PR Consultant for Ireland’s best Magician/Escapologist – Steve Spade

Very pleased to announce that I have joined the talented Steve Spade as his official PR and Marketing person.

I will also help out with bookings and other stuff too, of course.

I’m delighted for this opportunity to work closely with STEVE SPADE, who has wowed me for many years; First on the club scene around Limerick and again when performing daring acts of escapism including submersion in the Shannon, bound and crated, and being set alight in the courtyard of Limerick landmark King Johns Castle.

This is a huge step for my career in Public Relations and I cannot thank Steve and Alan Connolly enough for having me along for the ride. Expect to see more info
appearing all over the interwebs very shortly.

You can keep up to the date with all the STEVE SPADE happenings over on the official website – http://stevespademagic.com

“Nobody ever wrote down a plan to be broke, fat, lazy, or stupid. Those things are what happen when you don’t have a plan.” – Larry Winget

paddybass:

A great piece by a good friend of mine that gives some food for thought in the realm of positive thinking. I’ve already adopted this philosophy and this year I’ve already started learning Spanish and begun writing a novel and adapting one into a screenplay. New experiences for all. In the immortal words of Rob Schneider “YOU CAN DO IT!!!”

Originally posted on Zen and The Art of Breaking Things:

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(Photo:http://tinyurl.com/ozl5nh8)

Ok so after our first post last week on making this the best year of your life, I’ve outlined a few other ways in which you can change for the better.

Utilizing your mind.

Your mind is a powerful tool but like a flower, it needs constant attention and nourishment. Kick this new year off with some good old fashioned self improvement. Seek out to learn a new skill, it’s never too early to beef up your epitaph.

The obvious choice is to learn a new language. However, it’s hard to get a start on this goal unless you take a class. you’ve got two options; go to your local community college and sign up for a part time/ night course where you’ll be supplied all the materials needed along with tutelage for a price. The other choice is to undertake a course online from places like Duolingo

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Updates from an IrishGameDev in Malta

Hey y’all,

It’s been far too long since I posted anything up in this joint. Since I last spent some time writing on this page I’ve moved to Malta and started working for a financial institution managing insurance claims. Not exactly exciting work, but it puts the food on the table. The move to Malta has been exciting in other ways. For those not in the know Malta is a stunningly beautiful tiny island slap bang in the middle of the Mediterranean – right below Italy and just above Africa.

IM001228

As a lot of my free time has been eaten up by work I have not had much time to work on any of my solo projects. In the last few weeks, that has changed. I’ve actually built a little demo in RPG maker of a short art-game I’m building called “I am You”. The game tells the story of a characters life through non linear events and includes branching paths. There is no combat – it’s really more of a story based, cerebral game. To be honest it’s basically the test bed for the engine I will be building Introvert/Nullify in.

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Guest Post: John Griffin of Gamesparks talks about the future of the cloud

2013 has so far seen the emergence of some pretty strong endorsement for the cloud when it comes to games. Peter Warman, CEO of the highly rated NewZoo, boldly declared in February that “Someday all games will run in the cloud’. I agree with this. I am not sure when exactly it will apply to 100% of games but I am sure 2014 will be the year that most games convert. Many of the larger games studios of course already architect their games on the cloud. In fact, if you look at a game like Candy Crush, the device executable is only a tiny part of it. Most of the smart stuff is done in the cloud or on the server-side. Its a mindset shift that games developers need to adopt. Companies like King think data centre when they think game. Most of us need to do the same. Here’s why …

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paddybass:

Mike Rose is the man in the know – Doubt is the killer…

Originally posted on Independently-Speaking.com:

Save for a number of snarky comments on Twitter, and last week’s “Are you a true games journalist?“, I’ve tried to directly stay out of the whole MCV and Square Enix debacle. It pains me that a lot of readers now just take it for granted that shoddy journalism is how the games journalism space works, and discount those of us trying to make an honest living out of it as a result, but there’s not really a lot else I can add to the discussion that hasn’t already been said. You’ve most likely already read John Walker’s write-up of the whole debacle, but it’s here if needed.

