Saturday, December 30, 2017

Postcards from Unreal, pt 2


My Unreal Tournament 4 deathmatch map "Pilsner" isn't really done. But as an exploratory project, I've fulfilled my goals to learn the basics of building 3D spaces in Unreal. I also reached the point where I needed an actual player base to confirm how the map plays, or at least tell me that it's total shit -- but it looks like I can't even get a denunciation when Unreal Tournament 4 seems to have a grand total of like 5 players!

I appreciate all the pre-configured art content and basic gameplay structures implemented in the game already, and it has been really helpful for me to learn how to configure my assets and work in Unreal projects -- but this experience has also convinced me that I shouldn't try to teach level design to my students with this half-finished basically-dead game.

It was also questionable how well this was going to run on our students' laptops, because half of them use Macbooks with small hard drives, and very little room for a Windows partition and an additional 50 GB for UT4 and the UT4 editor. This leads me to one of the original reasons why we stopped running a level design course: there are simply no popular first person multiplayer games with modern level editor suites that were easily deployable on our students' computers. (Given how long it takes to make games, computer labs are impractical.)

Wednesday, December 27, 2017

"Level Design Workshop: How to Light a Level" at GDC 2018

Hey there. I'll be returning to GDC in 2018 with a talk called "How to Light a Level"... Here's the blurb:
Lighting is traditionally one of the most computationally expensive parts of game rendering, as well as one of the most crucial design tools for setting mood and readability in a game world. And yet, level designers and environment artists often lack the language and theory to collaborate effectively on lighting design. What does light do for games, and how can developers use lighting to facilitate certain experience goals for games? This session begins with a brief cultural history of lighting, before moving on to an overview of practical lighting design theory as well as various case studies.
I'll be presenting alongside many other amazing folks as part of the Level Design Workshop, run by Joel Burgess, Matthias Worch, Clint Hocking, and Lisa Brown.

This year, the roster includes:
We're basically a "tutorial" mini-track that, I believe, will run all-day on Tuesday. Traditionally, we also do portfolio reviews during the lunch break. If you'll be around, come check us out. (And if you won't be at GDC this year: it's fun, but don't worry, you really aren't missing that much.)

Friday, December 22, 2017

LEVEL WITH ME will return in January 2018


Hey viewers -- sorry if you're waiting for the next installment of Level With Me. You're going to have to wait for a while, since I'm on holiday / traveling, and lugging around my streaming setup is going to be impractical. But we'll be returning in January 2018 on a new day and time, so watch out for that.

In the meantime, I encourage you to check out the entire Level With Me archive on YouTube if you still need your regular dose of lighting complaints and texturing nitpicks.

Be good, and see you next year!

Thursday, December 21, 2017

Radiator Blog: Eighth (8th!) Year Anniversary

As is the holiday tradition in December, teenagers throughout the world have gathered around their radiators to critique environment textures and be wantonly gay, in flamboyant celebration of the anniversary of the Radiator Blog's founding. This year, the blog turns 8 years old!

For 2017, I resolved to blog more... and I ended up with 72 posts, which is double the amount of 2016's posts (a mere 36). Compared to social media like Twitter, I've always thought of blogging as a more "formal", slower platform. But to keep up the pace this year, I had to relax my attitudes and write more freely, which I think was ultimately a positive thing.

(You can check out past years' anniversary round-ups here.)

Now let us gather around the radiator, and review the past year's "greatest hits" along with some commentary...

Thursday, December 14, 2017

"Tag: Proposals on Queer Play and the Ways Forward" at ICA Philadelphia, February 2 - August 12, 2018


A bunch of my gay sex games will be appearing as part of an exhibition "Tag: Proposals on Queer Play and the Ways Forward" at the Institute of Contemporary Art in Philadelphia next year, a show about "queer play" curated by artist Nayland Blake.

I'll hopefully make it out for the opening in February too. They also might be using my game screenshots as the basis of some branding and advertising materials, so keep a lookout for some uncanny hunks near you!

