Avengers: Age of Ultron - 2015

  • No time wasted on re-rehashed origin stories.
  • Real tension during the Hulk freak-out. 
  • Ultron is a great villain (but more would have been better).
  • They actually made Hawkeye cool.  Go figure…

  • Long movie. 
  • Avengers fighting all the Ultron lackeys is like Neo fighting a million Agent Smiths.  (In other words, boring.)
  • If they really want us to identify with the “Hulk does bad things” plotline, he has to do something horrible (like kill people).  He has done no more damage than any other hero, so the “you don’t get how bad I am” plotline is running real thin.
  • There are so many characters, it feels like there is a long time between seeing them.  
  • The scene with the “I’m about to fall off the cliff that I should have gotten away from an hour ago” girl was really dumb.  Especially when Thor throws her literally a mile into the air, but falls just short enough that Captain America has to leap down and catch her.  That should have never made it out of editing.

Kickstarter's Journey Part 6: Kickstarter Page

The Goal
You have to do your research for this.  You have to know your costs

In the end, I decided to go to with Panda Game Manufacturing for the actual production of the game.  So far, I have just been in contact with them for the quotes, but I've really enjoyed my experience so far.  They always respond quickly, and we have actually had a correspondence going back and forth.

I probably should have mentioned this before, but I used The Game Crafter to make my prototype.  I wouldn't recommend anything else for that purpose.  You get a better product for cheaper than FedEx or anything like that. On the flip side, their quality isn't the best, and you can't order enough in bulk to make it worth going into full production with them.   

For example, just at cost, my game on Game Crafter is $61 + Shipping (when buying 250+ copies)!  That's more than you'll be paying on my kickstarter, and you'll be getting better quality components, AND you'll get free shipping.  

Since I did everything myself, my only real costs are the kickstarter fees, production, and shipping.  And shipping SUUUCKS.

After adding those up, and adding a small buffer for unexpected hiccups, I had my goal.  

Now, since I am trying to make a career, I decided not to make a profit (or much of one) from this.  I set my goal as low as I could.  If I make money, it will be from going over my goal or selling the extra copies I'll have printed.

The Rewards
I went back and forth on if I should add shipping or not.  Ultimately, I discovered people want free shipping.

I also went back and forth on whether or not to have early bird specials.  I really wanted to thank the people that had been with me from the start (playtesting and longer), but they actually recommended against it.

The majority told me they didn't care how much Planet Hysteria cost, they were buying the game anyway.  They just didn't want me alienating people who found out about the game last.

The Video
I don't know about you, but I won't back a project unless it has a video.  It kind of goes back into what I talked about in Part: 5.  If you can't make a video (and a decent one), I doubt you can make... well... anything.

This is mine:

I made the animation in my video using a program called Adobe Premiere and Adobe Photoshop.

Both programs work quite a bit different.  Fortunately for me, I had been using Photoshop for a few years, and before that, I had been an artist since preschool.  Premiere, on the other had, was new to me.  With that, I had a good friend show me the basics, and I taught myself from there (through exploration and youtube tutorials).

The nice thing about the video was that the artwork was already done.  I had already finished 99% of the game by the time I made the video.  That meant that I could draw from the work I already had done, and I only had to worry about the video.

Someday, if there is a demand, I could go more in depth with my usage of those programs.

The last half was shot by a friend (the same friend mentioned above) and I am eternally grateful.  Because of that, I can't exactly tell you how it was done.  Sorry.

The Written Part
This was a little difficult for me, because this is marketing.  As with all creative things, there are a million ways to present a product.  And with that, a million people are each looking for something unique.

Every game I bought has been based off three things: 1) the video, 2) the reward price, and 3) the stretch goals.  So, when a friend at Five24 Labs encouraged me to be as open as possible, it seemed odd.  

However, they say, "A fool and his money are soon parted."  Since none of you are fools, you'll do your research to make sure I'm on the level.  Hopefully I've written enough, not to trick you into buying my game, but to let you know if Planet Hysteria is right for you or not.  Still, I honestly believe that, the more you know, the more interested you'll be.

Find more entries here.

Dead Rising: Watchtower - 2015

It's almost worth watching the movie for Rob Riggle as Frank West.
Somewhat fun if you've played the games.


The movie would have been enjoyable as two 30 minute episodes.  As a full length movie, you'll spend more time watching the clock than the screen.
Dennis Haysbert was a bizarre casting choice.
The movie could have really benefited from taking the style of Dead Rising 1 and Dead Rising 2.  Instead it tried a more gritty Dead Rising 3, which is unfortunate, because it missed the only opportunity to be something other than low-level-zombie.  


