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   <title>Shadegrown Games</title>
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   <updated>2010-05-24T14:56:56Z</updated>
   
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<entry>
   <title>Planck v.1 Playtest One Trailer</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2010/05/planck_v1_playtest_one_trailer.html" />
   <id>tag:www.shadegrowngames.com,2010://2.126</id>
   
   <published>2010-05-24T14:50:19Z</published>
   <updated>2010-05-24T14:56:56Z</updated>
   
   <summary>Check out Planck in motion! Here&apos;s the full trailer for the Planck v.1. Playtest One build. Let us know what you think!...</summary>
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      <![CDATA[<p>Check out Planck in motion! Here's the full trailer for the Planck v.1. Playtest One build. Let us know what you think!</p>

<p><object width="500" height="304"><param name="movie" value="http://www.youtube.com/v/ZWM73w-Th9A&hl=en_US&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZWM73w-Th9A&hl=en_US&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="304"></embed></object></p>]]>
      
   </content>
</entry>
<entry>
   <title>Screens from the Planck Playtest One Build</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2010/05/screens_from_the_planck_playte.html" />
   <id>tag:www.shadegrowngames.com,2010://2.125</id>
   
   <published>2010-05-21T17:38:36Z</published>
   <updated>2010-05-21T17:42:48Z</updated>
   
   <summary> We just uploaded ten screens from the Planck v.1 Playtest One build. Enjoy!...</summary>
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      <![CDATA[<p><br><a href = "http://www.facebook.com/album.php?aid=180602&id=180561406075"><img alt="Screenshot from Planck v.1 Playtest One" src="http://www.shadegrowngames.com/2010/05/21/planck_p1v1_s10_sm.jpg" width="450" height="253" /></a><br />
<p><br><br />
We just uploaded <a href = "http://www.facebook.com/album.php?aid=180602&id=180561406075">ten screens from the Planck v.1 Playtest One build</a>. Enjoy!</p>]]>
      
   </content>
</entry>
<entry>
   <title>Planck v.1 Playtesting Begins</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2010/05/planck_v1_playtesting_begins.html" />
   <id>tag:www.shadegrowngames.com,2010://2.124</id>
   
   <published>2010-05-17T22:08:57Z</published>
   <updated>2010-05-17T22:11:22Z</updated>
   
   <summary>Late Friday afternoon, we sent out links to download an in-progress version of Planck v.1 to our friends, family, and a few select others we felt might be able to offer us feedback and gameplay suggestions. While it’s always a...</summary>
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      <![CDATA[<p>Late Friday afternoon, we sent out links to download an in-progress version of <em>Planck v.1</em> to our friends, family, and a few select others we felt might be able to offer us feedback and gameplay suggestions. While it’s always a little scary to put your work in front of others for the first time, the responses so far have been both valuable and encouraging. Please stay tuned for more playtesting opportunities.</p>

<p>We’re also working on getting screenshots and a trailer out so you can see what the game looks like now. In the meantime, feel free to stop by <a href = "http://www.shadegrowngames.com/forum/">our brand new forums</a> and say hello.</p>]]>
      
   </content>
</entry>
<entry>
   <title>Coming Soon: The Dissolution and Rebirth of Planck</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2010/03/coming_soon_the_dissolution_an.html" />
   <id>tag:www.shadegrowngames.com,2010://2.121</id>
   
   <published>2010-03-26T03:11:53Z</published>
   <updated>2010-03-27T03:33:47Z</updated>
   
   <summary> A little over two months and an exhausting but completely worthwhile 2010 Game Developers Conference have come and gone since the last update posted here. During that time, Planck has shaken off much of what made Planck Version Zero...</summary>
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      <![CDATA[<center><br><br><img alt="planck_v1_logo_sm.jpg" src="http://www.shadegrowngames.com/blog_images/planck_v1_logo_sm.jpg" width="448" height="100" /></center>
<br><br>
A little over two months and an exhausting but completely worthwhile <a href = "http://www.magicalwasteland.com/2010/03/the_fantasy_of_control_dispatc.htm">2010 Game Developers Conference</a> have come and gone since the last update posted here. During that time, <em>Planck</em> has shaken off much of what made <em>Planck Version Zero</em> what it was, retaining only the essential concept and the pillars of its experience. Soon we’ll be sharing this next incarnation of <em>Planck</em>!
<br>]]>
      
