Spectre is a 2010 IGF Student Showcase winner! Great work, everyone!
Young, funny marital creepiness.
Charles & Sally consists of three renditions of the same scene, shot simultaneously, featuring distinctively different relationships between the characters. With Jessica Rosenblatt as Sally, Taylor Curtis as Charles, and Laura Heideman as catch-all crew. Written, directed, and edited by Bill.
Download Version 1 (.mov, 62 MB)
Download Version 2 (.mov, 48 MB)
Download Version 3 (.mov, 47 MB)
Charles & Sally
2008
Digital Video
My Title: Writer, Director, Editor
Cast:
• Sally – Jessica Rosenblatt
• Charles – Taylor Curtis
Crew: Laura Heideman
Suits is a facebook strategy game in which each player is a middle manager for a classic Bond-movie-style evil organization. As a team of managers, you work together to complete a nefarious plot to take over the world, while also stabbing each other in the back in order gain favor over your peers in the organization.
Players conspire to send henchmen on missions throughout the world, with the ultimate goal of placing a deadly laser on the moon while earning the most kudos points with the Boss. Remember, it doesn’t matter who does the work, as long as you get the credit.
A combination of shared and personal mission goals leads to complex strategies. Will you be a team player or a backstabber?
I worked with Sean to design the game system for Suits. It was a challenging and intriguing problem to design a game which is simultaneously cooperative and competitive, allows for asynchronous play, doesn’t penalize the team for individual inaction, and provides an engaging level of strategy while remaining accessible as a Facebook title.
Suits
2010 (In Production)
Facebook Game
My Title: Game Designer, Producer
Team:
• Lead Designer: Sean Bouchard
• Game Design: Sean Bouchard, Bill Graner
• Producer: Bill Graner
• Software Development: Joey Kohn, Kevin Lee, Rhett Farney,
Brian Valdillez, Josh Martin, Patrick Monroe, Elliot Lee
On a quiet winter night, Joseph Wheeler stares up into the snow and tries to recall the nine moments that shaped his 73 years of life. Travel through Joseph Wheeler’s memory and relive those nine moments, choosing how his life will be remembered.
Spectre is a recombinant narrative platformer, a game that tells the story of an individual’s life. The landscape before you is not a physical world, but 73 years’ worth of Joseph’s memory: moments of joy and fear, light and darkness. As you navigate through his specific recollections, similarly themed events will glow bright. If you succeed in these moments of play and follow a glowing path, you will find a theme uniting his experience, and uncover a little more of his fading memory. If not, your nightly story will end in confusion.
With over a hundred memories linked to fifty-two different ending themes, there are many possible narratives to discover in Spectre. Each session of play represents one fifteen-minute summary of Joseph Wheeler’s past, one piece of a life-long puzzle. Different stories will highlight different facets of his experience and personality, leaving the player with a compelling, if never entirely complete, impression of the man, his place in the world, and what he sees when he stares upwards into the endlessly falling snow.
Game description and images courtesy of www.spectregame.com.
As the sound designer for Spectre, I created all sound and music for the game, with the notable exception of the theme song/overworld music, which was composed by Jamie Antonisse. I worked closely with Jamie and the artists to develop the unique atmosphere of each minigame vignette. I also directed, recorded, and mixed the voiceover for the game. Spectre was my first sound design project, and I relied on skills I’d acquired as a filmmaker and game designer creating audio for my own projects.
Spectre
www.spectregame.com
2009
Flash Game
My Title: Sound Designer
Tools Used: Garageband, Pro Tools, Flash, Quicktime Pro
Team: Vaguely Spectacular
Download for PC and Mac
The Museum did not hold up so well upon a second visit. That is, I missed the thrill of confusion that I’d first experienced in that space, and felt a nostalgia for the unhinging of certain categorizations of truth and falsehood which had marked my first encounter with the space. Now I was in on the joke, having had time to reflect upon and research the experience, and I found myself in the role of the tour guide, showing my friend around on her first walk through the wonders of Jurassic Technology.
As we navigated the Museum, I could see the falseness around me, felt pity and some envy for my friend, who believed every plaque and label which I innocently pointed out. Even so, the Museum did offer me a surprise or two. I suppose my friend registered the change in my tone when, by studying the fall of the shadows from my fingers over the exhibit, I found the microminiature needle-top sculptures of Hagop Sandaldjian to in fact be legitimate.
In a sense, there is no opportunity for resistant navigation of the Museum, since the environment welcomes the visitor as as believer and skeptic. The exhibits are designed to balance precariously between believability and ridiculousness, as if pushing to see just how far they can lead us on. The mission of the Museum seems dual-purpose, and antithetical: to inspire both critical thought and a giddy sense of wonder.
Certain loose themes are woven into the Museum’s seemingly haphazard “collection.” One of these is Noah’s ark, which the Museum’s Introduction and Background calls the “most complete Museum of Natural History the world has ever seen,” and which is referenced with varying degrees of explicitness in many exhibits, even as a metaphor for the first mobile home, itself an ark containing “all such as was necessary to withstand the economic apocalypse of the 1930’s.” A theme of horns and their strange placement as organs also resurfaces from time to time, from the Horn of Mary Davis of Saughall to Geoffrey Sonnabend’s theoretical Cone of Obliscense, which is described as “an organ like the pancreas or spleen” and is “occasionally referred to as a horn.” The meaning of such continuities is unclear, and these loose themes may exist only to give the exhibits some vague sense of relation.
The Museum’s celebrates falsehood and confusion as tools of learning. The Introduction and Background identifies a museum as “a place where man’s mind could attain a mood of aloofness above everyday affairs,” and favorably references a historical church exhibit in which curiosities “which cause admiration and which are rarely seen, are accustomed to be suspended, that by their means the people may be drawn and have their minds the more affected.” The exhibit Tell the Bees describes the worth of superstitious and folk knowledge: “Like the bees from which this exhibition has drawn its name, we are individuals, yet we are, most surely, like the bees, a group, and as a group we have, over the millennia, built ourselves a hive, our home. We would be foolish, to say the least, to turn our backs on this carefully and beautifully constructed home especially now, in these uncertain and unsettling times.” Such endorsements reveal the true educational intention of the Museum, as most succinctly described in the section of the Introduction which also provides the establishment’s motto: “[T]he learner must be led always from familiar objects toward the unfamiliar– guided along, as it were, a chain of flowers into the mysteries of life.”
W, A, S, D to move. Q and E to fly up and down. Up and Down arrow keys to deform the landscape near you.
Try making some white peaks and some green grass!
Download for Windows
Download for Mac
-Bill
I created a glove controller using three bend sensors, and hooked it up to a digital Processing puppet via Arduino.
Digital Puppet & Glove Controller
2008
Tools Used: Arduino, Processing, 3 bend sensors, paper, tape, velcro.
Selective Memory
2008
Flash and Physical Controller
Partner: J Logan Olson
Tools Used: Flash, Arduino, Physical Materials
A romantic dinner date is crashed by an unexpected visitor.
That’s a real octopus. :)
Steven’s Demon
2009
Digital Video