Showing posts with label liner notes. Show all posts
Showing posts with label liner notes. Show all posts

Sunday, February 4, 2024

new Quake map: "Taught By Thirst" for Remix Jam

Taught By Thirst is a new Mesoamerican themed single player Quake map that I made for Remix Jam, a 3 week community level design event where we all adapted multiplayer maps from other games for Quake. 

The definition of "remix" was kept loose on purpose, and anyway some of the fun is in figuring out where the map came from... although that's not the case with mine: I clearly adapted de_aztec by Chris "narby" Auty from Counter-Strike.

In this post I will talk about my inspiration and intent. I also explain what happens in the level. If you want, play it before reading this post. This is your last SPOILER WARNING.

Thursday, March 16, 2023

Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17


Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey, chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021. 

I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all game designers / devs. It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. There's also a thrill of access, where the camera captures vulnerable moments it wasn't quite supposed to see. The most epic public post-mortem ever.

As a public service, I've written a short text summary and some notes for each episode. This recap post / viewing guide covers only the first half of the series (episodes 01-17) and I'll try to write-up the second half later.

SPOILER WARNING: obviously, these recaps spoil what happens in each episode.

Monday, December 12, 2022

That Lonesome Valley as cowboy coin crusher

SPOILER WARNING: This post spoils what happens in my new game That Lonesome Valley. If you care about spoilers, play it first. It'll take about 30 minutes.

CONTENT WARNING: This post contains discussion of gay sex acts and some screenshots with obscured pixel art nudity. It's mostly "safe for work" even if the actual game is not.

That Lonesome Valley is a short gay cowboy romance game about walking, sheepherding, and kissing. 

Back in 2019 I made an unfinished prototype for a Gay Western game jam to contemplate the anniversary of influential gay cowboy film Brokeback Mountain (2005). Three years later, I've finally finished it. This final release now has gay sex, smoochin', and other important new features. 

I'm still not quite happy with how it turned out, but at this point I guess I'm just gonna have to live with it. As usual, I've written about what happens in the game, and I detail some of my creative process, intent, inspirations, and what I hope to contribute to gay cowboy discourse...

Thursday, September 29, 2022

new Quake map: There's a Certain Slant of Light

These are design notes about my process and intent, and it may spoil what happens in the level.

I made my new single player Quake map "There a Certain Slant of Light" for the Quake Brutalist Jam, a 2 1/2 week long map jam focused around making chunky modernist concrete themed levels.

I actually made most of this level around two years ago. I wasn't really happy with it, so I never released it. Though when I fixed it up for this jam, I ended up keeping most of the layout and geometry. Maybe it wasn't such a bad map after all? 

The two big changes I made were the texturing and the monster placement / player flow...

Friday, August 12, 2022

new Quake map: Breakfast Under The Balloons

I made a new single player Quake 1 map called "Breakfast Under The Balloons" for the community map pack Coppertone Summer Jam 2, where mappers were encouraged to make sunny summer-y themed maps using the popular community rebalancing mod Copper.

I like making sunny maps anyway, and the first CTSJ back in 2020 was when I made my first Quake map, so the event has a special place in my heart.

This post details some of my process and intent, and spoils what happens in the map. You may want to play it first if you care about that.

Tuesday, May 17, 2022

Logjam as mourning wood

Logjam is the latest in my gay sexuality series -- a short small game about a middle aged lumberjack daddy processing wood and other hard things. It's about forestry, masculinity, and history, but on a surface level it's a simple work simulator with a burly stripper and occasional twists.

CONTENT WARNING: Some of the screenshots have some CG nudity in them. It is "NSFW".

SPOILER WARNING: This post spoils what happens in the game. If you care about that, then you should play it first.

Friday, April 1, 2022

new Quake map: The Close And Holy Darkness

This post spoils what happens in my Quake map. If you care about that, play it first.