Take a combined 20 minutes of funny Rob Riggle and Dead Rising Easter eggs, wrap it in an hour of decently acted bullcrap, and you have this movie.

Kickstarter's Journey Part 5: The Prototype

I've touched on this before, but the prototype is magic.

For some reason, I think it's human nature to think your friends aren't capable of making something others want.  "No prophet is welcome in his hometown," they say.

I think we all equate success to making it on American Idol or winning the lottery.  That happens to other people, not people you know.  Most go into things with a decent amount of skepticism... and for good reason.

It's hard to make something good.  Few people do.  You tell people you made a game, and they say, "Oh neat."   

It almost has a pitying tone to it.  I always feel like a child when this happens.  I picture them thinking about their child's artwork.  Yeah, it'll make it on the fridge, but as soon as the kid forgets, it's going in the trash.

So that's already against you, but that skepticism can be your friend, too.

The bar is probably set pretty low.  You might even be able to limp over it if you're lucky.  And if your prototype is even average, you might have a chance of blowing people away.

I remember after we played my game.  People said, "I was just surprised how good it was."  Meaning: surprised how well it was thought out.

People will base 50-70% their total opinion off your opening presentation:
  • If you aren't confident, they will think you have reason to be embarrassed.
  • If your prototype looks rushed, they will think it's not worth their time (because it clearly wasn't yours).
  • If you are confused by every question, they won't think the game's even worth finishing.

So what does this mean?  It means you're going to put a lot of time and money into something that will be obsolete after the first play-through.  

For the first eight months of playtesting, my game changed anywhere from 30-50%... that's not total.  


I scrapped design layouts I spent hours on the night before.  I changed rules I was once pretty excited about.  
And if that doesn't discourage you, peoples critiques might.  

You have to learn how to interpret people's comments, because most of the time, they aren't experts.  HOWEVER, no matter the comment, their view is valid.  The danger is that you might not understand what they are saying.
Someone might say, "Combat is boring, and you should get rid of it."  And you might feel like cutting it.  Sometimes, they are right, and you should cut it.  Other times, one tweak can make that once flawed mechanic their favorite part of the game.

Really, the only thing you can do is try to put yourself in their shoes.  Try to see the game from their point of view.  This will be your best muse if you can figure out how to do it.

Find more entries here.

Alexander and the Terrible, Horrible, No Good, Very Bad Day (2014)

The family generally loves each other.
Some funny moments.
Entertaining to watch.
Steve Carell is a living legend.

The remaining cast is somewhat forgettable.
It's a premise you've seen a thousand times.

Although the movie is based off the much cliched "wish causes cosmic mix-up" plot, the movie doesn't fall into the typical pitfalls the formula often does.  I kept expecting Ed Oxenbould and his family to be like the family in Sixteen Candles.  Thankfully, they did not.

Kickstarter's Journey Part 4: Life

Here's the hardest part to learn: life doesn't stop because you have a good idea.

In my experience, it almost seemed to get harder.  My wife is pregnant, and there was a period of time when the baby's health was in jeopardy.  My "day job" is going through a lot of changes (all good, but the process has been very hard).  I have 18-month-old, and as I write, she keeps hitting the "caps lock" button.  Friends got married.  Family had a garage sale.  Holidays brought time constraints.  The lawn needed mowed.  The siding fell off the house.  Family vacations took me away from creativity.  It goes on and on.  Not to mention, you gotta eat, sleep, relax, worry about hygiene, etc.  

Basically, it all comes down to this:
I'm a husband (full-time job), I'm a father 
(full-time job), I'm a game designer (full-time job), I'm a friend (full-time job), and I have a full-time job (full-time job).

I'm not saying this to throw a pity-party.  I'm saying this to warn you.

There will be times when you feel pulled in so many directions, you might physically split in five little pieces.  You will worry one of the balls you're juggling is going to fall.  And since you've already cut out everything you could, you're terrified of what you might lose.

I had a lot of positive experiences, but they were rarely strong enough to carry me through the negative ones.  And here is the worst part.  I don't know how to tell you how to overcome these problems.  It takes personal dedication and time management, and you can't teach that in a blog post.  Still, it's what's necessary to succeed. 

But I will tell you one thing... I couldn't have done any of this without my wife.   Almost every night, I needed to do 2-3 hours of creative work (sometimes more).  That means I wasn't pulling 2-3 hours of weight.  My wife put that weight on her shoulders, and carried us both to this point.

There were also times when I was so discouraged, I almost gave up.  Luckily, at these times, the people that played my game were more confident in Planet Hysteria than I was.