   </content>
</entry>
<entry>
   <title>IGF 2010 Judges on Planck v.0</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2010/01/igf_2010_judges_on_planck_v0.html" />
   <id>tag:www.shadegrowngames.com,2010://2.116</id>
   
   <published>2010-01-11T21:25:34Z</published>
   <updated>2010-01-27T01:49:52Z</updated>
   
   <summary>The Independent Games Festival 2010 finalists have been chosen, and although Planck v.0 was not selected (this year, at least), the IGF was overall a positive experience for us. The hard entry deadline forced us to get our demonstration level...</summary>
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         <category term="Planck" scheme="http://www.sixapart.com/ns/types#category" />
   
   
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      <![CDATA[<p>The <a href ="http://www.igf.com/2010/01/independent_games_festival_201.html">Independent Games Festival 2010 finalists have been chosen</a>, and although <a href = "http://www.vimeo.com/7399504"><em>Planck v.0</em></a> was not selected (this year, at least), the IGF was overall a positive experience for us. The hard entry deadline forced us to get our demonstration level to as much of a polished place as we could (in case you missed <a href = "http://www.wired.com/magazine/2009/12/fail_duke_nukem/">this cautionary tale</a> about a nightmare world without deadlines, it is recommended reading) and the feedback we got helped both to convince us we are on the right track and to gauge how much further we have yet to go.</p>]]>
      <![CDATA[<p>Generally, the judges agreed that the concept of Planck– combining original music with two-dimensional shooter gameplay at a granular level– was an exciting one. In particular, Judge D (since the judges are kept anonymous throughout the process, I have dubbed our six evaluators A through F) felt that the basic concept was “brilliant,” while Judge B “love[d] the idea of the game” even though the experience we were able to provide did not come together for this evaluator in the end.</p>

<p>We went into the festival knowing that being able to tell what is actually happening was one of <em>Planck v.0</em>’s <a href = "http://www.shadegrowngames.com/2009/11/planckogenesis_part_ii_song_st.html">biggest weaknesses</a>, and this was by far the most prominent issue the judges had. Judge B found that the “correspondence between aliens and sounds is difficult to make sense of,” and Judge A found it “hard to understand whether (for instance) exploding enemies caused any audio or if it was just the shooting.”</p>

<p>Because we were not able to explain well enough how the game actually works through its own gameplay, we included a voluminous amount of supporting documentation with the submission; however, this was not enough and the lack of clarity on the game’s mechanics often led to a sense of not having much control over the music– Judge F felt “it lacked a level of interactivity. I didn’t get the feeling of having an influence on the music other than shoot or not shoot, music on and off.”</p>

<p>This issue speaks to a widespread design challenge: the balance between offering players lots of control and taking away certain choices in order to keep their experience high-quality at all times. This comes up in games of all genres (for example, if we let the player wander anywhere, he or she might decide to walk across a vast desert and get bored or lost).</p>

<p>In <em>Planck</em>, one of our earliest design decisions was that we would never make unwelcome or dissonant sounds if players messed up or lacked skill in the game; we did not want to go down the negative reinforcement route but instead push the idea of a musical experience anyone could enjoy but that skilled players could take in a further direction. However, this also limits our feedback mechanism: our audio feedback on how well the player is doing is based solely on the complexity of the music and the individual samples and elements being triggered at any given time. Unless players knew beforehand what elements are associated with what enemies, the distinction can be hard to make.</p>

<p>Judge C summed up the game’s promise versus its currently unintuitive mechanics succinctly by saying that “<em>Planck</em> is both confusing at first and fascinating,” a sentiment that we hope bodes well for the game once we are able to demystify and build upon its mechanics in its future iterations.</p>

<p>Finally, because we submitted only a single level with a bare-bones user interface (basically just a single button that started the level <a href = "http://www.vimeo.com/7399504">Mental Breakdown</a>), some of the judges felt the game was just too far from being a finished product to really give it a full evaluation. Judge A observed that our submission “feels much more like a tech demo than an actual game” and that “as a game I see this in very early stages of development.” At the same time, Judge A also encouraged us by saying that “with further work and something more concrete this could turn out as something cool,” and Judge B said simply “I’m looking forward to seeing the finished result!” So are we!</p>

