Vernacular Games

Vernacular Games

By Red CoatArts
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Vernacular Games episodes

  • Single Action Dragon Slayer
    A track inspired by the thought of a trucker slaying fantasy beings to protect road ways the world over. Armed with his trusty single action pistol, enchanted ball cap, and two ton 16 wheeled steed of steel, no drow, demon or dragon is safe!
    6 min
  • Three As One :: Castlevania Tribute
    Inspired by the most recent animated outing for the Castlevania series. Upon hearing the main theme, I felt it was unfinished. This piece adds different leit motifs and chord progressions to complete the arrangement. Can you catch the references?
    13 min
  • Mind Palace
    The final piece of the puzzle, the space in between mindscapes that twists and blends them into one mental abode. What visions await the detective in the palace of mind?
    6 min
  • Vernacademia 21 -- Season 2 Overview
    The Final Podcast of the Vernacademia Casts. Here we look back at some of the subjects we talked about and how this exploration
    of concepts has influenced our design sensibilities
    You can find the rest of the playlist at:
    soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: www.vernaculargames.com/
    Our Subscribestar: www.subscribestar.com/vernaculargames
    Our Patreon: www.patreon.com/VernacularGames
    Our Minds: www.minds.com/vernaculargames/
    Our Facebook: www.facebook.com/VernacularGames/
    Our Twitter: twitter.com/VernacularGames?lang=en
    Our Soundcloud: soundcloud.com/redcoatvernac/
    Our Audius: audius.co/vernaculargames
    Cliff Notes:
    00:11 Introduction
    00:37 How has this affected our Design?
    00:48 The Affect on Red Coat
    01:34 The Affect on Sientir
    02:46 Red Coat's Favorite Casts
    03:03 The Complexity Series
    03:39 The Randomness Cast
    04:18 The Competitive Environment Series
    04:45 Sientir's Favorite Casts
    04:48 The Music Cast
    05:21 Consistency of Musical Juxtaposition
    05:33 Ocarina of Time and Musical Juxtaposition
    07:06 Crafting Systems
    08:29 Power of Loss in Storytelling
    09:23 Technical Exploration
    10:05 Why Explore Technique
    10:25 Painting Appraisal
    11:08 Consumer View, Creator View
    12:01 Art for Art's Sake in the Past
    12:51 Games from a Creative's lens
    13:44 Developing Methods of Analysis
    14:00 Games are a Unique Composite Experience
    14:34 The Usefulness of Academic Analysis
    15:47 Consumer Angle Usefulness
    17:38 Game Connoisseurs?
    18:04 Translating Enjoyment into Creation
    19:14 Why Do These Casts?
    20:08 Final Sign Off
    21 min
  • Animal Gear Sequence 5 Scene 1
    In the after math of the alley brawl with the Aquamancer, we find Diego and Quetzal nursing their wounds at he Longhorn Steakhouse, as they resolve the new deal with the fishwoman.
    17 min
  • Vernacademia 20 -- Fast Travel
    In this cast we discuss the concept of Fast Travel and Its effect on game design
    You can find the rest of the playlist at:
    https://soundcloud.com/redcoatvernac/sets/vernacademia-podcast-season-2
    Our Website: https://www.vernaculargames.com/
    Our Minds: https://www.minds.com/vernaculargames/
    Our Facebook: https://www.facebook.com/VernacularGames/
    Our Twitter: https://twitter.com/VernacularGames?lang=en
    Our Soundcloud: https://soundcloud.com/redcoatvernac
    Our Audius: https://audius.co/vernaculargames
    Cliff Notes:
    00:05 Introduction
    01:10 Fast Travel as a Functional Tool
    01:49 The Lord Vessel in Dark Souls
    02:12 Fast Travel Map and Shadow of War/Morder
    03:19 Fast Travel Frequency
    04:25 Airships in RPGs
    05:01 Fly in Pokemon
    05:45 Advantages of Not Having Fast Travel
    06:06 A Strong Environment Design is Needed
    06:34 Dark Souls and Discoverable World Design
    07:15 Super Metroid and "Getting There"
    07:51 Fast Travel is an Escape
    08:46 Resident Evil 2 and Lack of Fast Travel
    09:46 Ocarina of Time and Hubs (Lost Woods)
    10:50 Designing Hub Areas with Interest
    11:27 Dark Souls and Interconnected Hubs
    13:18 Dark Souls and Dark Root Garden's Design
    14:19 Ocarina of Time and Limited Fast Travel
    15:07 Dark Souls and Limited Fast Travel
    15:30 Travel as a Form of Engagement
    16:14 Super Hero Open World Games and Engaging Travel
    16:29 Hulk Ultimate Destruction
    17:30 Navigation Skills
    17:41 Ocarina of Time and Navigation Skills
    18:19 Dark Souls and Navigation Skills
    19:08 The Advantage of Re-Encountering Areas
    20:17 The Opportunity to Notice
    21:01 Super Hero Games and Events of Engagement
    22:01 Yakuza and Dense World Design
    23:09 Maijima Everywhere
    24:06 Guidance Systems and Maps
    24:49 Doom and Maps
    25:38 Land Mark Design
    26:20 Mechanical Differences Between Areas
    26:44 Dark Souls and Mechanical Difference
    28:13 Dark Souls 3 and Going Backwards
    28:42 The Difference in Engagement
    29:13 Questions to Ask About Your World Design
    30:40 Consider Why You Want Fast Travel
    30:59 Breath of The Wild and Traversal
    32:42 The Original Legend of Zelda and Exploration
    33:34 Fast Travel as a Crutch
    33:52 Wrap Up
    34:29 Sign Off
    35 min
  • Phobia Factory
    The center element of the Grey Matter Puzzle, the sources of the mindscapes and the fearful beings that live within. Built to administer exposure therapy to its patients, one mind's presence corrupted the scenario. Now it is a mechanical heart of darkness.
    10 min

About Vernacular Games

From the publisher's feed

An indie game development group with a focus on making unique content that pushes the medium forward creatively and makes opportunities for others to create content within said medium.