Some more Apple related #NerdStitch. Somewhere along the way I decided to stitch the iconic Picasso style Macintosh poster. I liked how the colors turned out.
With Apple’s new game porting kit announcement, I have to share a little secret game dev history from Apple days of yore.
Way back in the mid/late 90’s, when 3dfx was THE 3d graphics hardware, Apple secretly contracted with me to build a Glide (the 3dfx API) to QuickDraw 3D Rave conversion library. This would let games that only ran on 3dfx hardware also run on ATI 3d chips that were built in to the iMac… 1/2
I still find myself drawn into the Colony icon every time I look at it. @croqueteer had a tough job with it — how do you translate the magic of the game's real-time wireframe 3D graphics into a static 32x32 pixel grid? — but I think it strikes a perfect balance between the clean/clear lines that every good icon needs (for legibility) and enticing imagery to attract your interest in playing the game. And like every good game icon, it's instantly recognisable to anyone who's played the game (and seen the cool ray-casting 3D as well as the creepy giant eyeball alien).

There's a great tale behind its creation, too, which is laid out on the GitHub project page as well as in my Secret History of Mac Gaming book.
📌 Examining the roles of Vicky Arnold and Heather Stevens, the women behind the early #TombRaider franchise, an article by Llewella Chapman: https://www.tandfonline.com/eprint/QA5I5X8M3WZHFGAKSKPE/full?target=10.1080/14680777.2023.2217346
It's a must read! 👍
Source code for the 1988 game The Colony has been posted to Github

Y’all ever wonder what the game you’re working on in World Builder for Macintosh System 6 would look like on the @playdate and then accidentally start designing and coding it a little bit? Haha this is rhetorical question it happens to everyone



Gameplay's a bit clunkier than the likes of Super Sidekicks and Soccer Brawl, and less varied than the Kunio-kun games (Nintendo World Cup and its Japan-only sequels), but the presentation is fantastic and it's miles better than the UK-made games of this sort from the time. Shame it never got an international release or a sequel.




https://www.kickstarter.com/projects/fandamental/first-person-shooter-the-definitive-fps-documentary/posts/3818387
All along I've wanted it to be the first high-gloss gaming documentary that actually gets the balance of depth and nostalgia right, and to make a doco that doesn't fall into the stereotypical oversimplification and cringey 8-bit graphics/music crap that plagued most of the other projects with the pull to get big-name interviews. Looks like we did it.
Photo and description of injury, not for squeamish people
And all that's with instinctual knowledge about minimising fall damage honed by years as a dancer in my 20s. (I probably would have broken something otherwise.)
sensitive media

Opening sequence of our 1997 game The Last Express.
https://youtu.be/U7k3_CX6NII
In today's blog post, I explain this very special game's connection to my latest artwork (and my new graphic novel "Replay"): https://www.jordanmechner.com/en/latest-news/#a-new-departure
This new video by Luke Muscat about the creation of Fruit Ninja is a great watch if you're a designer or just a fan of the game!
https://youtu.be/St5v2uI-Nis