Thursday, July 9, 2026

Radiator Forever is "Gay As A Service" + its debut July 2026 Update is Rinse And Repeat, Now On Steam


CONTENT WARNING: This post is mostly "SFW" (Safe For Work) but the pictures are somewhat spicy, though Instagram-safe.

Radiator Forever is a new ongoing re-remaster / re-re-release of my short experimental gay games. I'm putting them all in one collection / package!... Or at least, that's the idea.

You can play it on Steam (login required) or on Itch, but use those direct links because it's hidden from Steam search for most users and it's even geoblocked in certain countries. (For step-by-step instructions to unhide the game, or to check whether you're on the geoblock list, see the main Radiator website.)

The first major update of this new era is Rinse And Repeat, my shower simulator game that I've never released on Steam... until now.

In this post I talk about the new release model, internet censorship hell, what's new with the games, and a rough roadmap for future updates...


Wednesday, July 8, 2026

My interview on Radio New Zealand about Americans

look at how laid-back I am

Recently I spoke to Radio New Zealand (RNZ) journalist Ke-Xin Li about... Americans. 

The radio segment is called "First Up: Increase in number of Americans granted New Zealand citizenship" if you want to hear my lovely voice, and the article is "Slower pace sees more Americans eye 'laid-back' Kiwi lifestyle" if you prefer to read my lovely voice.

The reporter found me through my Instagram Reels / TikToks about life in Aotearoa New Zealand. It was a pleasure speaking to her, although it has been a bit embarrassing for her to quote local NZ magazine The Spinoff's 2021 feature on me, especially since you're not supposed to brag about this kind of stuff here. For the record, I didn't mention it! I didn't talk about my games or do any self-promotion! See? I'm practically a kiwi already.

But I guess this all makes me a local expert on Americans now. Why are Americans invading New Zealand? Why are Americans so annoying? Listen, I don't have all the answers. Sometimes you just have to embrace the mystery.

Thursday, June 11, 2026

Manifesto Jam 2026 - notes and links

Street Corner Orator, 1938 (Schomburg Center for Research in Black Culture, NYPL)

Cécile Richard is running the 2026 edition of Manifesto Jam. Time is running out to submit your brilliant bold game design manifesto that will change the world! Quick, hurry and manifest, before submissions close on June 15th!

This year I've contributed a short little manifesto, called "A Game Is A Knife."

Already I notice some resonances with some of this year's manifestos, such as "I Hate Your Cozy Game", "Dare It Set Foot Upon This Hallowed Ground", and "Gameplay Never Mattered"

Special shoutout to the interactive entries like "Artisanal Gruel", "The Future Is Possible!", and "Dead Body Manifesto" which add an extra layer to their words.

See also: a survey of video game manifestos, if you need some inspiration.


Thursday, March 12, 2026

"Thanks for injecting me with 500 cursed Black Knight Ultra Greatswords" for Rock Paper Shotgun

I have a new piece up at Rock Paper Shotgun about Dark Souls 2 (2014), but no prior Dark Souls experience is necessary to read it.

It's about when I got hacked in Dark Souls 2. Basically a malicious multiplayer PvP invader can "inject" invalid items into your inventory, causing the game to crash if you try to open your inventory screen. In my case, my hacker injected me with 500 cursed swords, like truly cursed, more powerful than any intended in-game mechanic or lore. 

A really skilled player could probably finish Dark Souls 2 without opening their inventory ever again, but I'm not a really skilled player, so I had to figure out a way to unhack myself -- and the only way out was through the abyss.

Friday, February 13, 2026

The future of public game arts festivals and non-commercial games culture

Freeplay Parallels in 2024 in Naarm Melbourne, Australia

This year the oldest living art games non-profit in the world, Freeplay (Australia), announced they were like a year away from shutting down, so they're running a survey on what to do. They have some money, enough for one last conference, or one last showcase? Or should they do something else?

It's easy to see this as part of a broader global discourse about the future of non-commercial game arts events around the world. There used to be many more events, but now there's not. What's happening?

A lot of discussion happened on Bluesky, where it was instantly lost and forgotten in the churn of the feed. So I'm writing this post to archive / preserve some of that Discourse. I also want to add some of my own thoughts as an extra-special non-Australian outsider who visits occasionally.

Wednesday, January 28, 2026

Notes on level design workflow for the 3D platformer Big Hops

overview of the Ocean intro level

I made some levels for the 3D platformer game Big Hops by Luckshot Games, and it's finally released! You can now play it on Steam, Switch, and PS5.

So far the game is getting 7s, 8s, and 9s. Most players like the level design, though some kinda hate it, which is fair -- we went for a chill cozy-ish hands-off no-combat experience that won't hit for everyone, but the people who like it really do like it. I'd compare it to Psychonauts or Banjo Kazooie, with some Mario Galaxy / Breath of the Wild / Sly Cooper bits.

Despite the lack of complete universal adoration, I do think we figured out decent level design practices that worked OK for this scope / type of 3D action game. Some of these dev practices may surprise you; it certainly surprised me when I realized what we were doing. So in this post, I'll talk about some of our level design workflow for Big Hops...

SPOILER ALERT: I spoil some mechanics and levels, but not in detail. I don't spoil any of the story or the ending. Don't worry about it.

Sunday, January 4, 2026

new Quake map: "One Need Not Be A House" for Quake Brutalist Jam 3

"One Need Not Be A House" is a large non-linear concrete bunker island / brick brutalism map that I made for Quake Brutalism Jam 3 -- a huge single player mega mod for Quake 1 with 77 (!!!) modernist-inspired levels made by the community.

You can download and play it for free here, as part of the QBJ3 mod at the Quake community hub Slipseer. This time the jam organizers even made a 100% free standalone download with no Quake purchase required!

(BUG REPORT, 13 JANUARY 2026: there's some reports that sometimes my map crashes Ironwail v0.81, which is the engine packaged in the standalone download. Sorry. As a workaround, you can use vkQuake instead. Or just skip it, there's 76 other levels to play anyway!)

In this post I talk about my inspirations, intent, and what happens in the level. 

This is your last SPOILER WARNING: if you care about spoilers, play the level for yourself first.

Monday, December 22, 2025

Life notes (2019-2025) + Sweet Sixteenth (16th) Blog Anniversary Mega-Roundup

I haven't done one of these end-of-the-year blog roundups since December 2018. This blog is now 16 years old. Maybe now's a good time to catch up over the past 6 years of my life??

Here's my "greatest hits" / notable blog posts since 2019, along with some commentary with the benefit of substantial hindsight. 
⭐ = Gay game release / artist statement.

2019

2020
2021
  • We Dwell in Possibility as queer gardening simulation was a Manchester International Festival commission and represents the height of my fine art dabbling. I still feel a bit cheated by the pandemic here -- it would've been great to attend MIF in-person and experience it firsthand. At least the game turned out pretty good! One art critic said it was surprisingly subtle and open, compared to my other games -- I forget his exact words, but it was something like -- it's my least American game.
  • Three more Quake maps: #4 is Daughter Drink This Water, #5 is Tell Me It's Raining, and #6 is When There Were Wolves. I believe Daughter is regarded as one of my better maps, an adaptation of Hang 'Em High from Halo 1 that gradually unfolds itself. It represents the point when I finally became proficient and fluent enough in TrenchBroom and Quake mapping, culminating in my Quake Renaissance series for Rock Paper Shotgun.
  • Open world studies: for some reason this is the year I wrote big design analysis blog posts about big meaty open-ish RPGs -- Deathloop, Enderal, and The Forgotten City (2021).