I made another Quake map -- this one was for a map jam called Retro Jam 7, where we all spent 2 weeks making level design homages to the greatest hits. 

The theme here was "Koohoo" or "The Castle of Koohoo" (2001) by Vondur. The theming felt very fresh for Quake at the time, taking notes (and maybe a few textures) from Unreal. The novel use of greens and blues, as well as the outdoor hub layout, contrasted a lot with the browns and reds of Quake 3 Arena inspired aesthetics popular at the time.

Of course, I figured everyone else in the jam was going to lean on those dark greens and blues, so instead I opted for a rosy morning brown type of mood.

Wednesday, February 16, 2022

new Quake map: "Heart Like A Bird's Nest"

Heart Like A Bird's Nest is my new Quake map made for the weekend level design jam "Quake Speedmap Snack Pack 2" organized by Fairweather a few weeks ago.

This jam placed specific constraints on submissions, asking designers to map for a "slot" with a specific texture theme and weapon progression. I chose slot 1 which represents the start of a campaign with a "cr8 base" theme (grungy brick / concrete / metal industrial sci-fi) and shotgun / nailgun (+ optional super shotgun / grenade launcher secrets).

I started by blocking out a small arena. The arena has a little observation deck with a little floor hatch to drop down into the fight when the player's ready. I wanted a typical 2010s era play pattern where the player can safely scope out enemy positions and form a basic plan before getting into it. But I also mess with the player's limited information and hide some enemies underneath the observation deck sometimes, in proper Quake fashion.

Saturday, December 18, 2021

new Quake map: "When There Were Wolves"

I made another Quake map, this time in collaboration with fellow mapper @mrtaufner for the 2021 Quake community Xmas Jam

Taufner handled the initial blockout and gameplay, while I did the art pass and tweaks. (With textures by Makkon as usual.) 

The collaboration here was ideal because I didn't feel like doing gameplay stuff, and Taufner didn't want to art pass, so we exchanged duties and took turns working on the level.

Saturday, September 4, 2021

new Quake map: Tell Me It's Raining

This post spoils what happens in my Quake map. If you care about that, then you should play it first.

NOTE: there are reports that my map crashes FTE Quake, so make sure you use Quakespasm or vkQuake to play. Sorry about that.

"Tell Me It's Raining" is my fifth released Quake single player map, part of the Alkaline Jam where we all made sci-themed "base" maps with a mod kit called Alkaline.

It uses the Makkon sci-fi themed textures as showcased in the stunning Alkaline start hub map -- a major inspiration for this map and I assume other maps in this pack as well. I was also inspired by the Centre Pompidou's copious colorful piping and vast industrial scaffolding. I wanted big chunky shapes draped in warm colors, continuing my tendency to make big sunny Quake maps.

I generally like how the map turned out, but I think I tried to do too much complicated stuff in this one, and miscalculated how players would react.

Tuesday, July 6, 2021

We Dwell in Possibility as queer gardening simulation

all drawings by Eleanor Davis

"We Dwell in Possibility" (WeDIP) is a new queer gardening simulation game about planting bodies and ideas, and watching them grow into a kinetic landscape. You can currently play it in your browser on the Manchester International Festival's (MIF's) "Virtual Factory" website. The game should take about 5-10 minutes to play.

It was made over several months in collaboration with world-famous illustrator (+ co-designer) Eleanor Davis and Manchester-based rockstar musician aya as a commission for MIF. (Also shout-outs to illustrator Sophia Foster-Dimino and sound designer Andy Grier for their incredible work!)

Some people may be familiar with my past work: uncanny CG beefcake sex games that toy with hardcore gamer aesthetics, which only run on laptop / desktop computers. For the longest time, I've wanted to make a gay mobile game, but I was unsure how to get my queer politics past Apple and Google's anti-sexuality censors. It's impossible to get anything on a phone without their long withheld permission... unless... I made a browser game? 

