The Update of Certain Wakefulness
I wrote about Japanese game development for Gamasutra, trying to piece together the current situation while offering some ideas for process improvements that I think might assist in making more successful Western-focused titles.
Progress is slow but sure at Shadegrown Games. We’ve recently made available the Planck Developer Walkthrough, a full twelve-minute playthrough of the first level along with an explanation of what is happening. Hands-on time with the game is available too, for interested parties of serious mind and fastidious nature.
Finally, this is old news, but I hadn’t posted about it here. A couple months ago I was on the Brainy Gamer podcast with fellow developers Nels Anderson and David Carlton, talking about industry and enthusiast conferences (I also attempt to explain why I write). Every episode of this podcast is of course worth listening to, including the latest, about video game music, a subject close to me.

Updates
Reader Comments (1)
Watching the tutorial dissection, I really feel like you're making the game Harmonix WANTED to make when they did Frequency and Amplitude. But those were flawed IMHO by being about the same rapid-fire button pressing mechanism that they'd later turn to such great success with Guitar Hero and Rock Band; it was really hard to think about the shape of the track while hammering a button for every single note and being hammered with FAIL noises if you missed.
It's definitely shaping up into a game that makes me want to put it on a big screen and DANCE AROUND while playing. Especially with the preview of the dubstep second level. Oh god I would have a squeegasm if there was a big nasty dubstep level with an epic multistage boss, Uranus is always the highlight of a playthrough of Rez for me.
Consider me an interested party. n.n