Thank you, Nora, for reaching out to me about La Femme Collective, a website that “supports and celebrates the career development of women.” Check out my interview with them, where I talk about getting my job at Easterseals Thrive, who inspires me every day, and offer career advice.
I’ve always been interested in disability advocacy, being a disabled person and all. I wasn’t aware a Digital Content Producer, which is basically my dream job, was a thing that existed. It’s something I can do from home, too – that’s a huge plus. Right now, I’m working as the Digital Content Producer for Easterseals Thrive, an online community and support network for young women with disabilities.
I interviewed designer Eduardo Baraf this past summer about his new game, Lift Off! Get Me Off this Planet! It was successfully funded on Kickstarter, with copies on their way to backers as I post this. Now, Ed is launching a new game on Kickstarter called The Siblings Trouble, with gorgeous artwork and fantastic gameplay mechanisms that give it an epic RPG feel. Check out my interview with Ed below to learn more about the game, which launches today!
GG: Hi Ed, thanks for joining me again to talk about your upcoming game, The Siblings Trouble! Before we get into the details about that, how are you doing? How are things going/where are you with Lift Off! Get me off this Planet!?
Ed: Personally, I’m doing well. Life is busy, but in a good way. My family is healthy and I’m making lots of stuff, which makes me happy. Lift Off! Get me off this Planet! is going well. We were delayed on a few components, but all of the final manufacturing is complete and all copies have left PandaGM in China! The games are now starting the process of being shipped around the world and should be in players hands end of April to mid-May. … Read more…
Steve Way is a comedian and actor with Muscular Dystrophy. We discuss his awesome web series Uplifting Dystrophy, disability representation in media, the inaccessibility of NYC, and more. You can visit Steve’s website at thesteveway.com!
As always, thanks to my friend E, the transcript is available below and the video is closed captioned.
Inamorata is a short film about women’s rights and sexuality in the 1960s. It’s being made by director Dominick Evans, who identifies as disabled. This is an important film, and is currently being funded on Indiegogo. You can check out the campaign by clicking here, or at the end of this interview. Since this movie is one I think needs to be made, I wanted to support the project as much as possible. It’s crucial that we include marginalized voices in the media we digest, and Dominick is striving to promote that through his work. I got a chance to speak to him about directing, education, films, and the ableism he has faced in his career.
Hi, Dominick. Can you tell us a little about yourself, and how you got involved in film-making?
I’m 33 years old and was born and raised in Toledo, OH. I actually grew up in a little town outside of Toledo city limits called Walbridge. It was so small I used to cruise around in my wheelchair, and could get from one side of town to the other in about 15 minutes. At 4 I was diagnosed with Spinal Muscular Atrophy Type III. I walked until I was 16, but started using a scooter when I was 11, due to inability to walk long distances. I am the baby of my family. I have two, much older, half brothers, and one full-blooded brother. I’m Polish on my dad’s side and have a rich Polish heritage I have enjoyed discovering as I have gotten older. My maternal side is mostly British and Irish. I was very close to my Irish grandfather, Willie, who died last year, at 94. Other than my dad, who died when I was 20, Willie was my biggest fan. He always encouraged me to follow my dreams no matter what anyone else said about me. I currently live in Dayton, OH with my girlfriend of almost 12 years, Ashtyn, our teenage son, and our adorable shih tzu, Molly. Ash is from Michigan and we lived up there until I decided to return to Ohio to go to film school down in Dayton. … Read more…
During one of my daily BoardGameGeek website visits, I came across Paperback, a game by designer Tim Fowers. It was only on Kickstarter, with a few people receiving and playing prototypes. Advertised as a Scrabble-like deck builder, I knew I had to back it. I’ve been playing Scrabble with my family since I was a kid, and I figured this was something I could enjoy with my parents. About six months after the Kickstarter, I received Paperback in the mail. I had completely forgotten that I’d ordered it, so talk about a pleasant surprise! I managed to play two games of it since then, and you can read my thoughts in this review. Currently, the only way to buy this game is to find it on auctions, or pre-order the second printing. You can order it here (click me!), and I strongly encourage it if it seems like something you’d enjoy. Once pre-orders reach 500, the printing will proceed, and you will not be charged until that goal is reached. But I have no doubt it will happen.