This morning, however, things have changed for me with this post on MCV. It’s an article about how critics love the new Hitman game, and are giving it 9 out of 10s across the board, all except for…

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Why survival horror can’t afford to be scary any more (excerpt)

Growing up I was always fascinated by horror. I read teen fiction horror books like Goosebumps or the god-awful (but always entertaining) Point Horror series. I watched Horror movies which were most certainly not suitable for my age bracket (Not a fault of my parents but the employees of the local video rental shop — who had no moral objection allowing an 8 year old to rent “Nightmare on Elm Street”). I hung out in haunted houses, wrote short stories about all kinds of beasties. Hell, I even messed around with Ouija boards and performed séances, just to see what would happen. Why bother telling you all this?

Context.

I want to convey to you, that I love horror. I always have and always will. In all its mediums, horror plays on my (mostly) unconscious desire to continuously be unnerved. Some people play video-games to relax, soak in a story or maybe to just blissfully slaughter hordes of oncoming mutants/zombies/space-nazi’s or underprivileged Middle Eastern youths. I am happiest playing games when crouching three or four feet from the TV, in the pitch dark… my eyes wide in anticipation and the controller slippery in my hand from sweat. I want to be terrified…  No. It’s more than that.

I crave the feeling of being scared.

So, you would think I’ve been absolutely disgusted by the recent destruction of mainstream Survival Horror. Silent Hill ain’t living up to its legacy and Resident Evil has become the most bombastic, balls to the wall action series this side of Con-Air.

Well, I do find it sad that the franchises listed above have moved substantially away from their roots, but when I recently went back and played Resident Evil 3 and the original Silent Hill on my Vita it all suddenly started to make sense.

Survival Horror wouldn’t work anymore. Well… not in a mainstream sense, anyhow.

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Guest Post: Lisa Gan on Sentiment Analysis

Hey guys,

Sorry it’s been a while since I posted anything. Been very busy building visibility of Mind of Man, the awesome App I’ve been working on at 2Paperdolls.

Here are some articles that were posted recently on Gamasutra and Game Trailers! Also feel free to check out the MOM trailer, If you haven’t seen it yet. It’s lovely!

Lately, I’ve been getting a lot of requests for guest features but this one really piqued my interest. Working on Mind of Man has gotten me really interested in the field of Sentiment Analysis and it’s various potential applications. Lisa Gan contacted me with this piece, which I thought was very well written and informative. Enjoy :)

Innovative Social Media Technology: Sentiment Analysis by Lisa Gan

“Sentiment analysis represents an innovative way to examine emotional trends across Internet content, and is of particular value to social media networks and affiliate marketers. A sentiment analysis involves looking at the kinds of attitudes implicit in different documents and messages, with the intention of judging overall trends and moods from positive to negative. This kind of analysis works around a scale of emotional responses, and looks for repeated phrases and the structure of messages to try to determine the mood of the writer.

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Mind of Man Launch Trailer is a sight to behold!

Wow! After blood, sweat and more than a few tears the Mind of Man launch trailer is here…

And it’s glorious!!!

I should have some info about our time at Rezzed and Develop up soon, but needless to say it was “Ammaaaazzzing” – heh, heh… In-Joke :P More on that in my next post.

Peace out!

Behind the Mind of Man

Wow – I can’t believe it’s been nearly two months since I posted to this blog. Time flies when you are working on something you truly care about. In the past two months I have been obsessed with “Mind of Man“, the app I’m working on at 2PaperDolls. It strikes me that Mind of Man is an essential evolution of the social game – inherently tying together the actual social network itself and the roots of what makes a strong gaming experience.

I’ve been lucky enough to be involved in this incredible project and I’ve seen some of the things MOM is capable of behind closed doors and to say its blown me away, would be an understatement.

Here is some info for those of you who may not yet understand the Mind of Man:

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Personality Analysis in Gaming: An underused effect

Prior to playing 2PaperDolls’ Mind of Man, I didn’t know much about the field of sentiment analysis. Actually, to be completely honest, I understood nothing about the area. After playing around with Mind Of Man for a while, I couldn’t help but wonder about the application of sentiment analysis (or specifically, the MOM API) to other, more traditional gaming experiences.

In Silent Hill: Shattered Memories, Dr Kaufman treats the player as if they’re undergoing a psych evaluation

Most of the time, when games use any kind of personality evaluations, it feels as though you’re playing a round of 20 Questions. It’s a mere quiz, and it’s not very subtle. Rarely, if the context is fantastic, it might feel a bit more believable. But most of the time, the data the computer gains from the player is patchy, at best.

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