Week(s) in Geek 6.11.15: Unholy Episode 1 teaser trailer and Steam GreenLight Launch

Not too long ago, i shared some news about indie game developers Enyx Studios. The two man team of Don Hileman and Andrew Pavlick are passionate creators looking to make the world a little more fun, one game at a time. At present, that one game is called Unholy, a storytelling video game of dark horror and desperate survival planned for release episodically.

Concept cover art for Enyx Studios "Unholy" game

Concept cover art for Enyx Studios “Unholy” game

Since initially speaking with Don and Andrew and visiting their studio, they’ve come a long way. Several exciting developments have emerged, three of which we’ll dive right into here. Plus there’s a contest for Long Shot readers to receive a digital copy of Unholy Episode One when it is released later this year.

Teaser Trailer

Last night at midnight (technically it was today, but i subscribe to the belief that the day doesn’t change until you go to sleep and wake up again) Enyx Studios released the first teaser trailer for Unholy. Digital Pimpin hosted the release, and viewers who leave a comment are entered into an Unholy giveaway contest.

The trailer is also available for viewing on Enyx Studios’ YouTube channel as well as their official site.

And right here!

Steam GreenLight Launch

On Friday, June 12 at noon EST, Enyx Studios will go live with Unholy on Steam GreenLight, which allows developers to present their games to the Steam community. Once there, users can vote on titles and after a certain threshold of votes is met Steam works with the developer to bring the game to their digital marketplace.

Through the GreenLight process, developers can upload things like screenshots, different builds of a game and videos like the trailer or whatever else they wish to share with the Steam community.

To keep up to date with this process, make sure to follow Enyx Studios on Facebook and Twitter, and visit their official site for the latest news.

Once the GreenLight Launch goes live, i’ll share more information about that as well so stop back tomorrow, June 12 for an update.

Enyx Studios team

Don and Andrew have accomplished an amazing amount of work on their project, and after meeting and talking with them i was so impressed by their pursuit of their goals as independent autonomous creators. Sharing stories of these sorts of people is one of the cornerstones of The Long Shot, and it’s my great pleasure to do my small part in spreading the word about folks like them and others who have graciously taken the time to speak with me.

Enyx Studios

In an incredibly exciting turn of events, i’d like to share a little something i was astounded to find in my inbox on April 30:

Good Morning Doug,

I have a rather odd question for you. Have you ever considered getting into story design on games?

IIRC i responded in about two seconds flat with an enthusiastic affirmative. As a lifelong gamer and writer, hell yes i’ve considered this!

Great gameplay experiences aside, i’ve always enjoyed the story aspect of games. My favorite genre, role-playing games, are founded on the notion of immersive storytelling. Since childhood days of discovering tabletop Dungeons & Dragons, all the way to today playing Dungeons & Dragons Online and everything in between, my favorite part of games has always been the story unfolding within them. My absolute favorite game of all time – the Mass Effect series – is all about the story, so much so that i can’t even replay the series for enjoyment because my Commander Shepard’s tale is complete and anything else doesn’t seem right.

i’d be lying if i said the task of contributing to Unholy isn’t daunting. What do i know about video game design? But i’m giving it my best shot. So far, Don and Andrew are happy with what i’ve come up with so i’ll continue to forge ahead.

What i’ve enjoyed most about working on this project is recognizing someone else’s vision and helping to achieve that. i’m no stranger to ambitious independent projects build on speculation and a dream, and if i’m honest it’s refreshing to join someone else’s team to help them. My own experiences with similar endeavors have taught me that the best you can do is stay positive at all times and put your strongest foot forth, both for yourself and your team, and that’s exactly what i’ve seen so far.

As for what i’ve been working on, each day for me begins by opening a growing number of Google docs and diving in to whatever part of design needs focus.

At first, there was only a simple list of notes and ideas that i compiled from various emails and resources Don and Andrew had already developed. Next came a script very much like a film screenplay, which was a ton of fun to create since i got to pull those skills out of the bag that i haven’t used pretty much since the days of Bad Service.

After that i started on a script for the game’s backstory using the same screenplay format. This has proved immensely useful to me, planting the seeds for many of the characters, scenes and plots that will emerge through gameplay. Lots of twists and turns to the story evolved through working on the backstory that takes place before gamers hit that Start button, which i truly hope pays off in players’ enjoyment throughout the breadth of the various episodes of Unholy.

