Archive for the ‘Psync Interactive’ Category

.co.uk

The site that started it all….kinda is dead.

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Origins: A game of one half

I remember designing games for the Atari 2600 on sheets of lined paper with the intention of posting them off to Atari HQ because of course that’s how games get made. Eventually someone explained that I wasn’t going to get any response from such company, and so the quest to make things interactive began.

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Destroying… Flash MX

As a collective, we at Psync Interactive have destroyed an awful lot of things in the pursuit of stealing ourselves a little slice of computer gaming history. I’ve personally lost count of the number of hard drives, motherboards and graphics cards that I’ve had to replace. This is not a cheap business that we’ve chosen for ourselves…

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The dreaded ‘ambition’

It’s a relative of the same beast that climbs lamp posts shouting “sequel!”, the ambition either outgrows the current project or guts it before it reaches the starting blocks.

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The dreaded ‘T’

The beast that is the subject of this article is one of my least favourite things and my feelings will flow throughout the next few paragraphs. For that reason I strongly advise anyone of a nervous disposition to use your back button and find a less aggressive article for your reading pleasure. Thank you.

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I like the sound of… classic Mega Drive

Ok, I may not actually have the Mega Drive greatest pop hits on my iPod, but every now and then when I hear a bit on telly, someone’s ring-tone, or am actually playing an early Mega Drive game, it’s the music that brings it all flooding back. The beautiful, oblivious childhood when I had absolutely zero worries.

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Making the most of… PowerPoint

Just because you can’t program C++ or you think DirectX is a science fiction TV series, doesn’t mean you can’t make something you can be proud of. It’s far too easy to give up before you’ve begun.

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Splendid game ‘core mechanics’

A core mechanic is a term coined by myself so I didn’t have to write game play. It’s quite an obvious thing but if you set out to make a platformer you would most probably dive head first into making levels, characters and physics engines to make it all work. This is definitely my own and I know the majority of Psync’s approach of the past.

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Origins: Part III – Mr. Sid

With University complete, the option to live in halls of residence expired and student loans spent, it was time for our four to get serious. They all needed to start looking forward, to get themselves a career, so they could put food on the table, and they needed to work out where they would be living for the rest of their lives (or at least the next few years). These were indeed critical times.

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The dreaded ‘promotion’

Creating yourself a web page with your super-awesome game on and hoping people will find it is a bit like flicking a bogey on the London Gherkin and not only expecting all window cleaners from here to Australia to hear about it, but come over and give it a damn good cleaning as well. It’s very unlikely.

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