The history of browser games celebrates the open internet that exists beyond Silicon Valley's sterilized closed garden. However, the photorealistic 3D graphics of my past games are too heavy and slow for a mobile browser, so I need to make a 2D game even though I've neglected my 2D visual skills. Fortunately, MIF's support has made my creative collaborations not only possible, but enjoyable.

NOTE: this post "spoils" much of what happens in the game, so proceed at your own risk.

Tuesday, June 22, 2021

new Quake map: Daughter Drink This Water

My fourth released Quake single player map "Daughter Drink This Water" is now out, as part of a community map jam pack called Sinister625 -- where we all made maps that used only 6 textures, included 2 "surprises" (anything more interesting than monsters spawning), and had only 5 monster types, all in celebration of Quake's 25th anniversary this June.

HOW TO PLAY THE MAP PACK

1. Follow this guide to acquiring Quake and a suitable source port (aka game engine) or try the Quakestarter: The Quake Singleplayer Starter Pack (Windows only). Note that Quakespasm-Spiked is currently regarded as the best engine among single player level designers; avoid DarkPlaces, which hasn't been maintained in years. Also note that it is technically possible to get all the necessary game files legally without buying Quake, but for perceived legal reasons, the community does not distribute everything together in a convenient package.

2. Download and unzip the Sinister625 mod, which will already have all the maps and assets configured. Put the /sinister625/ mod folder in the root of your Quake folder, next to the /id1/ folder.

3. Launch Quakespasm-Spiked (or whatever engine you're using) with the mod directory set to "sinister625"... There are two common ways to do this:

- download a launcher tool like Simple Quake Launcher

- OR create a shortcut with the command line parameter -game sinister625... so the full shortcut target line might read something like "C:/Program Files/.../quakespasm-spiked-win64.exe -game sinister625"

WARNING: the rest of this post are my design notes that spoil what happens in the map...

Tuesday, September 1, 2020

new Quake map: "It Will Be Summer Eventually"

My third Quake map is another multi-level arena, a bit similar to my previous map Smell It In The Street. I made it for Speedmap #210 (SM210), a weekend map jam on the Quake Mapping Discord with a theme of "overgrown" by jam runner Naitelveni.

For this map, I think I did a bit better with combat design. The arenas are a bit more open and free than before, and the encounters have a bit more purpose and push. I also make heavy use of Copper v1.11's improved ogre aiming, fiend jumping, and trigger_monsterjump spawnflags.

Sunday, August 9, 2020

new Quake map: "Smell It In The Street"

I made another Quake map! This one is called "Smell It In The Street" and it was made for the Doom Tintin map jam, a level design jam centered around using Quake mapping community member Tintin's texture pack that samples from Doom 3 textures.

Some brief level design thoughts follow:

Monday, November 19, 2018

Rinse and Repeat HD remastered, and three years of reflections and thwarted plans



I've just uploaded an updated version of Rinse and Repeat: it is now known as Rinse and Repeat HD, which is basically the same version currently playable at the Victoria and Albert's Videogames exhibition.*

In addition to fancier graphics, I've also: added gamepad / rumble support, re-programmed the entire scheduling algorithm to be more stable, and tweaked much of the balance and feel.

If you're not familiar with the game, you should probably read my artist statement "Rinse and Repeat as cup runneth over" so that you know how the game works.

The rest of this post will assume you mostly know what it's about already!...

Sunday, May 13, 2018

Dreamhouse process diary and prototyping notes + a better retro 3D low precision vertex shader


In collaboration with local NYC-area arcade collective Death by Audio Arcade, me and several other gay / queer artists are making small games for an event at a Brooklyn queer arts space called Dreamhouse / (formerly known as The Spectrum). My contribution is shaping up to be a retro low polygon 3D brawler called "Dream Hard."

If you want to play it, you'll have to visit The Dreamhouse, which will house the only public display of the game in the world (for the time being), starting in late May 2018.