This is the main reason I've been doing this series.  Keep going.  Keep fighting.  Don't lose sight of the big picture.  Be patient.  Trust your heart.

Find more entries here.

Kickstarter's Journey Part 3: Steps to Conception

Step # 1: Need 

I came up with the idea for my project from playing a lot of games, and perceiving a need.

Probably my favorite game of all time is Battlestar Galactica. The "hidden bad guy" is such a fun game mechanic.   But it, like may games of its kind, have three main problems:
1) They are long, and even worse, they feel long.

2) There is virtually no secrecy.  Everything is done in the open, limiting what all players can do. 
3) It's a lot to teach someone how to play.

Filling a need is key to making a good project.  If you feel the need for something, others probably do to.  A lot of people out there try to manufacture a need.  Often, they just end up selling buyer's remorse.  If you let the need drive the project, you'll have less marketing costs (among other negative things).

Step #2: Muse

For a long time, I tried come up with a solution to Step #1.  I came up with that solution in one quick moment... all when watching The Thing.  Here is the trailer.

I remember the idea hitting me like a lightning bolt.

It was Christmas time, and my family was in town.  I love my family more than anything, and I don't get to see them as often as I like.  Still, I grabbed a piece of paper and just started writing down ideas.  My wife leaned over and told me, "Stop, you're sister is only here for a few days.  Hang out with us."

She was right (as I'll talk about in a later post).  Family does matter, but I couldn't stop.  I couldn't stop until I finished my first prototype.  That was because I came up with the solution to my need:

1) My game can be long, but because of the room movement, it NEVER feels long.  It always feels fresh. 
2) Also because of movement, you have secrecy unlike that created by any other game.  
3) Since I based all game mechanics off story reasons, it's easy to learn.  People can intuitively follow story; rules, not so much.

Step #3: Prototype 

Even though it was an incomplete/untested project, I made it the best I could.  People say "don't judge a book by it's cover", but they do.  Oh boy, do they.   Mechanics that clutter the game detract from the fun.  Artwork and graphic design carry theme just as much as game mechanics.  If I can't explain all elements, the game loses credibility (and so do I).

Then, once it was done, I gathered a few of my close friends.  These were people who could be good judges, but also had my best intentions in mind.  So w
e played the game, and to everyone's surprise, it was fun!

I can honestly say, without the enthusiasm of the people that played it that night, Planet Hysteria would have never moved forward.

Step #4: Revisions

The game has changed many times since then.  I had to be comfortable with that.  No.  That's not the right way to say this.

I had to be comfortable with criticism.  The first iteration is never perfect.  Neither is the second, third, forth, or fifth.  People's critiques are the road map to perfection.

Rarely do people know how to fix the problems in your project, so... when this happens, return to Step #2. 

I'll tell you two main changes I made.

The first was the story.  Since it started based off The Thing, I knew that had to change.  I couldn't afford licensing.  Besides, I didn't have the time to figure out how.  But more importantly, I consider myself a storyteller.  A friend recommended I tell MY story, NOT someone else's.

The second was by removing unnecessary cards.  In the game's first few versions, players drew and resolved a card every time they took an action.  This ended up taking twice as long to learn and play for very little payoff.  Also, it would have almost tripled the price of manufacturing.

Step #5: Learning

There is only so much you can do with the skill-sets you have now.  There's a lot you'll need to learn.

Through previous projects, I've taught myself a lot.  For this project, I did the art, graphic design, game mechanics, story writing, trailer, marketing, research, ..............

And the list goes on and on.

I once thought my previous projects were failures, but when you look at all I was able to do "in house", it is pretty amazing.  That all comes from previous "failures". 

Step #5: Networking

Step #4 is good, BUT you can't learn everything.  You don't have the time or money to do that.  That's why you need to make friends that have different skill sets than you do.  This allows you to trade work.

Luckily, there were people who believed in my project that had skills I don't.  The music and filming were all done by  friends with skills I didn't have.

Find more entries here.

Left Behind (2014)

Nicolas Cage's Left Behind is slightly better than Kirk Cameron's Left Behind.  (But to be fair, if both movies were made at the same time and with the same budget, that might not be true.)

For the first time in 15 years, Cage is not the worst actor in a movie he stars in.  (You might think this belongs in the "Pros" section, but I only watch his movies for the train-wreck that is his career.)

It's a christian theme that not even a christian could love.


In a movie about a time when millions suddenly disappear, a plane is thrown into mutiny, and the world falls into mass-chaos... very little happens in Left Behind.