<p>There is more to the feedback than I have excerpted here as well, including helpful comments on control intuitiveness, art style, and the music, so I want to thank the judges for taking the time to play <em>Planck v.0</em> and writing up their notes.<br />
In the meantime, the Planck dev team’s next big task is to unlock the potential we hinted at in Version Zero. In order to do that, we’ve already begun rebuilding the game anew with a better technology base– and with luck, we’ll have something we can share with everyone– not just IGF judges– soon.</p>

<p>[Check out this entry <a href = "http://www.gamasutra.com/blogs/MatthewBurns/20100111/4081/IGF_2010_Judges_on_Planck_v0.php">crossposted at Gamasutra</a> for the comments, as well.]</p>]]>
   </content>
</entry>
<entry>
   <title>Planckogenesis, Part III: An IGF Submission</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/12/planckogenesis_part_iii_an_igf.html" />
   <id>tag:www.shadegrowngames.com,2009://2.114</id>
   
   <published>2009-12-15T22:19:09Z</published>
   <updated>2009-12-15T22:38:37Z</updated>
   
   <summary>In the last installment, I described our first attempt at a complete experience constructed from the musical gameplay mechanics that we had developed. Finishing the Gravy Train level took Planck v.0 out of theory and into practice, allowing us to...</summary>
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         <category term="Planck" scheme="http://www.sixapart.com/ns/types#category" />
   
   
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      <![CDATA[<p>In the <a href = "http://www.shadegrowngames.com/2009/11/planckogenesis_part_ii_song_st.html">last installment</a>, I described our first attempt at a complete experience constructed from the <a href = "http://www.shadegrowngames.com/2009/11/planckogenesis_part_i_quantizi.html">musical gameplay mechanics</a> that we had developed. Finishing the Gravy Train level took <a href = "http://www.vimeo.com/7399504"><em>Planck v.0</em></a> out of theory and into practice, allowing us to gather useful feedback from our friends and colleagues.</p>]]>
      <![CDATA[<p>However, Gravy Train was not what we submitted to the <a href = "http://www.igf.com/php-bin/entry2010.php?id=329">Independent Games Festival</a>, and in fact we came close to making no submission at all. As the IGF’s November 1st 2009 entry deadline drew closer, we found ourselves constantly coming up against our technical framework’s shortcomings again and again in our desire to create complex, rewarding musical gameplay. Scripting enemy entrance patterns was cumbersome and difficult to iterate upon. We couldn’t get as granular as we wanted in the fragments of sound that comprised the music, and the number of sprites and particles we wanted to push was bogging down performance.</p>

<p>Because these limitations were looming so large in our minds, we briefly entertained the rather drastic idea of skipping the competition altogether while we rebooted the project from scratch. The choice between committing to making what you have work versus abandoning it to start over again is not uncommon video game development, and it’s often a difficult decision: sometimes a team will reinvent the wheel for no tangible benefit, while other times people stick with what they know to the detriment of the final product. Ultimately, encouraged by fellow independent developer Scott Macmillan of <a href = "http://www.macguffingames.com/">MacGuffin Games</a>, we decided to make the push to get a new level based on Chad’s latest track, Mental Breakdown, ready in time for the entry. We all agreed that the game had a spark of fun at its core, and though we knew our weaknesses, we ultimately came to believe that those should not prevent us from sharing the game as it stood.</p>

<p>In Mental Breakdown, we ditched the boss battle and set our sights on simply achieving gameplay smoothly tied to the music of this upbeat dance track. We tried to address a negative feedback loop that can occur if the player dies too frequently by adding special enemies that allow the player to earn back weapons that were previously lost. We also added messages to communicate when the player gained and lost weapons and musical elements, and made a wide-ranging push towards getting the art to feel coherent. As often seems to happen with game development, we came down to the wire trying to make the games as good as it could be before the deadline. Finally, after some last-minute grappling with a couple technical snags, our submission build was done and off to the judges.</p>