Here's the blurb from the ICA website:
Organized by guest curator and artist Nayland Blake, Tag: Proposals On Queer Play and the Ways Forward explores how the expanding influence of digital and online technologies, fandom subcultures, and artistic discourse has created new possibilities for queer identification, changing how personal roles and forms of expressions are defined in contemporary society. Based on the premise that the cultures of role play, sexual play, and digital play have all flourished beyond the boundaries of art structures, this exhibition provides a gathering place and platform for the exploration of queer play created by individuals and groups from the worlds of game design and theory, performance, kink, and activism. Tag: Proposals on Queer Play and the Ways Forward will be on view on view February 2 through August 12, 2018.

For the exhibition, Blake illuminates these new and evolving forms of representation and examines the implications these developments have had on art and social action through a curatorial approach that draws on his own preoccupation with themes of interracial desire, same-sex love, and racial and sexual bigotry. Artists include A.K. Burns, Clifford Hengst, Arnold Kemp, Savannah Knoop, Dusty Shoulders, and Robert Yang, among others.
Admission is free and open to the public, and it runs February 2nd - August 12th, 2018.
118 S. 36th Street, Philadelphia, PA 19104-3289. (215) 898-7108. ADA accessible.

Wednesday, December 13, 2017

For all our US-based readers


Net neutrality is an issue that would heavily affect this blog and its proprietor. As someone whose "controversial" work regularly gets banned from platforms like Twitch, I'm really worried about the future of open and equal access on the internet when universally-reviled ISPs are allowed to further control who sees what / and at what additional costs.

If you're a US citizen and you like all the shit I post, then please ensure your continued access to my shit, and send some e-mails or make some calls to your local congressperson.

Below, I've copy and pasted from this post on why net neutrality matters, and what is happening now, and what action you can take:

Tuesday, December 12, 2017

The joy of learning how to freeze to death


This post spoils some gameplay systems in The Long Dark.

I still remember the first time I played Minecraft, back before the quests and tutorials and candy dispenser walls: I woke up on an unknown shore and followed the setting sun. At night, a dozen monsters chased me across a valley. I desperately dug a burrow with my hands, and barricaded myself inside -- but I didn't know how to make torches or even how to get wood or food, so I just sat quietly in that dark dirt hole and waited for death.

In contrast, I was recently playing some of the new Assassin's Creed game set in Ptolemaic Egypt, a land chock full of happily glowing icons that will give you cookies. As you visit various cities and villages along the Nile, every single NPC will offer you a handshake and a warm hug. And, ok, this example is actually real: if you swim longer for 15 seconds in the water, the game impatiently spawns a helpful man with a boat in front of you, so that you don't have to keep swimming.

A week or two ago, I left sunny Egypt for the cold Canadian wilderness of The Long Dark, a popular first person indie survival sim. There are approximately zero cookies in this game -- or if there are, they're probably moldy cookies scavenged from a 15 year old military ration... uh, don't eat them.

Tuesday, December 5, 2017

Radiator -- Spring 2018 US & European Tour

I'm trying to get all my traveling arrangements for next spring -- and it turns out I'm going to be visiting Europe quite a bit! Here's my tentative traveling schedule for next year. Feel free to attend / hang out / say hello if you see me at these events...
  • January 21, 2018 @ Institute of Contemporary Art (ICA) in London, England
    London Short Film Festival, panel discussion of Tearoom (2007)
    I'm going to be on a fancy panel with much smarter people, talking about William E Jones' work Tearoom (2007), which my game The Tearoom (2017) takes heavy inspiration from. It won't be a game-literate audience, but I think part of the work of reforming game culture involves growing these partnerships and connections with other fields.
  • March 19-23, 2018 @ Moscone Center in San Francisco, California
    Game Developer Conference (GDC)
    I'll be giving a short talk -- well, probably? I don't think the session has been published or announced on the official schedule yet, so I'm not supposed to say much more than that... But hopefully, eventually, I imagine I'll be presenting alongside many other great folks too, so look out for more info on that.
  • April 13-16, 2018 in Copenhagen, Denmark
    Nordic Game Jam
    I will be speaking during the "conference" portion of the Nordic Game Jam -- which is apparently the biggest game jam in the world / the original inspiration for what is now the Global Game Jam. I don't really know what I'll be talking about yet, but I think it's supposed to be inspiring for teenagers and stuff! Maybe I'll even make a little game for the jam.
  • April 25-29, 2018 @ Urban Spree in Berlin, Germany
    A MAZE Berlin
    Uhhh I don't really know what I'll be doing at A MAZE, yet, if anything, but I'm still planning on attending! Maybe I'll just hang out? I'm sure Thorsten will give me something to do. But when I attended back in 2016, I basically had the worst burrito I've ever had in my life -- as well as the best doner I've ever had in my life -- so I guess Berlin just has that certain, you know, das gewisse etwas.

