Jason Bakker's Blog
Hey there! I'm a Melbourne-based game programmer, writer and designer - this is me on Twitter. I'm currently collaborating on Wayward Strand; a real-time story about a teenage girl who explores an airborne hospital and gets to know the patients within.
Previously I've worked at various game dev companies, including League of Geeks as lead developer on Armello, and Wicked Witch as lead programmer/designer on Catapult King. I've also collaborated to create several smaller indie games, many of which are available for free / pay what you want on itch.io - these include Need 4e+9 Speed and the FUTUREVOX series.
Detailing the technology behind Wayward Strand - specifically, how we've integrated the ink scripting language and Unity's Timeline.
Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.
Our team is creating a game that is best defined as a real-time story. In this post I cover what a real-time story is, talk about our main influences - The Last Express and Sleep No More - and discuss the design constraints we've chosen for the game.
On what I've been doing in the five years since I last posted, and my new project: Wayward Strand - a real-time story about a teenage girl who explores and airborne hospital and gets to know the patients within.
A write-up of my experience making a game in seven hours at the NGV Studio Game/Play Jam.
An exploration of what a game idea is worth.
Jason Bakker's Comments
[Blog - 06/07/2021 - 12:42]
[Blog - 01/17/2019 - 09:58]
[Blog - 09/23/2016 - 09:30]
[News - 03/29/2013 - 02:02]
But is this approach the ...
But is this approach the best one To make every single speak a political one r n r nOne of the best points of discussion regarding this issue I heard during GDC was that you don 't choose to be political or not political. Everything is political. Thus when you ...
[Feature - 06/19/2012 - 04:50]
Thanks for the mention, although ...
Thanks for the mention, although I 'm not sure you understood my point. Although you did catch that I have a strong emotional connection to games, as I guess most of us do : r n r n I definitely support you in your quest to find a grammar and ...
[Feature - 05/01/2012 - 04:15]
I felt like the concept ...
I felt like the concept vetting point doesn 't make much sense, as game development is much more invention-through-iteration focused than concept focused. At the moment it feels like if that gigantic vetting process went on, the majority of concepts that came out of it would still need to be ...