<p>A key lesson of this effort was that while we had solid ideas and mechanics to start with, our work in implementation– the part that turns a good idea into a good game– was only just beginning. As id Software’s John Carmack <a href = "http://games.slashdot.org/comments.pl?sid=25551&cid=2775698">posted to Slashdot</a> very close to eight years ago, in early 2002:</p>

<p><i>“The real value in design is the give and take during implementation and testing. It isn’t the couple dozen decisions made at the start, it is the thousands of little decisions made as the product is being brought to life, and constantly modified as things evolve around it.”</i></p>

<p>After we wrapped up <em>Planck v.0</em>, we made the decision not to continue down the technological path we originally chose. While it had allowed us to get up and running quickly and play with the building blocks of music and shooters, we just couldn’t see it getting us to where we wanted to take our game. Resetting the project will mean more time spent in development, but it also sets us up to apply everything we learned from our first stab into the new effort, which we are naturally calling <em>Planck v.1</em>.</p>

<p>Thus the adventure continues. I’ll be back in the new year to chronicle our further adventures in making Planck. In addition to these in-depth articles, we’ve also set up a shared Twitter account <a href = "http://twitter.com/planckdevteam">@planckdevteam</a> for brief status updates– please feel free to ask us questions there!</p>

<p><em>[Check out this entry <a href = "http://www.gamasutra.com/blogs/MatthewBurns/20091215/3602/Planckogenesis_Part_III_An_IGF_Submission.php">crossposted at Gamasutra</a> for the comments, as well.]</em></p>]]>
   </content>
</entry>
<entry>
   <title>Planckogenesis, Part II: Song Structure &amp; Gravy Train</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/11/planckogenesis_part_ii_song_st.html" />
   <id>tag:www.shadegrowngames.com,2009://2.111</id>
   
   <published>2009-11-19T20:34:15Z</published>
   <updated>2009-11-19T12:57:19Z</updated>
   
   <summary>Part I of this series on the prototype “musical shooter” Planck v.0 dealt with how we try to interpret musical events on a granular level with quantization: the timing of discreet events, such as individual rhythmic hits, as they relate...</summary>
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      <![CDATA[<p><a href = "http://www.shadegrowngames.com/2009/11/planckogenesis_part_i_quantizi.html">Part I of this series</a> on the prototype “musical shooter” <em>Planck v.0</em> dealt with how we try to interpret musical events on a granular level with quantization: the timing of discreet events, such as individual rhythmic hits, as they relate to gameplay. There’s more to music than that, of course, and there’s more to Planck than that as well. As we left off, I’d been put in contact with Brenton Woodrow, a student in his senior year of the game design baccalaureate program at <a href = "http://www.champlain.edu/">Champlain College</a> in Burlington, Vermont.</p>]]>
      <![CDATA[<p>Brenton had been exploring various concepts for music-based gameplay at a summer internship in Los Angeles, so we had a lot of common ground to speak from with regard to design ideas. He proposed a system by which Planck could not only tie music in with the moment-to-moment gameplay but also provide longer term, over-arching song structure as the player moves through each level in response to the sum of his or her actions: as enemies of a certain type are defeated, individual elements of the song are “earned” and turn into one of the player ship’s weapons. A skillful player gains more weapons, and thus has more parts of the song going at once as the level progresses.</p>

<p>We also decided that a scripted level progression, of the sort found in the classic 2D shooters such as <em><a href = "http://en.wikipedia.org/wiki/Ikaruga">Ikaruga</a></em>, would allow us a natural way to hook up transitions from one part of the song to the next– for example, to begin a B section after the player has made it through an appropriate amount of the A section. This combination also opened the door to special events, such as a boss battle, that could be used to create an analogue to a mid-track breakdown with special rhythms or even elaborate “call-and-response” style solos. The possibilities of integrating musical progression with shooter level progression were exciting, and we were eager to try them in practice.</p>

<p>Our first stab at integrating all of these elements together into a cohesive experience was not what you see in <a href = "http://www.vimeo.com/7399504">the video</a> today, however. The very first version of <em>Planck v.0</em> was built around a different track by Planck’s composer, <a href = "http://www.presmusic.com">Chad Bechard</a>, called Gravy Train. Chad had put together a full-on, funk-inspired song– complete with wakka guitar and horn solos– then broke it apart into all of its constituent elements so that it could be reassembled within the dynamic framework of a <em>Planck</em> level.</p>