Wednesday, November 29, 2017

The destruction / extinction of digital brutalism

screenshot from "Brutalism: Prelude on Stone" by Moshe Linke
The other day in level design class, a student brought up Moshe Linke's "Brutalism: Prelude on Stone" for discussion. What does it mean to re-create / re-construct / build a brutalist building in a video game?

To review, brutalism was a design ideology deployed mostly in public architecture from 1950-1970s throughout the world, exemplified by large blocky concrete structures in Soviet Russia and/or brick housing developments across Europe.

For the last 2-3 decades, people have criticized brutalism mostly as a cold, ugly, overly institutional style that ignores local communities and human warmth -- and recently that's been amplified by various material and technical critiques of brutalism (poor weathering and staining; environmental impact of concrete; seismic issues; etc) -- but now that we've started demolishing iconic brutalist buildings around the world, there's been a resurgence in defending brutalism before it becomes extinct.

Given that brutalism faces a real existential threat, and it is so heavily focused on the real-world material aspects of architecture, does a digital brutalism make sense?

Wednesday, November 22, 2017

Postcards from Unreal


I'm building a Unreal Tournament 4 level in preparation for a level design studio class I'm teaching next year. I've been using Unity for a few years and now I feel very comfortable with using Unity for my projects, but I don't really have much experience with Unreal Engine 4. To try to learn how to use it, I thought I'd make a small UT deathmatch map.

Honestly, I think Unreal Tournament is a colossal over-designed mess of a game -- players can slide, wall run, dodge -- use 10 different weapons each with primary and secondary fire modes... I prefer the simplicity (and elegance?) of Quake 3 and its successors. Basically, Quake feels like soccer, while Unreal Tournament feels more like American football with 100 extra rules tacked on.

Nevertheless, it's important to be able to internalize how a game plays, even if you don't like it very much. I've tried to provide opportunities for sliding and wall running, and I've focused on what seems like the core three weapons in UT (Flak, Rocket, Shock) while attempting to channel the UT series' sci-fi urban industrial aesthetic.

Friday, November 17, 2017

Level With Me: Dear Esther (2012), complete!


Last week I finished a Level With Me run through Dear Esther (2012, Source Engine) with level design commentary -- I spent roughly 30-50 minutes on each of the four chapters / levels. Some of the moments were ruined by my deletion of all the voice over (I didn't want to talk over the narrator) but most of the game survived intact, I think. (Sorry.)

You can watch the whole playlist (all 4 videos) archived on YouTube. But here's some general patterns / trends / takeaways from this series:

Friday, November 10, 2017

Behold the bildungsspiel: the coming-of-age game


NOTE: There are somewhat vague spoilers about the general plot for several games in this post.

US high school students are generally required to read novels like The Catcher In The Rye -- stories about growing up and finding a place in society. Many of these students also learn about the technical literary criticism term for these narratives, the German term bildungsroman. (Bildungs means "educational" and roman means "novel", and so we usually translate this as "coming-of-age novel")

While there are many well-recognized coming-of-age films, I'd like to figure out the equivalent bildungsspiel -- the coming-of-age game. This also seems like an especially urgent genre for game criticism to consider, since there are so many children and young people who plays games, and form their identities partly around these games. (Meanwhile: something like opera has a much weaker association with youth culture.)

One small obstacle to this critical project is that "bildungsspiel" already means something. Based on my cursory Google searches, it seems to refer to rudimentary educational toys for very young children, to help them develop basic cognitive abilities and motor skills. Curse the German toy industry!...

Well, I'm taking the word back. Let's talk about the bildungsspiel, which isn't for babies, it's for teens!

