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Future Proof Games
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We create games that demand audacious compassion and explore transhumanism.
We create games that demand audacious compassion and explore transhumanism.

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"Headless Swarm" is released! It's the first paid season of Exploit: Zero Day story, and is a tale of conspiracy, UAV intrigue, and primo memes: http://fpgam.es/2fYqnpd

When the mysterious Kilroy-sama approaches you to investigate the suspicious crash of a consumer drone, you discover the history of the sinister OnyxHorde and their connection to an old friend. Can you save the Zero Day inner circle and stop a violent attack on innocents?

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"I just want something to make me feel alive again. Is that too much to ask?" --Ossuary denizen

Slip into the cool darkness of Ossuary and help its occupants feel a bit of the summer light. Ossuary is 25% off on Steam until July 4! Pick up a copy for yourself or a friend at http://store.steampowered.com/app/363500/.

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In case you don't follow us elsewhere, we have a booth at the East Coast Game Conference this year! Today's the last day, and +Melissa Avery-Weir​ decided to be creative and make a little video of the setup this morning. 

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We're looking for ideas on how to implement Microdata on Exploit: Zero Day. We'd love any input folks have.

#webdev #gamedev

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One excellent talk from GDC last week was "Beyond Ageism: Designing Meaningful Games for an Older Audience" from Bob De Schutter of Miami University (http://fpgam.es/1PnLSGH).

One of the things we've recently been lamenting is the lack of "personas" of gamers -- categorizations of gamers by the context in which they play. This would move us past the near-useless labels of "casual" and "hardcore" gamers, and into understanding the motivations of different kinds of players. This usually involves analyzing lots of raw demographic data and conducting ethnographic studies. In our experience, it's university or large company researchers that can afford to pull these together.

Dr. De Schutter (and others in his field) has done this for gamers 50+ years old, and the results are awesome. Some older folks have an abundance of free time (maybe due to disability, maybe due to fear) and play for pleasure, to be social, and to learn. "Value Seekers" are looking for a gateway to new skills, cultures, and art. They've developed five total personas and some specific accessibility recommendations. We'll definitely be keeping these in mind going forward on our projects.

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Here's the third post in our series on applying devops concepts to game development!
http://fpgam.es/21CwPW4

In this post, Melissa discusses retrospectives. How do you figure out what went wrong (or right!) during development? And more importantly, how do you make sure things go right in the future? As you might guess, blame and punishment are not the answers.

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This isn't Future Proof Games-specific, but last week, Melissa was mentioned in the Wall Street Journal! The story is really about their awesome mentee who has transitioned careers from customer service to tech, but Melissa was honored to be interviewed in the process. The article is behind a paywall, but if you already have an account: http://fpgam.es/1RkDCeG

We want to reach out to streamers and YouTube folks who might be interested in playing Exploit: Zero Day! If you know of any streamers who would have fun with a cyberpunk puzzle game, let us know in the comments.

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The second post in our Devops in GameDev series focuses on the philosophy behind devops: always be improving. http://fpgam.es/1PQqxuv

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How do we handle the fact that we have a multitude of players being heroes in Exploit: Zero Day, all in the same world and talking to each other?

It's been a long road to coming up with a clear answer, but we've done it: http://fpgam.es/1RT3nFC
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