<p>We learned many important lessons by going through the process of making the Gravy Train level. The first and most heartening was that the basic concept was workable and that the spark of fun was present. Thanks to the efforts of programmer Kyle Murphy, we had a solid implementation of music-based event scheduling and a behavior system with which to construct levels– a system that Brenton and fellow designer Chris McCarthy pushed to its limits. Completing the level also allowed us to show the game to fresh eyes and see if our own views of Planck as it stood were accurate or distorted.</p>

<p>Gravy Train also brought into harsh light the weaknesses of our approach, however. For one thing, it was very difficult to understand what was happening if the player didn’t already know how the system worked (this is an area we have made some improvement upon in Mental Breakdown, but still requires attention, as discussed in the <a href = "http://www.gamasutra.com/blogs/MatthewBurns/20091110/3007/Planckogenesis_Part_I_Quantizing_Events.php#comments">comments here</a>). The level also featured an ambitious boss battle. Unfortunately, it didn’t work at all for a long time, and when it finally did, it was a serious disappointment. It took us the process of creating one to realize that bosses in the best 2D shooters are scripted with a lot of precision and care– as much or even more than is required of the level proper– and we had underestimated the investment needed to make them good.</p>

<p>Personally, the process of making and sharing Gravy Train helped convince me that secrecy in game development is overrated. Having come from a corporate environment where complete silence to the outside world is the norm, I was initially reticent to share the details of Planck, its design strategies and its progress, fearing that someone might come along and steal our ideas or otherwise compromise our momentum. But the feedback we got proved far more valuable than any PR splash we might have gained by working in the dark.</p>

<p>In the next installment of Planckogenesis, I’ll talk about how we put what we learned from Gravy Train into our submission level, Mental Breakdown, and discuss where we intend to go from there.</p>

<p><em>[Check out this entry <a href = "http://www.gamasutra.com/blogs/MatthewBurns/20091119/3601/Planckogenesis_Part_II_Song_Structure__Gravy_Train.php">crossposted at Gamasutra</a> for the comments, as well.]</em></p>]]>
   </content>
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<entry>
   <title>Planckogenesis, Part I: Quantizing Events</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/11/planckogenesis_part_i_quantizi.html" />
   <id>tag:www.shadegrowngames.com,2009://2.110</id>
   
   <published>2009-11-10T23:53:21Z</published>
   <updated>2009-11-10T17:23:07Z</updated>
   
   <summary>One of the questions we’ve been getting about the Planck v.0 video is “looks neat, but what is really going on there?” It’s true that conveying the mechanics through a video isn’t ideal, and while I do have a short...</summary>
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      <![CDATA[<p>One of the questions we’ve been getting about the <a href = "http://www.vimeo.com/7399504"><em>Planck v.0</em> video</a> is “looks neat, but what is really going on there?” It’s true that conveying the mechanics through a video isn’t ideal, and while I do have a short explanation I wrote up about how the game translates play into music, I thought it would be better to describe not just how it functions today but the path we took to get there over the last few months. Please click on to read the first of a multi-part series about how <em>Planck v.0</em> works and how it came to be.</p>]]>
      <![CDATA[<p><em>Planck</em> began as an idea for how to extend the musical properties of a game like <em><a href = "http://en.wikipedia.org/wiki/Rez">Rez</a></em>– one of the titles that people have been correct to identify as an inspiration for us. Rez, along with Mizuguchi’s other games, combine music and gameplay in a way that points an interesting way forward: <em>using game mechanics as a conduit to musical experience.</em></p>

<p>The classical Western theory of music treats time as broken up into discreet chunks that we subdivide into notes, half-notes, quarter-notes and so on. Playing a note with the wrong timing (think of the sound of doing badly in <em>Guitar Hero</em> or another rhythm action game) is due to your button or note coming just a little too late or too early– in other words, its not falling exactly on one of these grid-like chunks of time.</p>

