Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Thursday, March 7, 2013

Portrait of the game designer as a young artist: Avant-Garde, by Lucas "AD1337" Molina


In the short but esteemed tradition of "games about being a struggling artist in the art world", like Jonathan Blow's Painter or Pippin Barr's Art Game, here comes the new and charming RPG-sim Avant-Garde. Look, it even has its own domain name and everything.

Friday, February 8, 2013

On Limits and Demonstrations, and games as conceptual art.


This is a sort-of-review about Limits and Demonstrations, by Jake Elliott and Tamas Kemenczy. It gets just a little spoiler-y, but not in a way that'd seriously compromise your enjoyment.

Most people play chess with pieces and a board, but to many players that's not the actual game -- it's just a mnemonic aid, a thing that keeps track of chesspiece locations so you don't have to remember where your rook is. The people who live and breathe chess, however, can play chess just by reading chess notation in a book, which is to say that the game takes place entirely in their minds. This is more or less what happens when you lose a heated multiplayer match of Starcraft and agonize over what you could've should've didn't do, and wonder what alternate paths you might've taken. Likewise, I'd imagine the most skilled Starcraft players can play Starcraft entirely in their minds.

It's not just in games either: Beethoven was deaf but he could imagine the notes and harmonies so well that it didn't matter, and a Chinese concert pianist was jailed for 6 years but stayed skilled by "practicing in his head."

But I think game designers, designing games directly as a form of conceptual art, is still a relatively new thing.

Wednesday, February 6, 2013

A smoother triplanar shader for Unity.


To review: procedural UVs are amazing and you should consider using them in your games. Now, the old triplanar shader I posted was great at hard-edged cubes, but it didn't handle the transitions between textures very gracefully; curved surface like cylinders and spheres were forbidden.

So I took a look at how James "@farfarer" O'Hare handled the blending in his triplanar terrain shader, and how Tom "@quickfingerz" Jackson grabbed normals in his own triplanar shader (but the blending in his shader would "blow-out" a lot, I found) and I combined their respective strengths. I also added different handling for top vs. bottom textures, since grass rarely grows on ceilings. (Textures in the shot above are from Farfarer's pack.) One last change: I let Unity's built-in surface struct calculate world normals instead of calculating my own.

So far, I've been unable to get normal maps working with it, so if any enterprising blog readers would like to instruct me how to do it, and share that technique, then I'd be much obliged.

Here's my shader so far. Do what you will with it:

Friday, January 11, 2013

The unportalable: games as paratexts and products


Several years ago, I sat-in on a "games as literature" course, and promptly got into an argument with the instructor. We were talking about Portal, and he argued the dark metal unportalable surfaces seem "sinister" because of their color, rustiness, sense of alien materiality and permanence, lack of affordance, etc. (This was also an introductory course, so a lot of his effort went towards getting students to make critical arguments about games at all.)

I argued that interpretation was irrelevant, and that type of thinking was obfuscating how these surfaces actually function to players: in Portal you don't think to yourself, "that wall is scary," but you more often think "I can't portal there, let's look somewhere else" or "wow that wall looks cool on these graphics settings." To me, the wall material told more of a paratextual story rather than a diegetic story.

Monday, November 26, 2012

Radiator Blog: Three Year Anniversary


Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year, and the year before, here's a "greatest hits" compilation of this past year's posts:

(Oh, and feel free to have some cake. Forks and plates are over there, on the table.)

GAME ARCHITECTURE CRITICISM

COMMISSIONS
  • Level With Me, a post-mortem. A Portal 2 mod I did for Rock Paper Shotgun. The level design is some of my better work, and I like the idea of game journalism in the form of games, but it seemed somewhat cooly received. I have to conclude that it must simply be not as good as I think it is... or that Portal 2 players are super lame.
  • The Future of the FPS, written for PC Gamer UK in issue 240. A short essay and list of really cool indie FPS games and how they're changing the genre, kind of the basis for my later RPS series. Thanks Graham!
  • A People's History of the FPS. A three-part essay series for Rock Paper Shotgun that argues mods are transcending their video game bodies, becoming genuine culture that is increasingly independent of the products that they're meant to be "modding" and adding value to.

