Barry is a graduate of the Gallatin School of Individualized Study at New York University where he concentrated his studies on Video Game Theory and Design with a minor in the Business of Entertainment, Media, and Technology. He now lives in Los Angeles where he spends most of his time editing the popular YouTube web series Game Grumps.
You can view some of Barry's work by clicking the tabs at the top of the screen or by using the arrow keys.
Soof is a two player competitive game by yours truly. You can play it here!
Soof was written in ActionScript 3 with the Flixel library in Adobe Flash Builder 4.5.
Thicket is perhaps the world's first competitive flower picking game. In Thicket, two players are tasked with being the first to completely fill their grave with flowers that are found throughout the map and by defeating enemies. I contributed to the game design and produced all the audio.
In Thicket, players can only hold up to 50 flowers at a time, and must frequently return to the graves in the middle of the arena to deposit their bounty. This system perfectly highlighted our goal of exploring the spectrum between competition and cooperation. In Thicket, players are constantly forced to travel with an antagonistic companion who will likely betray them at any available opportunity. To succeed one must learn to navigate the perilous terrain and take out the monsters that lie in wait, all while keeping a close eye on the other player...
Thicket was developed in Unity over the course of four months for the Spring 2012 Game Development Studio class at NYU.
By Chris Dugan, Nolan Filter, Nathan Jones, and Barry Kramer
Thicket requires PlayStation 3 controllers to play and has only been extensively tested on OS X. If you have two PlayStation 3 controllers and want to play Thicket, contact me and we'll see what we can figure out!
Created in 48 hours as part of the 2012 Global Game Jam, Ourobot is a game in which you simultaneously control a boy stuck in a maze, and the maze itself. Only by restructuring the maze on the fly can you guide young Joshua to the yellow transporter that will send him to safety.
Created by somewhere between four and ten students in GameSalad. I contributed to the design and provided all the audio.
The first level is playable in your browser here, but be forewarned it's a little janky. Arrow keys move your character (UP to jump) and WASD moves the control room.
Agency is a spy-themed board game for four players. In Agency, each player represents a different government agency:
Based out of their home city, each agency must spread their influence across the globe and establish a sleeper cell in each of the three world zones. The first one to do so wins. Players obtain the currency necessary to build sleeper cells by completing randomly-assigned objectives in specific cities, such as Wiretap the Ministry of Defense in LAGOS or Terminate the Prime Minister in BANGKOK. To complete an objective a player must gather the required components then send one of their agents to the target city. However, objectives take an entire round to complete and can be stopped by any of the other players as long as they have the right supplies and can get to the target city in time. Players obtain various Assets over the course of the game which can be used to ground all air travel, trap agents in certain cities, or even reveal some of the Assets in another player's hand.
Do you use your Assets to complete your objectives or do you use them to stop the objectives of others? Do you collude with another agency in an attempt to get both of your objectives completed or do you stab them in the back? Agency is a game of deception, manipulation, and perseverance. Do you have what it takes to become the greatest agency in the world?
Full game rules: Agency.pdf
Final project for the Fall 2011 Intro to Game Design class at NYU.
By Rangan Anandan, Jonathan Bove, Barry Kramer, and Sheru Riaz
Designed for play in any urban environment, Sidewalk Stalk is a game that turns everyday pedestrians into crucial game elements. The rules of Sidewalk Stalk are highly adaptable, but the ruleset we found most enjoyable is as follows:
That's it! As I said previously, the game is highly adaptable. We played variations of Sidewalk Stalk at different kinds of streets and intersections, and even in the middle of a park. The intersection we used for demonstration purposes was Broadway and 8th Street in lower Manhattan. An ideal location for the game has many pedestrians moving in various directions in a rather dense area. Try different locations for different kinds of games! (Parks are really hard. The additional space makes it less likely that pedestrians will walk near one another. We found intersections work best but remember to stay safe!)
Sidewalk Stalk is by Jonathan Bove, David Chun, Barry Kramer, and Sheru Riaz
Additional information as well as a brief overview of the design process can be found here: Sidewalk Stalk.pdf.
