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October 16, 2019
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Greg Johnson's Blog   Expert Blogs

 

Greg Johnson has been an independent game developer since the dark ages of game development: 1981.  He got his degree in Bio-Linguistics from USCD, and his credits in the game industry include: ToeJam and Earl 1, TJ&E 2:Panic On Funkotron, TJ&E3: Mission to Earth,  Starflight 1 and 2, Caveman Ugh-Lymics, Orly’s Draw-A-Story, Save the Dino’s, Kung Fu Panda World, Deko-Deko Mail, and Doki Doki Universe, and Freeblenux (and virtual character product that was never released).  He has also worked on Star Contol 2, Spore and Sims 2.  Greg is the creator and song writer of a series of music video that have been airing on Disney Jr. for the last 10 years called Choo Choo Soul, and he is currently working on a new Toejam and Earl game called 'Back in the Groove', that was funded by Kick Starter.  Greg has always had a deep interest in emotional AI and in interactive story, and he also plays a ridiculous amount of World of Tanks.  He runs a small game studio called HumaNature Studios in Albany Ca.

 

Expert Blogs

Posted by Greg Johnson on Wed, 17 Feb 2016 02:08:00 EST in Design, Console/PC, Indie, VR
This is the 6th and final part in a series of posts on Interactive Story. Here's hoping you find all of this of some value. I look forward to playing the innovative new games you produce.


Posted by Greg Johnson on Mon, 15 Feb 2016 02:31:00 EST in Design, Console/PC, Indie, VR
Greetings. This is part 5 of a 6 part series on Designing Interactive Story. A lot has been written about Interactive story, but very little in way of practical "how do you do it" guides have been made available. Reading these in order is recommended!


Posted by Greg Johnson on Thu, 11 Feb 2016 02:00:00 EST in Design, Console/PC, Indie, VR
This is the fourth post in a series of six. If you want this to make a bit more sense (well, relatively speaking) you'll read them in order. :) I hope you find it sparks some ideas and inspires you to make some innovative new games!


Posted by Greg Johnson on Mon, 08 Feb 2016 01:14:00 EST in Design, Console/PC, Indie, VR
This is the third post in a 6-part series on Designing for Interactive Story. You can find Part 1 here and Part 2 here.


Posted by Greg Johnson on Mon, 01 Feb 2016 01:13:00 EST in Design, Console/PC, Indie, VR
This is the second post in a 6-part series on Designing for Interactive Story. I hope you find it interesting, and thought provoking.


Posted by Greg Johnson on Thu, 28 Jan 2016 08:05:00 EST in Design, Console/PC, Indie, VR
Hi! I've been an independent game developer for 35 years. I thought I might share some of my thoughts on Interactive Story...what it is, and how one goes about making it. I ramble a lot so I'll probably need 5 or 6 posts to get all my thoughts down.



Greg Johnson's Comments

Comment In: [Blog - 02/17/2016 - 02:08]

Hi Max. Thanks for the ...

Hi Max. Thanks for the long and thoughtful response. I enjoyed reading that. In regards to your question about advisors, I think it 's an excellent device that I should have included in my list of techniques for interactive story-telling. I agree with your observation that there is a lot ...

Comment In: [Blog - 02/15/2016 - 02:31]

Thanks Steven ...

Thanks Steven

Comment In: [Blog - 09/24/2015 - 05:48]

Nicely said Ron I 'm ...

Nicely said Ron I 'm sure lots of people will find this really helpful and informative. As a 30-year independent game dev like Ron, I second what he said. He 's being very straightforward and open. I just ran a merchandise heavy kick-starter and costs were much higher than what ...

Comment In: [Blog - 03/13/2015 - 01:28]

As with most larger social ...

As with most larger social issues I don 't think it 's about solving it, I think it 's about making a difference in the ways you can. This generally starts with articulating the issue and sharing your views with others. If I didn 't think I could make a ...