ON GAME NARRATIVE
  • The myth of psychological realism in narrative. Argues that thinking of fictional characters as "people" is meaningless for a writer. It is much more useful to write by thinking of a character as a vehicle for plot, and let the player fill-in character for themselves.
  • Dishonored fails as an immersive sim in its first minute. The simulation should be "immersive" -- meaning, the scope of it should be consistent and everywhere. Scripting special cases goes against this genre dogma.
  • Dishonored uses the Heart to lie to you. You'd expect the Heart to be an unreliable narrator of some sort, but it doesn't lie to you with narrative -- it lies to you through gameplay and psychological framing.
  • "Stair K": architecture criticism, Thief, and a coffee maker. Situates Thief as dialog on social class and urban architecture. (e.g. stairs are invisible to rich people who take taxis, not subways, and frequent buildings with abundances of elevators) It argues that in Thief, stealing is framed as an ethical act because the rich deny the truth and infrastructure of cities.
  • Thief 1's "Assassins" and its environmental storytelling. I really hate the type of analysis that just thinks of game narrative as a static text that you read -- game narrative is also a game design tool, a way to make the game better to play. Games tell stories, yes, but those stories tell games too.
  • What do simulations simulate? Argues that a simulation gap is important for framing a narrative.
  • The structure of Sleep No More (part 1, no spoilers) and (part 2, detailed and spoilery). You paid a lot to see this damn show everyone's raving about and now you're inside, on a timer. Are you going to spend your valuable time (a) reading faint scribbles on random pieces of paper under a dim flickering light-bulb or (b) follow the crazy naked people who have an interpretive dance orgy in a blood-smeared disco?

    I still think a lot of "game critics on Sleep No More" like the idea of it more than how people actually consume it -- unfortunately, reading is boring and performance is captivating. So I argue the readables function as set dressing to assure you of the production's expense, not to serve as barely coherent narrative in a familiar plot that's hundreds of years old. Of course, the dancing's fantastic, but I guess it's hard to argue for the value of dance to gamer culture.
  • Rule Databases for Contextual Narrative. On modding Valve's dynamic self-branching conversation system and using it to author dynamic self-branching narrative, and how Emily Short's already doing something like that, naturally. I think it's one of the more promising directions toward a holy grail of procedural narrative.
  • Balls and conversation: let's narrativize the sports genre. I really love baseball movies, but I'm really bored by the focus on statistics, which is probably why Moneyball sucked. There's a rich tradition of sports narratives in film and literature, but in video games it's conspicuously absent. Let's change that.
  • "Do you think shooters take themselves too seriously?" We watch blockbusters in a special way, I think, but the gulf between action films and action games is this: the films are structured to be human and sympathetic, but games are sociopathic and mean. This is a game narrative writing problem.

ON GAME CULTURE
  • Frog Fractions should really win something at the IGF.
  • On appreciating the UV texture flat as fine art. Here, I propose three aesthetic modes for enjoying texture flats on their own merits and glorifying them as authentic game art, rather than the silly concept art we parade as game art. I later re-wrote this piece for Game Developer magazine, as "Loving the Bones."
  • Desperate Gods and rules-forcing in games. Pretty recent, but I think it's a good summary of current thought on the issue -- if you can play a game of Starcraft in your head, and Starcraft exists fundamentally more as a mental construct than a product, then why can't we just argue the rules of Starcraft in the same way we interpret and amend the laws of board games.
  • On grad school for games / what studying at Parsons was like. Imagine a cohort of game developers from all around the world, and 50% are women, and 10% aren't straight people. Parsons is like the rainforest: diverse, beautiful, and vital to the global ecosystem -- but it's also humid, with lots of insects everywhere, and it's constantly in danger of deforestation. It's not for some people, while others will really grow to love it.

GAME CONFERENCE / FESTIVAL NOTES
  • Why Indiecade is the best games conference / festival I've ever been to. It might sound like hyperbole but it really isn't.
  • I spoke at Games for Change this past year, on LGBTQ attitudes and developers in games. It went great. I began with "I'm Robert Yang, and I'm a practicing homosexual" -- and the entire auditorium erupted in applause and cheering. It was an amazing feeling.
  • Notes on the Games for Change industry. Fun fact: I got into an argument with a G4C speaker in the comments. His stance -- yeah the games suck, but people want to put a lot of money into this, so just accept it. My stance -- art should be a free or reasonably available public good, not a product.
  • How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum. I encourage everyone to go to at least one big mass market game convention, because that's when you will know what "indie" really means and you'll realize how small, puny, and insignificant we "video game intelligentsia" really are. The sheer amount of money being thrown around in this industry is insane -- the money spent on a 20-foot tall Blops booth-complex, blaring out noise at a regular interval, is a huge contrast to the humility and humanity of indie game culture.
  • What were the main trends of GDC 2012? A look-back on what happened and what stuck out as significant.

