Untoldent

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    57
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About Untoldent

  • Rank
    Super Action Beard

Converted

  • URL
    http://www.spellirium.com
  • Location
    Toronto
  • Occupation
    Video game developer
  • Biography
    Ryan Henson Creighton is the President and founder of Untold Entertainment Inc., a boutique studio in downtown Toronto specializing in games and apps for kids, teens, tweens and preschoolers. Untold’s original properties include Putty Crime (a game modeled entirely in clay), Spellirium, and Sissy’s Magical Ponycorn Adventure, which became a worldwide viral hit after Ryan co-authored it with his five-year-old daughter Cassandra. Ryan is the author of the Unity 3.x Game Development by Example Begi
  1. Kickstarter Project Collection Thread

    Hi! Am i cool enough to be in this thread? Spellirium is a trashpunk comedy adventure game: http://www.spellirium.com kY7Uz9KO3XE It's an independent campaign, rather than a Kickstarter campaign, but it's structured the same way. Backers get to play the alpha immediately. Tim has already tweeted about it, and Ron Gilbert is a backer (he reserved the word GRUMPY in the game's dictionary i'm trying to get the game out to adventure game fans, and could really use a word-of-mouth boost. Back Spellirium, or vote for us in Greenlight, or both! i know everyone says this about their own games, but Spellirium is really something special. Thanks, everyone! - Ryan
  2. (am i allowed to comment even if i didn't vote? Or is that like complaining about the newly-elected President when you never bothered to cast your ballot?)
  3. You're forgetting the seminal "You can't do that -- at least not now!" Rage.
  4. "That won't work" phrases

    i had a similar problem, until the character was SO whiny i began to find him comical. But it took a while. Still, i didn't make it very far after losing interest. i think something is lost in translation with foreign adventure games. i had a real problem understanding what the heck was going on in The Next Big Thing, for example.
  5. "That won't work" phrases

    It's a really arduous task, creating a line for every possible item combination ... you have to write and record not only lines for combining items with each other, but a line for combining every item with every hotspot on every screen. i'm finishing an adventure game right now, and the heart-breaking thing about it is that you write and record all this great content which the player will only ever heard if he tries those item combinations. It's a strategy that almost rewards your "dumber" players, or the players who aren't as quick to cotton onto puzzle solutions. The Whispered World goes a LONG way towards having a unique response for every possible combination. Playing that game was like watching a stop-motion movie ... i was so acutely aware of the the amount of work that went into it that i couldn't enjoy it. - Ryan
  6. i'm a little nervous that i'm breaking the rules about self-promotion here, but ... whatevs. No guts, no glory. Last year, i attended a weekend-long game jam with my 5-year-old daughter and we made an adventure game called Sissy's Magical Ponycorn Adventure. Ron liked it. i was flattered. This year, i thought it would be fun (and crazy) to do something called Project Overboard: So what are we building? We're doing a graphic adventure game that retells the myth of Perseus (the guy who killed Medusa the gorgon), in the style of ancient Grecian blackfigure pottery: Oh, and it's a comedy. Think of it as Greek mythology meets The Secret of Monkey Island. (The Greekret of Monkey Island? i dunno.) Proceeds from game sales go to charity, so we can send at-risk kids to technology camp to learn how to be giant nerds like us. We have a team shooting some video segments of us making the game this weekend. The difference between this project and Double Fine Adventure is that DFA has an experienced team making a game with solid financing over a year, whereas Project Overboard has thirty people - most of them rank n00bs - making an adventure game with no money in three days. It's all happening this weekend (May 11-13) at TOJam! I'm happy to share the game design document once it's finished (which should be some time tonight), if you want your behind-the-scenes-of-a-graphic-adventure-game fix sooner than later. - Ryan
  7. Favourite Monkey Island Game

    Curse is pretty, but is no one else bothered by the fact that in the first two games Guybrush looks like a man, but in Curse he looks like a teenaged version of Don Knotts? He was WAY too ... necky ... for my taste in Curse, and subsequent games made him just as goofy-looking. i mean, he's a mighty pirate! Look at his beard!
  8. 2 difficulty modes a la MI2

    For some bizarre reason, i played through "Monkey Lite" first, despite being "seasoned". i was totally let down by it, and wished i had started with the "hard" mode (which wasn't hard ... it was just more involved). i thought the messaging could have been better. "Mega Monkey" had me worried i'd be hopelessly stuck on the first screen.
  9. No, it is not possible to marry just someone's voice.
  10. Favourite Monkey Island Game

    Monkey Island 2 is the greatest video game that has ever lived.
  11. The best space adventure so far was The Dig, just like the best way to spend a Saturday afternoon so far was eating shards of broken glass.
  12. Forge and The Fold, the sequels to Loom. http://en.wikipedia.org/wiki/Loom_(video_game)#Sequels
  13. Credits Rules

    Hey Gregsir ... i'm curious to know what the response rate has been with the credits request. You've shared all of your numbers so far ... when it's all said and done, will you share the "slippage" rate for unclaimed rewards with us? How long does Kickstarter say you have to cater to latecomers? What's the statute of limitations? Can i come knocking on Double Fine's doors ten years from now demanding my signed poster? Ugh ... what do you do about failed redemptions? What if stuff gets lost in the mail? Is that kind of thing making you guys nervous? It would keep ME up at night, that's for sure.
  14. Design Bible?

    We use GDDs (game design documents) at Untold Entertainment all the time. We like to put them together using a MediaWiki install (same software that powers Wikipedia), but i've heard recently that a lot of developers are starting to use Google Docs for their GDDs.