Sunday, March 16, 2025

Yep I'm at GDC 2025 (links / presskit / dance card)

Yep I'm attending GDC 2025. (For better or worse, I've made too many commitments to cancel.)

The best way to contact me is to @ me on BlueSky or email me ( yang.robert.w [AT] gmail ). You can also probably just find me lounging in the Yerba Buena Gardens on most non-rainy noon-afternoons.

If you're press / journalist / podcaster / creator / TikToker / YouTuber / writer etc. and you need content to feed the Machine -- contact me (see above) and I'm happy to talk about whatever to help you:

  • General video game opinions / GDC gossip.
  • For 2-3 years I've been contributing level design to Big Hops (check us out at Day of the Devs) and I've learned a lot about making 3D platformer levels
    • But for a demo / better sense of the game, contact the director Chris Wade ( chris [AT] luckshotgames.com ). A lot of the dev team will be hanging around GDC too.
  • I'm also speaking at GDC about the difficulty of teaching level design and writing The Level Design Book, now a top search result and community resource used in multiple schools and studios.
  • I'm also here as part of a New Zealand government trade group, with generous support from NZ CODE. It's funny to be part of a "foreign" delegation "visiting" my home country. I can talk about what NZ is doing at GDC, the local NZ game industry, or explain NZ in general (is it really like Lord of the Rings?)
    • I'm here pitching our upcoming game Tryhard, a tactics RPG about managing an underdog rugby club.
    • If you fund / publish games and Tryhard seems interesting / you just want to connect in general, email me ( yang.robert.w [AT] gmail ) and we can probably figure out a last minute meeting or demo too.

Below, my event schedule / dance card for the week:

Tuesday, March 11, 2025

Tryhard devlog - about the setting, game world, and worldbuilding

Now that we’ve announced our upcoming game Tryhard (... WISHLIST ON STEAM?) I can talk more openly about our design and development process for it.

Today's post is about the game's setting, world, and worldbuilding.

Like many RPGs, Tryhard has an explorable 3D town hub where you can talk to NPCs, visit shops, and randomly barge into homes to steal things. These RPG towns usually exist in a magical fantasyland of make-believe, but Tryhard's town is based on an actual real-life magical fantasyland of make-believe called Auckland, New Zealand! 

Specifically, you live your RPG life in a unique IRL neighborhood known as Karangahape Road (pronounced like "ka-rawng-ah-hawp-ey").

Monday, March 3, 2025

Radiator University, Spring 2025 course catalog

Welcome back to Radiator University! Although it's been 7 years since we last offered any courses, we wish to assure you that we're absolutely open for business and/or scholarship, thanks to a fresh funding injection from Hegemony Capital, which will never compromise our academic mission in any way. 

Here's a sample of our new course offerings for the upcoming Spring 2025 semester:

AG 3532 - FOLIAGE AND TERROR
What is the reality of a forest, and how do we reconcile this with the virtual plantations infesting video games? While studying forest ecologies, we will survey various digital foliage tools such as SpeedTree and TreeIt. Students will then work in groups to "plant" virtual forests; with each week, the virtual forest must undergo 10 years of simulated growth. Then in partnership with Landwirtschaftliche Rentenbank, students will spend the second half of the semester in Austria training as industrial arborists while studying the poetry of Rainer Maria Rilke. Even as arborist-poets, can we ever truly know the whole of the forest, across all time and space, virtual and material? As Rilke would say - every tree is terrifying. (2 credits)
($30000 USD lab fee, 50% deposit required upon enrollment. Work Study students ineligible. Prerequisites: Advanced Austrian German or equivalent.)

Monday, February 24, 2025

The year of the blog? + how to easily put a Bluesky feed widget on your website

V Buckenham has declared that this is the year of the blog. I suppose I shall answer the call. It must be so.

I used to blog with shocking regularity -- at my peak (or my lowest point?) I was writing 2-3 posts a week. I can't imagine doing that now. But maybe I can commit to a 2-3 posts "every now and then"?