Also, this is a special review because I am co-hosting/co-reviewing with Mr. Richard Ham of Rahdo Runs Through! I’m a huge fan of his videos, and I can’t believe I am getting the opportunity to collaborate with him. Thanks to Richard, my wallet has suffered from buying the games he features on his channel. I can’t say I mind, though my mom is a bit annoyed at the stacks of board games taking over the house. C’est la vie! There is a great interview at the end of this review, and once Richard posts his video and final thoughts, I will include them in this post. [Edit: the videos are now below!] Meanwhile, check out his run throughs on YouTube by clicking the link in this paragraph.
This review also will be different because I am trying out a slightly new format. Let me know which you like better in the comments – just check past tabletop reviews for comparison. I’m always trying to improve, so feel free to give constructive criticism 🙂 Now, on to the review! As always, click on the images to enlarge them.
Designer: Tim Fowers
Artist: Ryan Goldsberry
Publish Date: 2014
Players: 2 to 5 gamers, ages 8 and up
You’ll like this if you like: Scrabble, Dominion, Boggle … Read more…
Grail to the Thief is an interactive audio adventure game that is currently on Kickstarter, and produced by For All to Play. It simulates text-based adventures, or pick-your-own adventure games, and adds audio (including ambient sound, narration, and dialogue) for blind accessibility. I was able to play the prototype, currently available for Chrome and Opera users, and absolutely loved it. The story is engaging and humorous, while giving the player a lot of variety and freedom. Unlike other text adventure games where you must type in commands, Grail to the Thief offers you multiple choices to advance in the quest. Also, the sounds included in the prototype are not complete yet, but I really liked what I heard so far – the character voices are not dull, and made me feel like I was really interacting with them. The story itself is amusing, and I can’t wait to see what other adventures will be created for subsequent games!
The creators of Grail to the Thief, Elias Aoude, Anthony Russo, and DJ White, were kind enough to answer some questions for me.
1) Can you tell us about yourselves and how you got into game design?
Elias: I’ve been playing video games my whole life. I can still remember going to the local toy store with my parents to purchase my first video-game console, the Nintendo Entertainment System. I brought it home and played Super Mario Bros. and Duck Hunt with my parents, siblings, and cousin all night long. I knew at a young age that I wanted to be working in the video game industry in some capacity, and now, I’m finally doing that.
Anthony: Games have always been, and will continue to be, a huge part of my life. I started playing games at a very young age, probably around two or three, on NES and later, Sega Genesis. I cannot remember a holiday, birthday, or trip outside the house that I didn’t ask to buy a game. I have wedged games into my life in every way that I possibly could. At a young age, I started learning how to produce 3D art for games. I wrote papers all throughout high school on the design and psychological effects of games. Even my Eagle Scout project was related to games, as I donated a Wii to a retirement home so the residents could get up and bowl once in a while and have fun as a community.
I am a lucky person, in that I have always known what I wanted to do and why. I want to make games because I want to deliver the sense of community and enjoyment that games have given to me my whole life to others. Whether it’s yelling at friends over multiplayer games, comparing times in a racing game, discussing story beats of a well-written narrative game, or talking about the intricate mechanics of the latest strategy game, I have yet to see a more social, engaging, dynamic medium than games. I have always wanted to be a part of its production, and I can’t imagine doing anything else.
DJ: I’ve always been really interested in video games. My parents owned an NES before I was born, so some of my earliest memories are actually of watching my mom play The Legend of Zelda. But I never really considered working on games until I was at WPI. I had already decided to head towards computer science, but as I thought more about what I was planning on doing after school, I realized that game design was where I was really headed. … Read more…