Things starting getting technical with the Game Design Document, or GDD, which is a highly descriptive document not unlike a business plan. This is something development teams use within the industry to communicate with not only among each other but to outside business partners. In a lot of ways, it’s like a television series bible, used as a reference to keep continuity and also help any newcomers to the team understand the series.

Emerging from the GDD is the document i most work in now – the flowchart. This ever-evolving beast continues to grow new limbs as different puzzles, challenges and obstacles are added for players to overcome. i enjoy this format the most so far, since it offers the opportunity to combine creativity with logical organization. When i first started working on the flow of the game my thinking was more linear, like find a key in room A and it unlocks the adjacent room B. Now, the spidery tendrils of the flowchart give players much more opportunity to explore and progress. The flow is still linear, but only in the sense that lines connect the dots for players to follow. The way those lines maneuver around each other, though, is much more complex.

Win a free digital copy of Unholy

Long Shot readers who leave a comment below will be entered into a giveaway contest to receive a free digital copy of Unholy, so be sure to include contact information. You can also enter by Tweeting a link to this post with the hashtag #LongShotUnholyGiveaway. The game is planned for release in Q4 2015.

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Thanks as always for visiting The Long Shot!  If you liked what you read please click Follow at the top of the page and share/Tweet/repost your favorite articles. i’m getting close to 500 followers, a milestone i hope to reach this year. Thank you so much to everyone who already follows this blog, it means a ton and i appreciate each and every one.

Please share your thoughts and comments on this topic in the comments section – i’d like to hear yours!

Follow @longshotist on Twitter for frequent shares of related articles and (hopefully) humorous nonsequiters.

As always, i appreciate each and every person that visits The Long Shot. It’s a great joy to share not only my own thoughts but also stories of science, technology and pop culture from my hometown Cleveland and the surrounding area. If you have anything you’d like to write about, please feel free to contact me or Take a Shot yourself and write about topics that interest you.

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Thanks for reading!

Enyx Studios – behind the scenes with Unholy

A couple of weeks ago, i shared some news about Enyx Studios, a video game development company created by Don Hileman and Andrew Pavlick. With an office at the eCenter @ LindenPointe, a technology incubator in Hermitage, Pennsylvania – not too far from me – the entrepreneurial pair of software startuppers invited me to visit. Don and Andrew are naturally very excited about their planned launch title “Unholy.” The game, which they’ve been hard at work on for the last couple of months, is aimed for multi-platform release in about four months, according to Don, and will be available on PC, Xbox, PS4 and Steam.

Concept cover art for Enyx Studios "Unholy" game

Concept cover art for Enyx Studios “Unholy” game

Unholy is a horror survival game that starts with some of the staples of the genre – creepy atmosphere the blends haunting sounds and moody lighting to cast familiar surroundings in a dark, decayed and formidable manner. But there are a few things that lend a unique identity to this property.

The most prominent aspect of Unholy that should intrigue gamers is Enyx’s build for the game that utilizes Oculus Rift VR. Gamers without the rapidly-proliferating Oculus Rift headsets will still be able to enjoy Unholy, but the gameplay experience will certainly be enhanced through the immersion offered by virtual reality.

“We’re going  to push the boundaries of the genre,” Don explained during my visit to Enyx Studios. “The whole point is to scare people and make them jump.”

Don let me try out the game using one of the studio’s headsets, and although the demo environment consisted of just a walled-in courtyard with a greenhouse in the center, it was definitely an experience (it was my first time using a VR headset). Viewing the game on a screen, the graphics are very clean and crisp thanks to Andrew who Don endorses as the best artist he’s ever worked with. Translated into the VR version, those graphics take on a deeper quality, with the lighting effects in particular heightening the tension. Although there were no other characters in the demo environment i tried out, the feeling of immersion was intensified and i can definitely understand how jumpy this sort of game could be. Back when the first Resident Evil game came out, we used to play at night with the lights off, and that used to make us jump from our chairs so i can only imagine what it would be like with the game world inhabiting your whole range of vision.

The in-game story of Unholy is another pillar providing strong support for the product. Both Don and Andrew take the narrative of their game very seriously, having worked hard to develop a thorough mythology to provide a framework for their vision. Likewise, they continue to bounce ideas off of each other throughout the process, coming up with new twists and turns to move the property forward.