    UNITY TUTORIALS / RESOURCES
    • Shader-based worldspace UVs ("triplanar") in Unity. The worst thing about BioShock's environments is the cookie-cutter feel of the game architecture, the result of modular building in game engines today. The scale and proportions don't feel human or plausible. To me, one answer is to embrace old school BSP construction techniques with procedural UVs so that you can scale your primitives to arbitrary sizes without texture stretching.
    • How to integrate Unity and Twine. Notes on Unity's web player JS hooks, and how that can feed into Twine's JS, or any webpage's JS, really.
    • How to dig holes in Unity terrains. How to use depth mask meshes to selectively mask geometry, then disable the terrain collider temporarily.
    • The best Unity tutorial writer in the world. He really is. I'd pay him to write a book, in fact, but unfortunately I'm poor.

    Thursday, November 22, 2012

    Desperate Gods and rules-forcing in video games.



    Desperate Gods, by Wolfire Games, is a virtual board game made for Fuck This Jam; you have a bunch of virtually simulated tokens and cards, but you must process and execute the game rules yourself. You can easily cheat, but then what's the point?

    DG is not the first game or toolset to do this, although it's certainly the most polished and nicest looking so far. LackeyCCG, for instance, gives you a deck builder, a table, some tools for keeping track of state, then walks away and lets you get to it. The rationale, from their FAQ:
    Q: Does LackeyCCG force people to follow a CCG's rules? Will it allow me to do something that isn't legal?
    A: LackeyCCG does not implement rules forcing. I have tried other methods of playing CCGs online and I have found that forcing rules adherence just serves to bog down the game and makes it much less fun to play. Lackey allows you to simplify your turn when not much interesting is happen (so you can get to the more fun parts of a game faster). LackeyCCG will allow you to do anything you could do if you were playing with real cards. It also allows for a more formal adherence to the rules if you want to play that way, but it doesn't force any particular play style.

    Tuesday, October 2, 2012

    "Loving the Bones" in Game Developer magazine, October 2012

    I adapted my blog post into a short article for the October 2012 issue of Game Developer magazine, promoting the art of the humble texture flat as its own art-form and mode of appreciation. The three masterpieces discussed are: Rob Laro's tankbuster sheet, Thomas Varoux's palace lightmap, and Anna Anthropy's miner spritesheet. Together, I thought they represented a good cross-section of non-photorealistic / desktop / mobile / 3D / 2D / environment / character art going on today. Pick up an issue of GD mag at the game convention nearest you, or squint at this low-res but somewhat legible clipping to the left.

    Saturday, September 1, 2012

    Levels to Look Out For, September 2012

    Hey, I just remembered to do these again, so here's some recent work-in-progress environment art / level design deserving of your notice:

    Victorian City by Marc Thompson
    I always thought art deco was a strange choice for Thief 2 to pull from. Architecturally, they started from medieval and skipped right past baroque, art nouveau, neogothic, and victorian styles, which always seemed ripe for use in a steampunk urban setting. Thief 3 channeled some straight-up gothic as well, which was disappointingly generic. Wouldn't these other, more sculptural styles, show-off your fancy newfangled normal mapping tech better than some boring brick insets? Oh well, here's hoping Thief 4 fares better -- Thompson offers a convincing glimpse of what a next-gen shiny victorian style might look like in a contemporary engine, with some really great use of fog.

    Thursday, August 9, 2012

    The flat as art; the aesthetics of UV maps.


    So the celebration of visual arts in video games like "Into the Pixel" is cool in one sense, but a little dishonest in another -- concept art is not video game art -- that is, it's not the art asset that goes into the game. Rather, I'd argue that the more authentic video game art is the sprite sheet, the texture atlas, the lightmap, the UV map. It's all about the flats. Understanding them requires understanding games on some level. ("UV means ultraviolet, right?")

    I propose three aesthetics / three approaches to appreciating the flat:

    Friday, July 13, 2012

    The shape of crime and escape.

    From "Payday: The Heist"
    I went to another BLDGBLOG / Studio-X event: "Breaking Out Breaking In." This time, it was a panel with FBI agents, crime experts, and architects, all focusing on heists: what does it mean to break into a bank and how should we approach bank design?

    As I sat there, I pondered a much, much, much more important question: how does it affect the ways we design video games and levels about heists. How should we abstract the heist?