Parallels (2015)

Fun story of dimension hopping.
Interesting method for jumping through parallel worlds.
For something I hadn’t heard of until Netflix recommended it, Parallels is surprisingly well done. The four main actors (Mark Hapka, Jessica Rothe, Eric Jungmann, Constance Wu) do a pretty good job, especially considering they are relatively unknown.

I’m not sure if Parallels is the first episode of a series or a movie with an odd conclusion.

Parallels, as a stand alone movie, doesn't ever peak.  It rises towards something that never comes.
However, if Parallels does become a television show, it looks promising.  Unlike Sliders, the show seems to have a tighter thread.  Both the alternate versions of people and the building itself, are plotlines that will keep the show from feeling as random as Sliders did.

Unbroken (2014)

Louis Zamperini's life is incredible beyond words and imagination. 

Zamperini's life is so full of important events, the movie has pacing issues.  There are so many necessary plot points, the movie quickly jumps from one scene to the next, never doing justice to any of them.  It ends up being the truth behind the scenes (more than the scenes themselves) that make the movie compelling.  

Non-Stop (2014)

Interesting premise. 

Liam Neeson is the exact same guy he is in every other movie.
Mastermind's end reveal and 
plan's realization feels like a cheat.
A slowly unraveling Bill Marks is similar to an slowly unraveling Nic Cage in "The Wicker Man".
Premise was more than the writer's could do justice.

Being Human - Full Series (2011)

All characters are likable.  They each have a unique take on the show's namesake.  
The show has interesting insights into different monster cultures.  It builds on the old tropes in a way that is fun to discover.

The show relies too heavily on the "something crazy just happened" but "jk, it was just a dream" plot cliche. 
Characters often make stupid decisions, not to develop plot, but because the writer needed episodic conflict.  This is especially true with Nora.
The show simultaneously widens and narrows its scope, ultimately settling on a narrow scope.  This is good for the resolution of relational plots, but not for the big picture.  All the characters gain abilities that make them superior to their kind, but they don't really use them for the betterment of their kind.  They have the right (and sometimes responsibility) to be kings and queens of their worlds, but they withdraw in a way that seems like the least interesting path.
Sometimes monster cultures are not fully fleshed out.  The vampire leadership, for example, seems to build to something that is never pays off.  

Bloodline - Season One (2014)

All characters (and their motives) are believable and interesting.  So much so, that each character could star in their own movie.
Tensions build in way that constantly leave the audience with anxiety over the chaos that is about to explode.
Even though it's about how one event can set the course for generations to come, it is excellently well-paced.
Fun mystery.
Danny and John's scene on the beach in the second to last episode. 
The last episode masterfully walks the line between humor and tension.

It's hard to see the show's story not jumping the shark next season.  The show's structure (flashbacks and flashforwards) seems to be better as a self-contained series.  It's hard to believe the show will survive without Danny.

Paddington 2014

Amazing style.  Set design is always unique and interesting.  Visual transitions are clever and fun.
Narration and dialogue are well written.
Childish fun that's never too immature for adults.
Heartwarming, and besides for the father's rooftop speech, isn't cheesy.


Mid-plot conflict caused by a miss dumb and unbelievable understanding.   Just as with every movie with an abnormal character joining a normal family: 1) character enters family through bizarre circumstances, 2) one family member hates the guest, 3) guest discovers normal family has issues, 4) guest gets blamed for some misunderstanding, 5) family boots the guest, 6) family realizes they need the guest when the antagonist realizes the family is made better because of the guest, and 7) family saves guest and guest becomes family.  (Elf, Son In-law, Soldier, Beethoven)
Unnecessary villain.  Also, does every villain in a children's movie have to be someone who likes to murder animals?
Weird bear culture.  It's never fully explained.  Everyone is okay with a beat who can talk and lives among humans.

Lucy (2014)

Some good fight scenes and visual effects makes the movie  entertaining to watch.
A lot of philosophical ideas are presented in a way that are fun to think about and are displayed in visually interesting way.
Although some applications of Lucy's perfected mind fall flat, some are very interesting.


They cast a mediocre actress (who is usually only cast for her body) and had her speak in a monotone voice for the whole movie (and not showcase her body).  If you are selling sex, sure, go with Scarlett Johansson.  If you are selling a character that becomes so complex she evolves into something beyond comprehension and human relation, go with... anyone else.
In this interpretation of a woman that evolves past her humanity, she becomes an emotionless and purely logical being.  However, the movie tries so hard to be stylistically artsy.  There are constant jump-cuts of primal creatures and flashes of text, which to be honest, don't even really work within their own right, let alone in the context of the pragmatic Lucy.
The drug itself is probably the most important piece of the story beyond the story, but it goes totally unaddressed.  Who makes it? How? Why hasn't this happened before?  What's to stop it from happening again?  These are questions that are of more consequence than the ones addressed in the movie.
When you have godlike powers, and people on your side die, that's your fault, not the villain's.

