in game development or even the demo scene. And for times, I was part of demo groups and pseudo “game company” alliances with friends. I look back and laugh remembering how much of a nervous dork I was anticipating the first time I attended a gathering of our “demo group”, but hey, I must have been 15, and not part of the social structure.

And a side note, I still get a kick out of every awkward aspect of Real Life and aliases. Referring to real people as Dragon, Narfy, Llama, and Tsu amuses me to no end. Even that pause as you attempt to remember Tsugumo=Jeff, so you don’t look like a complete jackass in front of those not in the loop, priceless. :D

But the point I’m trying to get across was BBSes were personal, in that you’d show your projects to remote friends in much the same way as local friends. Directly. I’m not saying you couldn’t spam people back then, but in my experience back then, you didn’t. It generally felt different. After all, you could be merely be 30 minutes to an hour drive away from everyone in the community. Then came the Internet. While the Internet can be personal, it’s also global, mass market, and when you had a presence, it seemed you were more than an individual. This post, as far as scale is concerned, is addressed to all that trip over the internet and find their way here. It’s structure isn’t how I’d talk to an individual. Again, it’s not that you couldn’t do this before, but finding many like minded individuals on niche topics wasn’t common. When we as game development kids stepped in to this brave new world, everything changed.

Being on the net was huge. We suddenly gained the ability to market our products. Not with money, but net presence, word of mouth, and links. It wasn’t until then we began to think of our products as products. Promotion up until now was merely showing off to friends.

In learning to promote, we were suddenly creating and promoting two products. The first product for many became our brands or “company” identity. We’d design fancy-ass websites with Comic Sans MS, Photoshop Lens Flares, and animated Gif’s. And second (or 3rd, 4th, …), we’d promote our games. We’d hack in screenshot taking code, convert them to Gif’s, place them on our websites. Shortly after, we’d contact people to get us listed and generally get the word out.

Then came the chores. You’d want to update your site regularly, to reassure your fans that you’re making progress. But truth be told, you weren’t a “real” game development operation. It was a hobby. Lack of progress often frustrated you. And this is where many projects died in extravagant “hard drive crashes” or other horrific top secret events.

What started as a mere few good game development weekends produced something cool, then you got all caught up in promotion. There was never any game development structure, we were just having fun. After the game was somewhat playable, promotion was the new fun thing. You’d get a good feeling every time someone linked you, and an even bigger feeling when someone had something good to say. It was the chore tasks of game development that we procrastinated, thus having many games never go beyond the “tile engine demo”.

In retrospect, it never mattered. ’cause hey, you’re a kid, and you should be doing something fun. You’ll do the boring when you grow up and get a job.

Now if only we realized that back then. It could have saved all those months of being annoyed with yourself for doing nothing, in attempts to motivate yourself. That way, we could have focused on whatever random project you wanted to try this week. And after a few years, we’d have had lots more little things. And not to mention, know more about game development.

Beh… kids.


Filed under: Stuffing and The Business of Things and Nostalgia
Comments: None

Classic Logos
Posted on 11.27.05 by Mike K @ 4:39 am

Whilst writing my recent post on the updated logo for the business transition of the branding, I was inspired to take a look at the progression of Sykhronics logos over the years. Some of the more recent logos are custom designed fonts, which is something I plan to again some day with the logo.


Classic
The latest/last logo on the classic Sykhronics website. Created and placed as part of my August 2003 website redesign. The established 1997 is accurate, since this is my personal website/portfolio. Prior to Sykhronics, my productions used to be branded as Gamma Flare Games, and I set up my first website for it on Geocities way back in 1997. It’s a custom font of only the characters seen here, and distorted for effect.


Slick
This started as a Sykhronix logo style, but was later adapted to Sykhronics. Another custom font actually made italicized.


Boxy Boxy Boxy Bok!
I nearly missed this one. A few years after I had made the site my showcase of stuff, this was how it looked. Not a custom font, but the box thing was cool enough to make it custom enough. Actually, the only reason I didn’t make a font is I was too tired to make it after making the box. ;)


Pixelz
Pixely logo from 2002. Started out as a 3×5 pixel font, then sized up nice and big, filled in and applied a bevel effect. It always reminded me of something demo scene’ish, despite the blatant bevel effect look. I’ve made many pixel fonts in my day, including the infamous 3×5. I used to be able to reproduce the Commodore 64 font from memory. That’s my super power.


Gafix Designyness
The brand new Sykhronix logo, made about the same time as the previous pixel one. This was a pure brown webpage with the odd tinted image seen above the logo. The idea behind it was just to have the look of one of those cool minimalist graphic designer webpages. It’s actually a photograph of some bridges between some buildings, but rotated sideways to make it less distinguishable.


Even crazier
A shortened version from 2002. “SYKO”, with a detached outline, and some crazy swirls in the background. Actually, now I’m curious how I did the swirls.


I\'m Syko!
A variation from 2001 in an incomprehensible style and shortened. It’s supposed to be read as “SYKO”. Yeah, I can’t believe it either. At this point, my website had become more of an archive, listing my previous works, and previously completed commercial games. Exciting.


burning again
This was the first Sykhronix logo. Made for the dot com when I registered it.


Karma of the red kind
The Red Karma’ized version of Sykhronics Logo. Red Karma was a small label/branding group including myself, Kenny Thornton, and the guys at Execute (a long since abandoned group). Kenny was the only one to ever release anything under the branding, so it’s pretty much his. The logo also includes a colored drawing of Zeb, my old “cool” character that defined the Sykhronics branding way back when.


Flashy!
Digitalness was cool, so I just had to have a logo with a flashing cursor. In case you can’t see it, it’s beside the “click to enter…”.


Bring back the Gamma
One of the many logo’s from the return of Gamma Flare era. The return was a more like a conversation, a few weeks of building tools and art, and a return to slacking. It was glorious. Gamma Flare was mostly me, until a few short collaborative sessions between my brother, and another friend named Mike. Then when I adopted Sykhronics, Gamma Flare became the name used for our collaborative branding.


Flatlined!
Here’s a logo from 1999 that was to be used on the new version of my site for my first domain, flatlined.on.ca. $70 for 2 more years seemed too expensive when I finally found you could buy .com domains online for $15.


Executed!
Almost to the original. Hey, hold on, this actually looks cool! Done using some fancy Photoshop filter, before I was big on Paint Shop Pro.


It\'s friend
The original
Finally, the original 1998 beast! In many ways this was one of my favorites. I didn’t feel comfortable using it though, since I couldn’t easily reproduce the flame effect. These were both done with some fancy Photoshop filters, back when I hadn’t sold myself on Paint Shop Pro. The slogan, “Digital Funk in a Digital World” was partially inspired by a fighting game I was planing at the time, conveniently named “Funk World”. A cool animated gif of a character was all that really came of that game, yet the gif inspired the character that became Zeb.

So there you have it. A nearly complete web Logography for Sykhronics. Some logo’s never made it online, so if I come across these I may do another one of these.


Filed under: Stuffing and Nostalgia
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Too Normal is about Mike, a kid with a healthy game making history.  From a youth of Indie Game development, to game industry code monkey in '99, to the adventures of establishing an Indie Games studio in 2005.

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