    Thursday, July 5, 2012

    On landscape porn.



    We couldn't do large, open, video game environments before. Now we can. However, this kind of power is limiting in its own way; you just see the same concepts of grand sweeping vistas, over and over. It's very beautiful and expertly crafted, but it also resembles the same stagnation of a mud-brown rusty metal corridor decorated with skulls -- a certain lack of imagination.

    Conceptually, this is Thomas Kinkade, repeating, instantiating, stretching endlessly past our view frustums to infinity. It's always the same sunlit painterly natural realism with some normal-mapped ruins in the foreground.

    Sunday, June 3, 2012

    France Diaries: sketches + a 3 sentence review of "Game Feel"

    I'm in France right now. This is part of a series of game architecture diaries about France.

    If anyone thinks I'm qualified to offer advice to beginning level designers, then here's that advice: draw, even if you're awful at it.

    Saturday, May 19, 2012

    Parsons post-mortem: "Games and..."

    Parsons is a bit of a secret games school: they don't advertise much, and the students / faculty rarely shill for the program. (I'm an exception, I guess.)

    I enjoyed my time here, but it's not for everyone. I find most prospective students are trying to decide between Parsons / NYU / USC or something, so this post is mostly tailored to them. (There's also a tl;dr at the bottom.)

    Here are, what I think, the strengths of studying games at MFA Design and Technology at Parsons:
    • Diversity. A Model UN's worth of international students. About 40-50% of the students / faculty are women. Also, there's a healthy LGBT presence and culture, e.g. some of our bathrooms are branded "gender-inclusive", and ~10% of our cohort was LGBT. Some students are 36 year old engineers; some are 24 year old dancers and biologists. Altogether, this makeup is VERY rare in the monoculture that is the technology / games field.
    • Breadth. You will go to gallery openings and interact with the larger New York City art scene. You will learn soldering, coding, and typography. You'll get a general sense of where the "new media" art scene is at, to the point where you can go to a MoMA exhibition and yawn at their curation with knowing confidence.
    • Flexibility. If you realize you're not into games so much, you can totally do something else without any disruption toward your degree. Start welding something! Sew a dress! Make a video performance! Grow algae batteries! Build robots! Just start doing it and you can.
    • Maturity. MFADT is a very old program (15+ years old?) compared to most dedicated games programs. The veteran faculty know what they're doing. The courses and curriculum generally work.
    • New York City isn't AAA! The NYC indie scene is among the strongest in the world, with frequent meet-ups and events. Killscreen and Babycastles regularly partner with museums to do stuff, and there's always at least one games-related thing going on every weekend.
    Now, as for the gaps in the program, I actually regard them as strengths, but I understand people see things differently -- so here are the "weaknesses"...

    Tuesday, May 15, 2012

    Levels to Look Out For, June 2012: "Future of the FPS"

    I don't normally theme these posts around anything, but these three indie FPS experiments share so much DNA that it's impossible to ignore. They're all very grounded in digital / virtual / "futuristic" aesthetics, but they're confident to sometimes let that futurism be incredibly alien. Also, I'd hazard a guess that few of these designers have worked on many FPS games in the AAA manshoot tradition, but these "outsiders" are the future of the FPS.

    (Coincidental but shameless plug: if you pick up a recent issue of PC Gamer UK, there's a "Future of the FPS" feature I wrote, though I guess it's already inaccurate now, seeing as I've neglected two of these beauties...)

    Dirac by "Orihaus"
    Descriptions offered so far seem intentionally cryptic and foggy -- a multiplayer co-op wandering survival sim (?!) with an emphasis on atmosphere over gameplay, set in a stark Mordor-Tron world, with a little help from Structure Synth. What grabs me most is how the forms are so mechanical yet still incredibly abstract and inscrutable. You always see generic sci-fi corridors with gubbins and doodads embedded in the walls, and they're always encoded as "electrical panel" or "fuel pipes" or something. They're obsessed with being knowable because supposedly that's good design; I think Dirac shows how nice just a shape can be. (Unfortunately I missed the last multiplayer playtest, but there's another open test coming up on May 20th at 8 PM EST, just meet in #merveilles IRC on esper.net. Check the TIGSource thread for the most recent schedule.)

    Saturday, May 12, 2012

    Souvenir and abstraction.


    I was the main artist on Souvenir and did the bulk of environmental modeling / level design / art effects. The cypress tree and archway were one of the very first things I made.