Kickstarter's Journey Part 2: Reasons

As a general rule, I say don't do anything for the sole purpose of making money or because it's easy.  Doing something for both reasons is exponentially worse.  There are a few reasons for that.

Reason #1
The thirst for money is blinding.  If you don't believe me, get on kickstarter.com, find projects that are ending soon, and look at the ones that have failed to make any money.  There you will see people who are basically offering a turd for money.  They poorly present a half-baked plan, throw it out there, and expect to get a project funded they are not capable of completing.  Their profit margin is beyond unreasonable, and it's about taking advantage of the consumer. 
See an example here.  $300,000 goal, huh?  Retails at $75-$150, huh?  I could make your game out of a broken copy of battleship for five dollars. 

Reason #2
The ease of making something is an illusion.  It's not easy.  Even with the infinite tools at hand, it still takes a lot of hard work.  I've been working on my project for two hours everyday for almost a year and a half.  And I've felt like blowing my brains out for most of it.  It's scary.  It's sacrifice.  And it's difficult. 
Through my whole experience, I've never felt it was easy.  It has felt rewarding at times.  And when it does, you have to hold onto that feeling because it is fleeting and comes few and far between. 
See an example here.  She used the lowest quality video footage possible, and the video cuts out halfway, AND SHE POSTS IT ANYWAY!  If you half build it, they won't come.

Reason #3
I'm not saying people don't make a business model off these two motivations, but every time they do, they run the risk of losing returning customers.  Hollywood has been doing this for years. 
Take Liam Neeson.  One day people are going to realize they have already seen everything he has to offer and stop watching.  Fool me Taken once, shame on you.  Fool me Taken twice, shame on me.  Fool me Taken thrice, shame on humanity.
So if you want to be a flash in the pan, by all means.  Go for it.  However, if you want to make something others will love (not just like or tolerate), take the hard road.

In the end, I making a game because I play a lot of games.  I came up with an idea that was not already out there, and decided to give it a try.  When friends and family responded well, I moved forward with it.

As Neil Gaiman says, "Make good art."  That's always the right reason.

Find more entries here.

Kickstarter's Journey Part 1: Introduction

I've decided to document my attempt at running a successful kickstarter campaign.  Although I've wanted to write about this for some time (I'm quite a ways into development), I've been hesitant to start.  That's because, if all goes to plan, great; but if the kickstarter fails, then so do I... publicly.  These posts then become a tombstone to my folly, forever reminding the world that a lot of hard work was put into something that ultimately failed.

But then I remembered, my end goal isn't too build a shrine to myself.  In the end, I just want to play good games.  I just want indie self-publishers (in any field) to succeed.  I believe in the kickstarter model.  So hopefully you can learn from my successes and/or my missteps.  Hopefully this gives you the courage to take that idea and bring it a step closer to life.

I'm going to start this series off by moving backwards.  Like I said, at this point, I'm closer to the kickstarter launch than I am creation, but I've already learned so much.  Maybe, from hearing my story, you will to.

My next post will be about how I came up with the idea for my game, and why I decided to move forward with it.  Enjoy!

Find more entries here.

The Judge (2014)

Excellent acting and a few great scenes manage to bring meaning to the movie's final moments.  Unfortunately, they never quite make up for the tired plots copied to make up the first two acts.


All plot points come associated with at least a thousand movies all based off the same premise.  In case you don't believe me, here is a list of clich├ęs (minor spoilers):
  • City man returns home to the small town he escaped (and to add bonus points, it was because of a death in the family).
  • Corrupt lawyer takes a impossible-to-win case that changes his heart.  
  • High school sweethearts reunited.  
  • Father and son's rocky relationship bridged by a serious illness.
  • Precocious little girl softens an old man's hard heart.
  • Family sentimentality brought on by old home movies.
  • Muffled audio to denote serious contemplation (3 times).
Also, no character should ever make-out with their niece and soon to be daughter.  That's messed.

Fury (2014)

Not one actor falls flat in their performance.  Their actions seem completely believable in this grim and dark showing of World War II.  And it is grim.  And it is dark.  This movie is stripped of its romanticism, but not its heroism.  These men endured much and sacrificed much, and that is what makes its conclusion all the more enthralling.


Of all its parts, only its structure falters.  All scenes seem strung together haphazardly, and if not for the character arcs of Brad Pitt and Logan Lerman, one would have no idea why one scene maters to another.  It's not until moments before the movie's conclusion that one has any idea what the movie has been progressing to.