Without giving too much away, since Don graciously shared some of the game’s critical details, the story centers around a protagonist who is invited via postcard to Whells Town. The invitation comes from the characters estranged mother, and the town has become something of an urban legend due to some unusual events that took place there. Of course, things don’t go smoothly and the visit turns into a struggle for survival.

As to the game’s antagonists, i did not learn what form they will take. Perhaps monsters of a supernatural variety or simply crazed humans i’m not sure. But as the pair of developers explained, they want their game to be less about the player’s character doing battle with enemies and more about the business of getting to safety. What i imagine is a sort of puzzle atmosphere, perhaps like Myst but with a huge leap forward in game design thanks to the technology available. This sounds pretty cool to me, and we talked about how a normal, real-world person might not immediately make the leap to becoming some sort of slayer of evil in the face of danger – at least not at first.

Which leads me to what i feel is the most innovative aspect of Unholy’s game design philosophy. The game is somewhat modeled in the same way as a great television series, planned to be released episodically over time. This design choice is actually practical for Don and Andrew as well, enabling them to put content out much quicker than if they built an entire full-length game for launch. Since at this time it’s just the two of them, building a game meant for 20/30/40 hours of gameplay would be Herculean to say the least. Working in smaller chunks, or episodes, affords them the opportunity to get a product out every few months, and then build upon that foundation.

We talked quite a bit about how the episodic facet to Unholy has several benefits, for both them as designers and the gamers who enjoy their product. For one thing, a single episode of the game is planned for pricing in the $5-10 range. For a startup company, this means gamers should be more willing to take a chance on their game without having to shell out $50 for a full-length game.

Another practical point to the model is that the developers can react to new technologies as they continue to emerge, and therefore include different features and new techniques in later builds and episodes. Based on our conversation, and the many different story ideas Don and Andrew have, this could mean that future episodes feature different kinds of gameplay perhaps. For example, there could be an episode that features more fighting, or different kinds of puzzles. In a full-length game, that might seem clunky if the gameplay style changed throughout the playthrough, but taken as a single episode it would fit.

What i think is coolest about the episodic model, though, is that it cleaves closely to what we’re seeing these days in terms of televised (or streaming) programs. Well-received programming is often praised for being more like 12-hour movies, and something like Unholy should have that same effect. Each episode, while self-contained, is paced well and leaves you satisfied through a mix of action and story development, while at the same time teasing just enough to bring you back for more. It will be interesting to see Unholy once there is a complete “season” released, and gamers can play through the whole story. Perhaps, like televised programs, gamers who took in each episode can go back and binge through the whole season for a different kind of experience.

To create Unholy, Don and Andrew are using the award-winning Unity engine, a cross-platform game design engine. Unity 5.0, which was just released in March, is a complete engine available to developers for free that includes all features except source code and support. For the graphics, Andrew uses Blender, another free and open-source software product. Blender is 3-D graphics software used for animation, modeling and visual effects. He also uses Autodesk Maya, or just Maya for short, another 3-D graphics application.

On the personal side of Enyx Studios, both Don and Andrew feel that one of the most important parts of game design is building a community.

“There is a major business side to it,” Don said, but explained further that for them, one of the most important things is “reaching out to followers and letting them see what we do.”

To that end, Enyx Studios is very open to giving gamers a peek behind the scenes as they continue to develop Unholy. More than just creating a great game, Don and Andrew hope fans connect with them along the ride and grow right alongside them. Trade shows and conventions like PAX East and E3 notwithstanding – which of course offer huge opportunities for developers to connect with fans – the guys at Enyx plan to share things like developer logs as they work, giving gamers an inside peek at how indie studios get the job done.

It takes a lot of hard work and dedication to accomplish something you passionately believe in, Don explained. Both he and Andrew went all-in for this project, foregoing the regular jobs they had to pour their energy and attention – and bank accounts! – into creating something they both believe adds something unique to a gamer’s library. While they certainly hope to grow and expand Enyx Studios with additional titles and personnel, right now they’re just two guys putting it on the line for their dreams.

“There’s no such thing as an overnight success,” Don said. Instead, there are people who go the distance to meet their goals, and that’s a takeaway anyone can believe in.

Enyx Studios

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Thanks for visiting The Long Shot!