Inspired by the Brothers Grimm fairy tale of the same name, The Louse and the Flea is a card game in which "last player standing" is taken literally. Following the order of the story, players stand up and sit down until only one player is left standing, making them the winner!
The basic premise of the story is as follows:
A louse and a flea are married until the louse drowns while brewing. The flea mourns, inspiring a door to ask why and start creaking, which inspires a broom to ask why and start sweeping -- through a sequence of objects until a spring overflows at the news and drowns them all.
Players each take on the role of one of six characters in the story: the door, the broom, the cart, the ash heap, the tree, and the girl. When a card with the name of your character is played, you have to sit down unless you can successfully move the story along. The Louse and the Flea are special cards that reduce the size of your hand, and the Spring card flushes away all cards in play.
The Louse and the Flea is by Jonathan Bove, Barry Kramer, and Rangan Anandan
More in-depth rules and additional information can be found here: The Louse and the Flea.pdf.
Escape from Yeti Mountain is a card/board game* built upon the emotional pillars of rage and confusion. That is, this game is designed to make you frustrated and confused! Sounds like a great idea, right? Well read on, dear friend!
In Escape from Yeti Mountain, three to six players must fight to be the first to gather the necessary resources hidden in a mysterious maze to appease the dreaded Yeti and escape his mountain lair. The twist is that the maze doesn't exist at the start of the game; the players "discover" it as they go.
Games start with each player's piece on a single 4-way tile which is then expanded by a shuffled deck of 2-way, 3-way, 4-way, and corner tiles. Each player is given a different quest to complete and off they go! As the map grows, players will discover icons printed on some of the tiles which may represent various resources and characters necessary for their specific quest. But beware! Players are also able to rotate any existing tile (as long as it connects to at least one other tile) and can even punch one another through walls! Using all these abilities, players must navigate the treacherous, amorphous maze and win over the Yeti's heart (with some hearty Yeti Soup, naturally).
By Sarah Awad, David Chun, Barry Kramer, Johnny Mkitarian, and Dillon West
More in-depth rules and additional information can be found here: Escape from Yeti Mountain.pdf.
*It's a board game that's made out of cards!
Forget Rock Paper Scissors; this is the definitive simultaneous action selection game of the zombie apocalypse!
Instead of boring old rock, paper, and scissors, players use zombies, humans, and documents to settle their trifling matters!
Play unfolds much like in Rock Paper Scissors. However, instead of shaking a fist, players shake an open hand (like a karate chop) three times and shout "Zombies, Humans, Documents!" On "Documents," players make one of three hand gestures:
Here's how the hands interact:
Zombies Humans Documents: Way Better Than Rock Paper Scissors
I've been working for Game Grumps since September 2012. My work includes the editing, preparation, and release of over twenty minutes of content every day of the week. In addition to the audio and video editing I do with Adobe Premiere Pro and After Effects, I also create the thumbnails for each episode and schedule the content for release. I'm also the self-proclaimed genius behind Grep Animated.
Studying at Gallatin provided me the opportunity to craft my own curriculum, which I did through classes offered by the NYU Game Center and Steinhardt's Department of Media, Culture, and Communication. Under the guidance of such professors as Eric Zimmerman, Jesper Juul, Frank Lantz, and many others, I studied the history, design, development, and theory of games and applied that knowledge to practical applications.
I've been playing guitar for about a decade and have been known to pluck away at a ukulele from time to time. I am also a composer of electronic music, having scored several games, including Thicket , Ourobot, and Soof, which are detailed further in the Games section of this site. I have experience recording and manipulating sounds for sound effect work and have mixed live audio for theatrical productions.
Some of my musical noodlings can be found on SoundCloud.
I am a self-proclaimed Photoshop Wizard. I made a Zelda-themed parody image to celebrate my graduation from NYU in May 2012 which received over 3.5 million views in two days as well as hundreds of comments on such sites as Reddit and Tumblr.
I also crank out thumbnails weekly as part of my work for Game Grumps, as detailed above.
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