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September 22, 2021
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James Cox's Blog


Forbes 30 Under 30 Class of 2017, James Earl Cox III completed a self-set challenge of making 100 games in 5 years. Co-founder of Seemingly Pointless, he holds a master’s degree from the University of Southern California in Interactive Media and Game Design and is a Miami University of Ohio alumnus with honors in Creative Writing, Mass Communication, and Interactive Media.


At Miami, he directed the campus-wide week-long Humans vs Zombies ARG and was inducted into Phi Beta Kappa. Games from his 100 games challenge have been exhibited at the E3, Slamdance Film Festival, Tokyo Game ShowFantastic Arcade, and EGX, received awards from IndieCadeSerious PlayMeaningful Play, and GLS, and have been displayed in the Smithsonian Pop-Up Arcade as well as in The National Art Center, Tokyo. In addition to games, his writing has been published in several journals and featured on Gamasutra and GameCareerGuide.

James and his brother Joe now run Seemingly Pointless full-time, producing and creating video games, films, and multi-media projects.


Member Blogs

Posted by James Cox on Fri, 29 Jun 2018 07:30:00 EDT in Design, Programming, Production, Art, Serious, Indie
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.

Posted by James Cox on Sun, 10 Dec 2017 07:02:00 EST in Design, Production, Serious, Indie
Players emulate what they play into the community: when games don't take violence and trauma seriously, they become joke subjects. We need games that encourage players to think and reflect on actions, but it can be hard when the environment fights change.

Posted by James Cox on Fri, 11 Nov 2016 09:43:00 EST in Design, Production, Serious, Indie
I'm making 100 games in 5 years. Current count: 80. Even with a year left, we can already see how this marathon of game development sprints impacts the process of making games: good, bad, and in-between.

Posted by James Cox on Mon, 07 Nov 2016 09:06:00 EST in Design, Console/PC, Serious, Indie
When translating a story from any medium into a game, there is a lot to consider: the tone, the themes, the settings. What do you keep? What do you discard? What does that mean for the player? Here, I analyze several examples, including one of my own.

Posted by James Cox on Thu, 22 Jan 2015 11:25:00 EST in Design, Production, Console/PC, Serious, Indie
A few years ago, I set a goal for myself: Make 100 games in 5 years. This post is an update at the 2.5 year mark.

Posted by James Cox on Tue, 02 Dec 2014 02:07:00 EST in Design, Console/PC, Indie
It seems as if most modern fantasy games are Tolkien fan fiction. If not, they’re at least based off the same overused sources. There are vastly interesting settings to use. Let's break that mold.

James Cox's Comments

Comment In: [Blog - 11/07/2014 - 01:25]

Updated thank you for pointing ...

Updated thank you for pointing that out and making such a great game

Comment In: [Blog - 09/29/2014 - 01:08]

I 'm a little less ...

I 'm a little less familiar with marketable game sites, but I know is a popular forum in terms of community. Depending on the type of game you want to distribute, online games and offer ad-sharing. an alternative to Steam that allows for downloadable games free ...

Comment In: [Blog - 09/08/2014 - 02:05]

For sure I just included ...

For sure I just included it as an example of a different take on the idea of music video games.