***

As long as we're strolling down memory lane: my most loyal readers may recall this blog used to have comments and a personal Twitter feed in the sidebar. I'm not bringing comments back, but I've gone ahead and added a personal Bluesky feed widget that displays a few of my most recent posts in the sidebar -- just like it's 2010. (If you're reading this on mobile, you'll have to switch to the desktop version to see the sidebar.)

Figuring out how to add a Bluesky feed widget was surprisingly complicated to figure out, but then very simple to execute. Useless google searches would have you believe that you have to sign-up for a weird widget scam service with a fake free plan, and the official Bluesky website only offers tools for embedding an individual post as a widget.

But if you can paste HTML, then you too can have a free and easy Bluesky feed widget on your website or Blogger or Wordpress or whatever. Here's my very authoritative guide:

Tuesday, February 11, 2025

New game announcement: "Tryhard" + "A Sportslike Manifesto"

Tryhard is an upcoming sports RPG about managing an underdog rugby club in New Zealand.

We're still quite early in development. But for now, it'd really help us if you wishlisted the game on Steam or idled in the Discord, mostly so we can show those stats to convince rich people to give us money to finish making the game.

If you're interested in why we're making this game / what's going on...

Monday, June 17, 2024

"What's on your bookshelf" at Rock Paper Shotgun

Just a brief update here -- I recently had the honor of participating in Rock Paper Shotgun's "what's on your bookshelf" interview series.

It's one of my favorite gaming journalism things happening at the moment, full of interesting book recs and observations from smart people like Alice Bell, Josh Sawyer, and Xalavier Nelson Jr. Check out the full series listing here.

The implication is that I too am also a Smart One. And indeed filling out the questionnaire made me realize I mostly read non-fiction these days. I suspect an English literature degree turned me into a snob. I'm so disconnected from modern popular book culture (e.g. BookTok) where some game devs like Holly Gramazio are making new careers as authors writing fun books that people actually read. I'm jealous! I want to read and write fun things too!

re: the unannounced rugby project, it remains unannounced. It's intended to be a more commercial game, and in business-land apparently you're supposed to be careful about when you start talking about something. All I'll say is -- I've been interested in horniness and sports for a while, and embracing sport is probably one of the next big "trends" in queer culture. Hopefully this game won't miss the peak.

Saturday, April 27, 2024

On "Sudden Death" by Cecile Richard, nat_pussy, and isyourguy

As a fellow gay Australian Rules Football gamemaker, I am honor bound to write about Sudden Death by Cecile Richard and nat_pussy with help from isyourguy -- a 30-45 minute "romantic sports fiction" interactive fiction / visual novel about an underdog Aussie footy team doing crimes and gayness. Yet beyond matters of honor and gayness, there's still plenty more to recommend about it.

Sudden Death was originally released for Domino Club, an occasional month-long game jam with anonymous submissions. Eventually you're allowed to out yourself -- turns out the now-revealed Cecile Richard and nat_pussy have made lots of Bitsy and Twine-like works already, and all that experimental queer storytelling experience shines through here.

SPOILER WARNING: vague spoilers, nothing specific.

Friday, April 12, 2024

Design review: Botany Manor as a quiet dark detective game

Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off.

The main design inspiration here is obviously Gone Home, with a central family-based ambient narrative, household duck homages, and gradually unlocked doors. Many would also compare this to The Witness' soft visual style and sprawling sunny gardens. 

But when you actually play this, it turns out neither of those are useful comparisons. Gone Home anchors its story focus with voice acting, narration, simpler puzzles, and wry realism. The Witness fully commits to hundreds of puzzles at the scope of an open world game. Neither of these really get at the player experience in Botany Manor.

Instead, I think Botany Manor is most usefully compared to The Case of the Golden Idol / Return of Obra Dinn.

SPOILER WARNING: this post spoils the game's overall design structure / puzzle patterns, and spoils the general story and ending.