Please follow/like/share this if you enjoyed it or any of the other content you find here, and keep an eye on Enyx Studios for more news about Unholy. Don and Andrew may also share developer notes right here at The Long Shot, which would definitely be awesome. i’m getting close to 500 followers, a milestone i hope to reach this year. Thank you so much to everyone who already follows this blog, it means a ton and i appreciate each and every one.

Thanks to both Don and Andrew for inviting me to Enyx Studios and letting me in on some exclusive stuff like Unholy’s plot and some of the surprises they have in store. Meeting with and talking to people like these guys, doing things on their own the way they want to, is just as much an inspiration for me to keep plugging away here myself!

Thanks also, once again, to Bob Sopko from CWRU’s Blackstone Launchpad, who connected Enyx Studios with me. Bob is a tireless voice in technology in the area, helping all sorts of people share their work and words to help drive technology forward..

Follow @longshotist on Twitter for frequent shares of related articles and (hopefully) humorous nonsequiters.

Remember – if you would like to contribute to The Long Shot, i’d be happy to make that happen! One team of contributors recently attended Yuri’s Night Space Party at the Great Lakes Science Center, where they were asked to be judges for their official costume contest.

My Week in Geek column also appears alongside other great blogs at The News-Herald Blogs (click the logo at the top right of the page for the main site).

Check out the articles i’ve written for The News-Herald.

Thanks for reading!

Week in Geek 4.9.15

Week in Geek – a roundup of science, technology and pop culture news with commentary each Friday (okay maybe not each and every Friday, but pretty close).

Yeah, yeah, yeah i know – last week 4.3.15 was another bye week. But you’re here now, so let’s move on shall we? You’re even getting Week in Geek a day early!

Video game developer log coming soon

The Long Shot’s Take a Shot saw its first return-on-investment the other day! Don Hileman, a video game developer, contacted me about writing an article about game design, how his studio was formed and a behind-the-scenes look at what creating games.

Don’s email could not have come at a better time. Earlier that same day, i’d been feeling thin, sort of stretched, like butter scraped over too much bread, to borrow an analogy. Already working two jobs, plus keeping up as best i can here, another opportunity came along from my editor at The News-Herald to write human interest features on area businesses. It’s a terrific chance for more experience – and bylines – but i felt stretched for sure, like something had to give. The Long Shot here was on the table as one of those things.

Enyx Studios

Then, behold! Don sends me an email to inquire about sharing an article. Enyx Studios is a game development studio located here in Ohio, which instantly gave Don that Buckeye cred i love. The game they’re currently working on is horror-themed and is designed for play on PCs as well as XBox and Playstation. More than that, however, is the game’s integration with virtual reality headsets like the Oculus Rift.

Don shared a link to the original prototype demo with me, so i had a chance to check out what they have in the works. The game world in the demo is essentially a first-person tour but without characters or triggered events.

“It is mainly environmental stuff,” Don said. “But it gives you an idea of what the final art direction will be for the episodes
we create.”

The graphics in the demo are clean and crisp. Movement around the environment was smooth, and i didn’t encounter any clipping or collision issues so i’d say they’re off to a great start. As they continue to develop their game, i’m excited to see how it evolves. There is some mood music in the demo as well, which was reminiscent of The Secret World, a supernatural-themed MMO set in the modern world.

i don’t want to give too much away about this project, though, because i’m very much looking forward to Don and his team have to share with you. We exchanged a few messages, and i’m thrilled about the prospects of perhaps a series of developer logs so you can follow this project.

In addition to Don, Enyx Studios other founder is Andrew Pavlick. The pair met at a meetup for game developers and the idea of forming their own studio emerged from their conversation. Both guys had been freelancing for several years, but shared a perspective and decided to form their own studio to do things their own way.

In developing their game, they are following a model of dividing the ambitious project into smaller, episodic chunks that they can release as different “seasons.” That way, their small team can offer better quality content over time in a more manageable way. The inclusion of VR is something they feel creates a unique platform for their game, but they are also designing it so that a VR headset is not required to play, for those who don’t have access to one.

A very special thanks needs to be given to Bob Sopko as well. Bob is the director of Blackstone LaunchPad, which helps students turn their ideas into viable businesses, at Case Western Reserve University. Tales of more than one terrific entrepreneur, innovator or technology advocate has crossed my desk thanks to Bob, who Don told me passed my name along to him.

While we await what Don has to share with you about Enyx Studios and their game in development, keep up with them on Facebook and follow @enyxstudios on Twitter.