I don't have much time to work on this, so grounding the concept firmly within a clear retro arcade genre helps me work quickly with less realistic visuals and simplified character art, while also engaging deeply with the arcade tradition of game design. Specifically I'm riffing off one of my favorite genres, beat 'em up games like Die Hard Arcade, X-Men Arcade, Simpsons Arcade, or the iconic Street of Rage series, which all offer breezy brawling with strange setpieces and colorful sets.

Here's some prototype GIFs and notes from my development process...

Monday, September 12, 2016

No Stars, Only Constellations as slow magic (updated)



NOTE: This post details my process and intent with the game No Stars Only Constellations, and basically spoils the game. It is recommended that you play it first.

UPDATED, 18 September 2016: discusses the new ending.

No, it's not really a sex game. (Sorry.)

Astute players may notice that No Stars, Only Constellations is a semi-remake of a previous game bundled in Radiator 1, called Polaris. Much of the initial premise remains the same: the player character is reluctantly on some sort of date with some dude, who implicitly demands that you pay attention to his stargazing story. At the end, he basically leaves you.

The games also make similar points about stargazing: yes it's kinda romantic sometimes, but also, it's kinda bullshit. There's a certain fantasy of stargazing (and space) that, I think, almost never withstands any scrutiny. Maybe it's a metaphor for certain relationships?...

Thursday, June 16, 2016

Radiator 2 as loud and quiet



Radiator 2 is an "HD remastered" (whatever that means) bundle consisting of previously released sex games Hurt Me Plenty, Succulent, and Stick Shift, available on Itch.IO and Steam.

(If you're interested in knowing more about the process and intent behind the individual games, see the Hurt Me Plenty talk I gave at NYU Poly, or the write-up I did about Succulent or the write-up I did on Stick Shift.)

Originally, the plan was to package them together to avoid going through Steam Greenlight three whole separate times, but now I feel like they all function similarly and share code / assets, so why not put them together?

I'm also concerned with accessibility and preservation. I want this game to function on a wide variety of systems, now and for a long time -- and Unity 5.4 finally fixed an OpenGL crash a lot of players have been reporting to me, so that's a big reason I've had to wait until June. The engine upgrade also brings better lighting and physically-based rendering, and I also added some language localization and gamepad support while I was at it. I'm now pretty comfortable with this being a "definitive version" that I don't have to worry about or maintain too much.

There's also a lot more to this release, other than these boring technical details...

Monday, November 9, 2015

"Rinse and Repeat" technical post-partum / how to do over-complicated wet skin shower shader effects in Unity


This is a technical overview of how I built certain parts of Rinse and Repeat. It spoils the game, so you should probably play it first if you care about stuff like that.

Rinse and Repeat took about 1-2 months to make. For these sex games, my development process can basically be summarized as "art first" -- my very first in-engine prototypes are usually about establishing mood and texture, and setting up the character you'll be staring at, and these are by far the most important parts of the game.

Sunday, October 18, 2015

Radiator 1 notes, memories, and regrets.


NOTE: This post talks about Radiator 1, and spoils much of what happens in it.



I've cleaned up and re-released an old single player Source Engine mod of mine called Radiator. It is free, and anyone with a Steam account (Windows, OSX, or Linux) should be able to play it.

It consists of three standalone chapters -- Polaris, Handle With Care, and Much Madness -- the first two chapters were released in 2009 on-schedule, but the third chapter has lingered unreleased for the past 6 years. Each passing year I've threatened to actually finish it, and today, I've finally made good on my threat.

What suddenly changed now? Well, I actually haven't finished Much Madness exactly... what changed was more my attitude. It proved difficult impossible to "finish" a game that I designed and wrote 6 years ago, from a very different time in my life. I don't have access to those moods or sensibilities anymore! So instead, I'm just going to release it in its pretty rough state, and accept how incomplete and unpolished it feels.