<p>Thanks to computer-based music production techniques, we can correct notes played by hand and program rhythms that fall exactly on each beat every time; this is called “quantization.” Quantizing can be performed in real-time by simply delaying notes until the next available time slot, meaning a note coming a little too early will actually play when it is supposed to, and a note coming too late will sound like the next note.</p>

<p>Quantization is a venerable, well-understood feature of music software, and it isn’t new to real-time applications such as games, either– <em>Rez</em> being one of the most prominent examples. The acquiring of targets and firing of weapons in <em>Rez</em> are musical sounds that are played over the top of the level’s track to its beat.</p>

<p>While quantizing like this works great for sounds that can occur every sixteenth note, such as hi-hats or claps, bigger sounds like a bass drum or cymbal crash simply should not occur that fast (except during a fill, possibly). <em>Rez</em> gets around this by placing its large crash sound only when the player has queued up and fired <em>eight</em> successive shots with his or her weapon, timed to eighth notes– meaning the fastest it could ever happen twice in rapid succession is every other whole note. Other games, such as the great Xbox Live Indie Games title <a href = "http://marketplace.xbox.com:80/en-US/games/media/66acd000-77fe-1000-9115-d80258550169/"><em>Groov</em></a>, place that type of sound on the player death event, which is also uncommon enough that it works well.</p>

<p>A shortcoming of this approach is that we cannot arrange the pattern of big sounds as well as we might like to for musical reasons. If we quantize too much, such as delaying bass drum sounds to every whole note, the delay between the player’s action and the sound of the note becomes noticeably long, and the “gamey” portion of the experience gets watered down. The first part of the <em>Planck</em> idea, then, was to try and combine instant visual feedback of game events (such as destroying an enemy) with time-delayed reactions that make musical sense.</p>

<p><em>Planck</em>’s attempt to solve this problem centers around giving instant visual feedback of an enemy being destroyed, but by keeping a “destroyed” version of the enemy in play until the next available note:</p>

<blockquote>
1. The player defeats an enemy by shooting at it.

<p>2. The enemy turns black and emits “smoke” for the duration of time it takes to get to the next allowable note.</p>

<p>3. At the instant of the next allowable note, the enemy “explodes,” making its associated sound.<br />
</blockquote></p>

<p>This approach allows us to create “patterns” of allowable notes– meaning we are not restricted to simple grids of whole, half, eighth or sixteenth note durations, but a specific trigger sequence as found in a typical electronic beatbox. Using this method, the bass drum in a breakbeat, a synth lead solo, and many other musical sounds can potentially be associated with individual enemies.</p>

<p>I wrote down a detailed specification of this feature and shared it a friend of mine in Los Angeles, who said, “Funny you should mention that– we just had a summer intern who was really interested in music games and who was looking to work on something. Maybe the two of you should get in touch.” This is how I ended up working with Brenton Woodrow, which I’ll get into in the next installment of Planckogenesis.</p>

<p><em>[Check out this entry <a href = "http://www.gamasutra.com/blogs/MatthewBurns/20091110/3007/Planckogenesis_Part_I_Quantizing_Events.php#comments">crossposted at Gamasutra</a> for the comments, as well.]</em></p>]]>
   </content>
</entry>
<entry>
   <title>Planck v.0 is Headed to the 2010 Independent Games Festival!</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/11/planck_v0_is_headed_to_the_201.html" />
   <id>tag:www.shadegrowngames.com,2009://2.108</id>
   
   <published>2009-11-02T21:10:45Z</published>
   <updated>2009-11-06T00:34:02Z</updated>
   
   <summary> Planck Version Zero (v.0) is a prototype game that lets you interact with original music through shmup mechanics. Although it plays like a familiar top-down scrolling shooter, every in-game action is interpreted through a timing and beat-matching system, turning...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Planck" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://www.shadegrowngames.com/">
      <![CDATA[<center><object width="500" height="375"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7399504&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7399504&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="500" height="375"></embed></object></center>

<p><strong>Planck Version Zero (v.0)</strong> is a prototype game that lets you interact with original music through shmup mechanics. Although it plays like a familiar top-down scrolling shooter, every in-game action is interpreted through a timing and beat-matching system, turning your play into the song you hear as you traverse the level.</p>]]>
      <![CDATA[<p>Just as traditional shmup levels are scripted experiences with a natural progression to them, Planck’s levels carry the player through a full song from beginning to end. And while Planck isn’t necessarily about the hardcore challenge of reaction time or pattern memorization, skilled players can express themselves by earning more complex versions of the track with good timing and judicious play.</p>