Classic Adventures in DDO

A couple of weeks ago, the DDO team shared a preview on YouTube of the game’s latest release, Update 25. On April 6, U25 went live, giving players the opportunity to partake in the latest quest content modeled after the classic D&D adventure – The Temple of Elemental Evil!

U25  Reign of Elemental Evil   Dungeons and Dragons Online (3)

Since the release of this Update, i’ve stepped foot inside ToEE a couple of times now so i can share some first-hand experience of it.

The first thing to mention, which was a surprise for players that the DDO team kept under wraps and announced the day of the update, is the featured guest Dungeon Master for the quest – Wil Wheaton. Reactions to this news were, as expected, mixed. Game forums are chock full of complaints about aspects of games large and small, so it’s not surprising. It must be very difficult, i imagine, for developers to decipher community opinions about things since there will always be people who feel strongly about a thing to voice their feelings on the matter. In the case of Wil Wheaton’s contribution to the game, several people feel like the investment of time and money into his voice work could have been better spent elsewhere, fixing bugs or creating more content and the like.

Personally, i love it. The DM narration in DDO has long been one of my favorite parts of the game, one of the many details that speaks to the flavor of its origins as a tabletop social game – the pencil-and-paper or PnP days.

In addition to Wil’s DM narration, one of the optional objectives in ToEE is discovering the scattered audio clips sprinkled throughout the quest. Finding them all and clicking on them not only provides some bonus XP, but gives players some background information on Wil’s long connection to D&D. He speaks about his introduction to D&D, games he’s played over the years, what it means to him and so forth. Granted, in a full party with chat, i missed some of what he had to say but i’m sure i’ll get to listen to them all in time.

My first foray into the Temple was with my primarily solo main character Schir Gold, who recently TR’d into another pale master build. This time around, i’m trying something new by taking two artificer levels, instead of two rogue levels, to make a pale trapper. By skipping rogue, i’m giving up on evasion but taking advantage of what the artificer has to offer through frontloading the class. Medium armor proficiency gives me that sweet PRR, and like the rogue, the artificer uses intelligence for all those skill points including the coveted Open Lock and Disable Device. On top of that, i can squeeze out more spell points for that blue bar, get a free lever puller and have access to rune arms and repeating crossbows for backup. So far, so good.

Schir’s time in ToEE on Heroic Hard difficulty made it a level 8 quest (she’s currently level 9). Things proceeded fairly well as long as i took my time, but i will say this quest is absolutely enormous so it became apparent early on that completion was a daunting endeavor.

Nevertheless, i soldiered on. Spirits were dampened when, after close to an hour in the quest i came upon the entrance to Dungeon Level 2 and realized i was no where near finishing this beast. None of the objectives had been reached yet, which include obtaining keys from each of four elemental temples devoted to earth, air, fire and water. Even finding the entrances hadn’t even been accomplished yet!

Despite all that, i was still doing well, able to defeat the monstrous mobs and manage my resources okay. That was when i ran into the ballista.

Some temple guards have a room on lockdown, and the only way to reach it is across a narrow bridge over a pit of spikes. Except that the guards have a siege weapon aimed straight down the hallway that, on top of laying down some serious damage causes a slow effect. Pinned down like that, even the Mysterious Altar that granted me somewhere around 300 extra hit points only prolonged the inevitable destruction of Schir, and thus ended her adventure that day.

What is very cool about ToEE though, is that the design is a new direction for DDO that blends elements of the wilderness areas with an instanced quest. While in ToEE, players can rack up a slayer count for the mobs and earn significant amounts of XP while doing so, which offsets the quests overall length that requires a healthy investment of time.

Another aspect of ToEE that at first turned me off was that it includes a brand new crafting system that uses various types of mushrooms gathered in both Part 1 and Part 2 of the quest. i’m not going to lie – my initial reaction was not positive about this new system. But, to be fair, that was before i had much chance to explore the place, which i did throughout the week.

Recently, my secondary character – a pure fighter who followed the premade path – joined a new guild called The Unrepentant on Sarlona. This character, Experimenta, was created based on a very long forum discussion last year about how confusing DDO could be for a new player. My experiment showed me it is nothing of the sort, but that’s a topic for another day.