    Back in September, we realized that if there were any limits on what Souvenir would look like, it would probably reflect my own personal limits as a novice 3D hard surface modeler, as well as my partners Ben and Mohini who weren't incredibly experienced artists either. (Know thyself!... and judge others, I suppose, too.)

    We needed an art style that would emphasize simpler forms with very little surface detail, and we made a very early decision to pursue a papercraft / untextured color direction. Otherwise, the UV mapping required would be time-consuming and cost prohibitive and wouldn't really look good anyway because I'm not a great painter. There were also huge performance gains in using just one small palette texture for virtually every environment mesh in the game; that means Unity can batch all the polys efficiently and reduce overall draw calls.

    Our early experiments with the mechanic indicated that falling / shifting over long distances felt good... Which meant that our final game world had to be huge, and that most of the world would be experienced from afar as silhouettes and shapes. (Again, our mechanics suggested that investing in surface detail was pointless.)

    Tuesday, April 24, 2012

    On "Joiner", detail, and greeble.

    Joiner is a command-line pre-compile brush generator by prolific TF2 mapper Timothy "YM" Johnson; you make several brushes to represent the volumes of your rooms, run your VMF through it, then out comes another VMF with all the struts and support beams built and textured for you.

    I find Joiner fascinating because it's also (an unintentional?) commentary on TF2 design styles: rooms are still composed mostly of simple rectangular planes that join at 90 degree angles -- that's the actual functional level geometry, but a typical player would recognize that as undetailed and thus as an unfinished / crappy map. What Johnson has made is not a "make level" button, but rather a "make detail" or "stop players from whining" button. The purpose of these struts is to cover the surface in a sort of greeble, so the player won't be distracted in comparing its perceived quality against other maps with "better" detail.

    Surface detail is a paradox. It is "necessary" to exist in front of the player, but it exists to be more or less ignored.

    Friday, April 20, 2012

    Levels to Look Out For, May 2012.

    These are some unreleased levels / environment WIPs I've seen posted around the internet, along with some brief commentary.

    Island of the Dead, by Mac "macattackk" Hart.
    Hart bases this CryEngine3 environment off the Arnold Bocklin's notorious Isle of the Dead paintings. What I really admire here is the masterful control over materials; the normal map on the rocks is really important to ground the unorthodox shape of the rock. It's a really surreal treatment of realism that, I think, is really subtle and difficult to pull off -- a desaturated, muted palette that somehow isn't boring. What I like most about this piece, though, is that Hart is actually fleshing it out into a level. He could've stopped with this one view and one camera angle to produce a diorama / portfolio piece, but now it's actually turning into a legitimate space as he extrapolates the painting's original style.

    Friday, March 16, 2012

    What games can learn from Sleep No More (part 1): the death of environmental storytelling.


    Part 1 contains VAGUE SPOILERS, as if your friend had gone to Sleep No More and told you about it, or as if you had read a news article about it.

    Although there have been many past theater productions that have done generally what it does, Sleep No More is what's going to be most prominent in history. It's basically a 5 floor tall, 100 room haunted house with dancers wordlessly performing a loose adaptation of Macbeth throughout the maze -- and you and everyone else are wearing masks, staring and shuffling silently through the halls. It transforms contemporary theater and dance into something relevant for people who'd otherwise see little value in it.

    I value it mostly for its interaction model and the ways it uses architecture in specific ways; it is what happens when outsiders use level design concepts better than video games ever have. First I'd like to debunk what I consider to be the "conventional reading" of it and its relevance to video games, as argued by game critics.

    Thursday, February 23, 2012

    Dear Esther


    From the Wikipedia article on "cut-up technique," emphasis mine:

    A precedent of the technique occurred during a Dadaist rally in the 1920s in which Tristan Tzara offered to create a poem on the spot by pulling words at random from a hat. [...] Gysin introduced Burroughs to the technique at the Beat Hotel. The pair later applied the technique to printed media and audio recordings in an effort to decode the material's implicit content, hypothesizing that such a technique could be used to discover the true meaning of a given text. Burroughs also suggested cut-ups may be effective as a form of divination saying, "When you cut into the present the future leaks out."

    See also "unreliable narrator," "lyrical poetry," and "ludodiegesis." Though some people would rather argue that poetry is supposed to be straightforward and accessible and worth $10 of some arbitrary unit of entertainment?

    I imagine it'd be fairly easy to rig Hammer to make custom Dear Esther levels. Coming soon: "Dearer Esther."