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A Look Back

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I keep saying that I need to post more regularly here, but it never happens. The thing is though is that I really want to. I find the GameDev.net Journals much more so interesting to read and I find the community much more exciting than when you look at "Expert" blogs such as on Gamasutra, MSDN, etc. The people here are so much more diverse - professional game developers, aspiring professional game developers, hobby game developers, and people who aren't game developers, but enjoy the technical company that this site provides. Pure awesomeness if you ask me!

Anyways, so here I am with my latest journal entry. This year I've blogged about Lua and Love (which like most game projects faded into the darkness, unlikely to ever be seen again), and I blogged about my experiences with an outsourcer who really pulled through for us to help get a milestone shipped. I'm happy to say that we're still working with them (Dainty Productions), and will continue to do so because they rock so much. Thanks guys!

Two very exciting things have happened to me in the past two weeks. One is that the project that I've been toiling away on since the beginning of the year has finally been revealed - Sesame Street! You can check out the website for some brand new Cookie Monster and Elmo games coming your way at http://www.sesamestreetvideogames.com/. The second bit of news that happened is that I've finally officially been promoted to Producer. I came onto the project at the beginning of the year, stepping into an AP role, though technically still a designer. I quickly found myself having to step up into a full Producer role, growing our internal team size and taking the reigns on the PC and Wii SKUs for both titles. While I have been doing the job for some months now, it feels good to finally have the official title (and paycheck [wink])!

Sesame Street has been an exciting and stressful IP to work with. The show has been around for over 40 years and EVERYONE knows it, so it has an incredibly rich history and fan base. At the same time, there have been very few Sesame Street videogames produced, so videogame production isn't familiar territory for Sesame Workshop. Mixing educational and gameplay goals is always a tough struggle, but in the end everyone wants the same thing - quality products that children will enjoy. We have about two months left on development, and it'll be a fantastic feeling to see these titles on shelves.

Without further adieu, I present to you the box art and gameplay helper sleeves that are shipping with the Wii versions of the game - GoNintendo.com.
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Do you mean "Love" which is currently downloadable?

I just think he's gone a totally crazy route, dunno how he'll actually get enough people playing/paying to feed himself.


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I was actually referring to Love2d, a sweet lua based 2d engine. Love2d rocks, just my attempt to dedicate time into doing something cool with it faded away :)

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