Experimenta has been having a heck of a great time in The Unrepentant, and we ran through ToEE on Epic Hard this week a couple of times. Through these playthroughs, i gained a much deeper appreciation for ToEE as a whole and also for the crafting system. Our party acquired several of the craftable weapons upgraded with the mushrooms on the Overgrown Workbench in the Part 1’s main chamber, and after completing Part 1 and 2, we headed back in a few times for exploration, material gathering and XP from the optionals. By the way, that end fight is amazing. Extremely difficult, yes, but for a nonraid quest it’s probably the most exciting end fight in the game right now.

Because of the unique design elements of ToEE, i think this takes DDO in a whole new direction. Because of the instanced nature of DDO quests, noncompletions are typically anathema to players. But ToEE, similar to the Shroud with it’s green steel crafting, gives players a reason to enter the quest without total completion being a make-or-break scenario. Although much of the ToEE crafting is unknown at this time, it looks fairly deep and i’m looking forward to seeing what sorts of gear we can wind up with. Since i’ve never been much into raiding (something i hope my time with The Unrepentant will change) this is one of the only opportunities i’ve had to explore a complex crafting system like this, and i’m pretty excited about that.

Although the forums are rife with threads right now about what people think is wrong about ToEE, i’m very optimistic and i hope it grows on the skeptical folks like a fungal infection. With versions of it both in the heroic levels and the high-end of epic, it should give players a lot to do.

The last thing i want to mention right now about ToEE is that it really offers something for all the different builds out there. Portions of the quest have random traps – which the monsters can trigger as well – so there’s opportunity for trapmonkeys as well as tactics. The variety of monsters could be a bit more diverse, and perhaps will evolve over time, but right now there’s a good mix of brutes, ranged enemies, and spellcasters. The types of monsters include humanoids as well as classic D&D critters like rust monsters and the undead.

And if you’re lucky (depending on how you look at it) you may even run into one of these titular beasts:

Experimenta and friends ran afoul of a red dragon in the bowels of the Temple of Elemental Evil

Experimenta and friends ran afoul of a red dragon in the bowels of the Temple of Elemental Evil

As i continue to explore this terrific new content in DDO, i’ll be sure to keep you up-to-date with how it goes. If you have any tales from the Temple of Elemental Evil, drop me a line and let me know what you think. Or better, yet, write up your own analysis of this quest or any others!

DDO developers have stated that the response in general to their Classic Adventures, which includes ToEE and the well-liked Haunted Halls of Eveningstar, has been great and gave them a lot to think about going forward with content creation.

ToEE  as the 4th greatest Dungeons & Dragons adventure of all time by Dungeon magazine, behind Queen of the Spiders, Ravenloft, and Tomb of Horrors. If the current Classic Adventures in DDO are any indication, i’m super stoked to see what they adapt next. Expedition to the Barrier peaks ranked 5th, which i would definitely love to see in DDO.

Overall, ToEE looks to be a success for DDO. Getting someone like Wil Wheaton, an avid gamer and huge D&D advocate, to lend his talents to the game will hopefully help propel it forward and get some attention that equals a broader playerbase and more recognition.

See you in game!

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Thanks for visiting The Long Shot!  If you liked what you read please click Follow at the top of the page and share/Tweet/repost your favorite articles. i’m getting close to 500 followers, a milestone i hope to reach this year. Thank you so much to everyone who already follows this blog, it means a ton and i appreciate each and every one.

Follow @longshotist on Twitter for frequent shares of related articles and (hopefully) humorous nonsequiters.

Remember – if you would like to contribute to The Long Shot, i’d be happy to make that happen! One team of contributors will be going to Yuri’s Night Space Party at the Great Lakes Science Center, where they were asked to be judges for their official costume contest. So be sure to check back for coverage of that. If you are celebrating Yuri’s Night anywhere in the world (or off of it – looking at you International Space Station) please share your experiences and photos!

Stay alert for posts from a new contributor as well – Don Hileman from Enyx Studios plans to share some behind-the-scenes tales of video game development.

My Week in Geek column also appears alongside other great blogs at The News-Herald Blogs (click the logo at the top right of the page for the main site).

Check out the articles i’ve written for The News-Herald.

Thanks for reading!

If you have any news you’d like to share, drop me a line and let me know – i try to keep up with stuff but i can’t read everything!

If you would like some further reading, about some science, technology and pop culture stuff that happened this week, here’s a few links i hope you find as interesting as i did: