Journey: The Trophies
Posted by Aaron on February 27th, 2012
Cross-posted from the PlayStation Blog on behalf of Randal Lowe.
We are just a few weeks away from launch and I’m here to unveil the Trophies that you can look forward to collecting during your Journey. In a few short weeks, you will be able to earn all 14 trophies, a few of which fans of thatgamecompany games will be sure to recognize. Be warned: the Trophy list below could contain spoilers!
As we venture closer to the game’s release on March 13th, we’ll be bringing more news and updates, as well as sharing the insights thatgamecompany had in creation this one-of-a-kind interactive experience. We hope you are as excited about the upcoming release as we are, and I look forward to seeing you online!
Our German Excursion
Posted by Aaron on August 24th, 2011
Robin Hunicke and Kellee Santiago went to Germany to speak at GDC Europe and Gamescom and to present Journey to the European press and fans. At Gamescom, Kellee spoke about the next ten years of gaming on a panel with Sony executives and other famous developers and Robin spoke about the history of Journey.
One of the highlights of the trip was the TGC Community Meetup held during Gamescom. With just a few days’ notice of the event, about a dozen people came to the event. You can see most of the attendees in the picture above.
Click the “More” button to check out some links from the week:
Categories: General, Journey, Misc, Press Comments: No Comments
Get To Know thatgamecompany’s Bryan Singh
Posted by Aaron on April 4th, 2011

Bryan Singh: I’m a technical game designer here at thatgamecompany and what that means is I do a lot of mechanics design and implementation, level design and implementation, and programming and engineering. I’m part of that bridge between the engineering and design disciplines.
Bryan: I’ve worked here for almost two years now. I started here June of 2009, at the beginning of Journey.
Bryan: I’ve actually asked myself this a lot of times. I like doing a lot of stuff and I don’t know if I do consider myself restricted to games. Growing up, games have always been around and they’ve had an impact on me, so that’s what I’ve grabbed onto.
I think thatgamecompany chose games because we’re one of the first generations to have grown up with digital games and we are seeing how much they can affect people. We want to help make games that affect people in the right way.
Bryan: Everyone has the same hours. Our core hours are about 10:30-7. We start a little bit late – that’s kind of the norm for the games industry. As far as pushing nonstop until it’s done, we try very consciously not to do that. We really strongly believe that if something’s not done on time, killing yourself to try to get it done just won’t produce quality work.
Tale of Tales Co-Founder on Video Games as Art
Posted by Aaron on March 14th, 2011
Michael Samyn of Tale of Tales (The Path, The Graveyard, The Endless Forest) wrote an article last month for Escapist Magazine about video games as art. He presents his view on why video game developers have strayed away from advancing video games as an art form. In essence, everyone is looking at how to create video games the wrong way. When most game ideas are created, the developers look for ways to use the technology in new ways or to make something that is fun. Art, Michael says, is derived from wanting to explore a certain theme or convey a message that cannot be said in any other way.
“We’re not looking for a spot in the museum; we’re looking for a place in the heart of the public at large. And for that we will need to work as artists.”
At thatgamecompany, ideas for video games essentially come from a want to convey an emotion or message, which is probably why we, as well as Tale of Tales, are so understood and misunderstood at the same time.
All other entertainment industries give overwhelming artistic control over their projects to a couple people, though the people giving the money still have a large amount of say for what the final product ends up being. Michael finishes the article by stating how the search for efficiency has, in effect, destroyed the chances for the industry to, en masse, move towards creating art. That is, unless they give full creative control to the creator of the idea.
The Ultimate Flower Machine
Posted by Kellee on November 3rd, 2010
From fellow TEDFellow Angelo Vermeulen. Check out his presentation on his project, Biomodd – a computer that coexists with a living ecosystem.