<p>Planck v.0 includes one level in order to demonstrate the game’s “play the music” concept, but the full version of Planck is intended to include an album’s worth of high-quality original tracks.</p>

<p><strong>Credits for Planck v.0</strong></p>

<p>Director: Matthew Burns</p>

<p>Producer / Lead Designer: Brenton Woodrow</p>

<p>Composer: Chad Bechard</p>

<p>Programmer: Kyle Murphy</p>

<p>Designer / Effects Artist: Chris McCarthy</p>

<p>Additional Art: Josh Franklin, Brad Fishkin</p>

<p>Additional Programming: Andrew Richardson</p>

<p>Special Thanks: Scott Fabianek, Glenn Israel, Scott Macmillan, Andy Molloy</p>]]>
   </content>
</entry>
<entry>
   <title>An Indie Game Composer Chat: Penny Arcade Edition</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/10/an_indie_game_composer_chat_pe.html" />
   <id>tag:www.shadegrowngames.com,2009://2.106</id>
   
   <published>2009-10-15T00:52:37Z</published>
   <updated>2009-10-15T01:00:39Z</updated>
   
   <summary>I recently participated in an informal chat about video game music and more, moderated by Jeriaska and including Vincent Diamante, Casey Muratori, and Soo Jeong Bae. Please check it out!...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Interviews" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://www.shadegrowngames.com/">
      <![CDATA[<p>I recently participated in <a href = "http://www.gamesetwatch.com/2009/10/sound_current_indie_game_composer_penny_arcade.php">an informal chat about video game music and more</a>, moderated by <a href = "http://www.jeriaska.com/blog/">Jeriaska</a> and including <a href = "http://www.apocalypsewow.com/">Vincent Diamante</a>, <a href = "http://mollyrocket.com/">Casey Muratori</a>, and <a href = "http://www.soojeongbae.com/">Soo Jeong Bae</a>. Please check it out!</p>]]>
      
   </content>
</entry>
<entry>
   <title>Update: So, What’s Been Happening?</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/09/update_so_whats_been_happening.html" />
   <id>tag:www.shadegrowngames.com,2009://2.103</id>
   
   <published>2009-09-23T06:16:57Z</published>
   <updated>2009-09-22T23:19:26Z</updated>
   
   <summary>Although we’re not quite ready to talk about any actual games just yet, a brief update seems in order. A simple list of sensations, I hope, will suffice for now: The exhilaration of striking off into unknown territory. The fresh...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Shadegrown" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://www.shadegrowngames.com/">
      <![CDATA[<p>Although we’re not quite ready to talk about any actual games just yet, a brief update seems in order. A simple list of sensations, I hope, will suffice for now:</p>

<p>The exhilaration of striking off into unknown territory. The fresh newness to us of the genre, the work arrangement, and the team roles. The challenges of working over distance with people in different corners of the country. The unforeseen design and other problems– the poking, prodding, and the breakthroughs. The warmth and encouragement of fellow travelers.</p>

<p>We are eager to have something to share just as soon as we’re ready.</p>]]>
      
   </content>
</entry>
<entry>
   <title>Coming Soon! Please Stay Tuned.</title>
   <link rel="alternate" type="text/html" href="http://www.shadegrowngames.com/2009/08/coming_soon_please_stay_tuned.html" />
   <id>tag:www.shadegrowngames.com,2009://2.98</id>
   
   <published>2009-08-14T17:07:51Z</published>
   <updated>2009-08-14T00:20:49Z</updated>
   
   <summary>Exciting things will begin happening here any moment now, we promise. For now, please imagine a rocket launch countdown....</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Shadegrown" scheme="http://www.sixapart.com/ns/types#category" />
   
   
   <content type="html" xml:lang="en" xml:base="http://www.shadegrowngames.com/">
      <![CDATA[<p>Exciting things will begin happening here any moment now, we promise.</p>

<p>For now, please imagine a rocket launch countdown.</p>]]>
      
   </content>
</entry>

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