Wednesday, November 8, 2017

ART GAMES DEMOS, call for submissions -- 16 December 2017, in Lyon, France


Ever wanted to exhibit your experimental glitch machinima in France? Well, now's your chance! The curator Isabelle Arvers sends over this call for machinima (!) as well as videos / games / installation submissions on the theme of borders and migration:
As part of the Nuage Numérique Festival in connection with the presentation of TALOS, a show by Arkadi Zaides, on December 16, 2017 at the Subsistances in Lyon, Art Games Demos launches a new call for projects dedicated to the theme of borders and migration.

We are looking for creations in the following categories: video creation; 2D, 3D, 4D, VR; machinima; glitch, hacks, alternative controllers; independant/experimental/under development videogames; installations; prototypes; performances; music.

Send your proposals to: iarvers@gmail.com; chloe.desmoineaux@live.fr; residence@labo-nrv.io
Sounds like a good time, and France is (probably) lovely this time of year.

Thursday, October 26, 2017

Games in public; games as public exhibitions

pictured above: "Now Play This" at Somerset House, London, UK. 2016.
Sometimes people want to exhibit my gay sex games for the public. It's an understandable feeling. If it's a large funded and ticketed event, I sometimes ask for a small honorarium... and in most cases, I usually give my blessing, send over some special builds and give advice, and ask for event photos afterwards.

When I look at these photos, they usually fall into one of two categories. One category is the huge industrial game expo. Because of their large scale and scope, each indie game inevitably takes the form of a standardized booth within a huge grid of booths. At minimum, that means a laptop sitting on a forgotten table as part of a large expo -- or if you invest a lot more, maybe there's a whole booth with black cloth partitions.

While I do appreciate any resources or labor that these events provide to me, I also wonder whether we can create alternatives and different ways of presenting games in public. Why does these public games events always look the same and function in the same way?

Wednesday, October 18, 2017

Call for submissions: Level Design In A Day at GDC 2018, due November 6th

Steve Gaynor (before he changed his hair!!!) presenting on Gone Home at Level Design In A Day 2015.
If you have something to say about level design, the folks who run GDC's "Level Design In A Day" (a level design track of sessions that runs throughout the entire day) would love for you to submit a session proposal.

Historically, many of the presenters have been game industry level designers -- but there have also been architects, indie designers, procedural level designers, programmers, artists, and more -- and the directors are committed towards a diverse and inclusive idea of level design. They even let ME give a talk once! Wow what were they thinking?!

The most common type of session here is a case study, where a speaker talks about specific levels in a game and analyzes some facet of the design or production, what went right and what went wrong, etc. There have also been broader talks about level design as a discipline, questioning how we generally think about level design or how we practice it. And sometimes there's talks that try to translate a "different" field, like architecture or writing, to level design. (This isn't to say your talk must fall into one of those buckets, but those are just the most common buckets.)

To submit your proposal for consideration, please use this web form. (Don't use the official GDC submission procedures.) You must submit by November 6th (in ~2.5 weeks) to be considered. Good luck!

(Addendum: traveling to GDC is expensive. Traditionally, GDC does not pay any travel grants or stipends to most speakers. If you work in the game industry, your employer is supposed to pay your way; if you're a student, your school or government hopefully has travel grants for you to participate. As a last resort, you may also want to try a GoFundMe to raise the funds.)

Tuesday, October 17, 2017

No Quarter 2017, RSVPs open! + mini-interviews with Droqen and Auriea

poster art by Sophia Foster-Dimino
As you may know, I curate the No Quarter exhibition run by NYU Game Center. Each year, we commission new games from 4 artists and debut their work at a big fun party in New York City.

This year, for the 8th exhibition, we've commissioned Kitty Horrorshow, Pietro Righi Riva, Auriea Harvey, and Droqen -- and we're doing it all on the night of November 3rd. 2017 in Bushwick, Brooklyn. That's in only a few weeks!!

To whet your appetite, we've also been running brief interviews with the artists. Check out my short chat with Droqen and chat with Auriea to hear about what they're making, with more previews soon!

If you live near New York City, or can afford to travel over for the weekend, then you may want to attend... and our RSVPs are now open! Keep in mind that space is kind of limited, so to ensure you're allowed in, you may want to sign-up now. It's free and open to the public.