What led you down this path?

Everything

“I became fed up with animation for several reasons. Even though my work had a big impact, I kept going broke making film after film, and even doing high profile jobs was not very sustainable for the kinds of projects I wanted to do. In animation you tend to always be getting shafted by people. People just love shafting animators all day long for some reason. And very few really appreciate what you’re doing.

I also know many people who direct animated features or have their own TV shows and they’re not exactly happy people, which is to say, most of them are miserable. So it started feeling like a dead end. At the same time I started playing with game engines and getting ideas in that direction, so I just followed that.”

– David O’Reilly

David O’Reilly’s game Everything is available for PS4 and Steam.

Against Design

“I recognize the value of building an established discipline, and of crafting a shared set of principles that define game design as a profession. But, I also think that in our efforts to define and legitimize our practice as a professional discipline we sometimes forget the history we inherit, the legacy of games made by communities of players, games made by amateurs, by dilettantes, by mathematicians, mothers, scientists, gym teachers, shepherds, inventors, philosophers, eccentrics and cranks.

And in honor of this tradition I would like to suggest other verbs for us to describe where games come from, alternatives to the overconfident precision of the word “design”. Words like invent, discover, compose, write, find, grow, perform, build, support, identify, copy, re-assemble, excavate and preserve.”

— Game Design Advance › Against Design

Kill it With Fire: why Gamification sucks and Game Dynamics rule

“Want to make people run? Don’t give them a badge for running. Give them a ball and shove four sticks in the ground. They’ll run around the field chasing the ball (and each other) for ages. The experience is intrinsically challenging and amusing, and the running is a by-product. Games rely on dynamics like these and rules to generate the conditions for positive engagement.”

Philip Trippenbach

“I wrote this, it was difficult, and I am proud of it”

“At 15, in an adult ward on constant observation, at lunch I hid a metal knife up my sleeve. I carried it around for a time waiting not to be watched in the bathroom, the toilet, the shower; a flat metal bar against the tendons on the inside of my right wrist. At 23 I was Altair, an assassin with a blade strapped hidden to my arm, springloaded. I hid from the guards. I took wound after wound but did not stop fighting. I regenerated. I lept wildly from towers and did not die. In real life I moved out of the house I shared with my boyfriend, had shared for more than a year, to sleep on the sofas of friends. I snuck back in to take my Xbox 360 so I could carry on climbing impossible buildings to gain new sight and falling from great heights and landing safely, while I jumped from a long relationship into a new house, a new job, a new life.”

Mary Hamilton

(website)