Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Tuesday, September 22, 2015

NO QUARTER, 9 October 2015 in Brooklyn, NY

this amazing poster is by the incomparable Eleanor Davis
No Quarter is an annual games exhibition in NYC that commissions original works from designers. This year, I am stepping up as curator, and we will be featuring some exciting new games by Nina Freeman, Ramsey Nasser, Loren Schmidt, and Leah Gilliam.

Come join us on October 9th from 7-11 PM in DUMBO, Brooklyn at The Dumbo Loft, 155 Water Street, Brooklyn, NY 11201

If you'll be around New York at that time, please RSVP so I can get NYU to buy us even more beer. Thanks and see you there!

Thursday, September 10, 2015

Scripting the Unity Editor to automatically build to Windows / OSX / Linux and packaging the files in ZIP files.


I'm getting ready to release my next gay sex game, which means a lot of builds and testing. This game, in particular, has a lot of particular framework and infrastructure that involves copying over specific files directly into the built data folder. I don't want to have to copy over the files manually over and over, so I bit the bullet and decided to write an editor script that automatically does all this stuff for me, for all 3 desktop platforms that I'm targeting. This is really nice because it saves me a lot of time when making builds, and it also makes it more the whole process more foolproof since it prevents me from forgetting any files -- Unity is automated to include them for me!

Here are the main snippets + explanations of those parts of the pipeline, with the full script at the end of this post...

Friday, August 14, 2015

"Bodies, I Have In Mind" at ZEAL

My piece for Aevee Bee's micro-games-e-zine ZEAL is out. It's called "Bodies, I Have In Mind", and it's about my body, other people's bodies, video game bodies, gay marriage, physics, and a bit of Ovid quotation for good measure.

It actually took a pretty long time to write, because when I write about games I usually maintain some distance and don't include too much of my personal life, so it was challenging (but fun) for me to try to change my usual mode. I hope it's not too terrible of a read.

If you like my writing for ZEAL, and want to support more work like it by diverse authors, then please consider donating to the ZEAL Patreon, which commissions this work.

Thursday, August 13, 2015

"That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" at GX3, 12 December 2015 in San Jose, CA


Hello! My "Boss of Honor" keynote talk at upcoming gay game convention GX3 is called "That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" -- in it, I will be talking about my gay sex games (hopefully I'll be done with 2 more by December) and connecting it with a rich history of other gay sex games.

The implication is that we shouldn't beg for crumbs from the AAA industry in hopes that they'll allow "us" the occasional cutscene or NPC or crumb of representation... the games we want to see already exist, and they are made by queer artists that the community needs to support.

If you're interested in hearing about this stuff, come see me in San Jose on the Saturday of GX3.

(And if you're interested in repeatedly giving birth to fully grown wolves, play Eva Problems' excellent "Sabbat.")

Wednesday, August 5, 2015

A game is a brain is a forest


I just read this article about how plants are intelligent. It's a classic philosophical problem. Is a brain in a jar any different from a plant, and what exactly is intelligence or consciousness? Recent articles about how "plants talk to each other using an internet of fungus" are in vogue with recent thinking that corporations are dystopian artificial intelligences that have enslaved human society, or that we have to generally decentralize human-ness in human thought. The argument here is that self-sustaining complexity, usually in a network structure that resembles a brain (not that mere human brains are so great or whatever) must produce similar effects, so a brain is at least as complex as the internet or a forest or global capitalism.

Once something becomes boring, it is no longer complex because you have reduced it to boredom. So maybe another word for self-sustainingly complex is "interesting"... and, well, I think good games are interesting. Maybe a game is like an internet, or a brain, or a forest, or some shit?

Sunday, July 26, 2015

PSA: free (and COMPLETE) photorealistic 3D character workflow from Mixamo


Mixamo got bought out by Adobe... as part of the merge, they've turned off all their billing systems... which means almost everything they have is now free.

"Fuse" is their (free) character modeling / texturing / creation tool that is miles ahead of the old Autodesk Character Generator -- from there, you send the character mesh out to their Auto-Rigger cloud service (also free) with 60+ bone skeletons and facial blend shape support -- and with every (free) account you register, you get 20 (free) animations, and you can potentially make unlimited free accounts. This is a complete character art solution from mesh to skin weights to rigging to animation, for free. It's pretty impressive, and you can easily make a game that looks like a prestige AAA FPS from late 2013. (These assets don't have the accuracy of photoscanned models or DX11 procedural hair, but they're very well crafted.)

Tentatively, they're going to shutdown this infrastructure on December 31, 2015 (I think, according to a cryptic e-mail I got a few months ago) when they've finalized more of the merge with Adobe, so make sure you grab as much stuff as possible while you can.

To celebrate, look at the brunch hunk I made in Fuse (above) and exported out to Unity. Again, it's pretty high resolution stuff with no restrictions. Make use of it for your games while you can.

I'm documenting this resource as a "PSA" because making the tools of photorealism accessible and widespread helps (a) sabotage game industry machinery that privileges fidelity as something valuable, (b) re-contextualizes realism as a stylistic choice rather than a "default" marketing tactic.

Have fun!

Sunday, July 12, 2015

Some recent exhibitions

Some recent sightings of some sex games out in the wild... approach with caution.

Hurt Me Plenty at Two5Six in New York City. (May 2015)


Stick Shift at "Play Spectacular" at the Wellcome Collection in London. Curated by Holly Gramazio. (July 2015)


Succulent and Cobra Club in the back of a U-Haul box truck (and Stick Shift, in the driver's seat!) at Lost Horizon Night Market in Brooklyn (Bushwick). Curated by Stephen Clark + Babycastles. (July 2015)


Thanks to all the curators and events for having me! There's also a few more shows / appearances lined-up, so keep your eyes peeled...

Friday, June 19, 2015

Videogames for Humans, edited by Merritt Kopas

The first reaction most people had was, "it's bigger than I expected." 575 pages to be exact. But that obfuscates the actual format of Videogames for Humans: 27 different close readings / commentaries on short stories.

What those most people actually meant was that they had no idea that 575 pages of thought on Twine was possible, that they're surprised Twine is this big or that it is worth preserving on a tree carcass.

Preserving! In order to preserve something, it has to be more or less "over", and Merritt Kopas has a lot of feelings and anxiety about how Twine will be remembered. In the introduction, she confesses, "late 2012 and early 2013 was an extraordinarily exciting period for me [...] the 'queer games scene' covered by videogame outlets might not have been as cohesive as some accounts supposed, but for a little under a year, it definitely felt real,"

... then later she argues, "but I don't want Videogames for Humans to be seen as the capstone of the 'Twine revolution,' a kind of historical record of some interesting work done in the early 2010s."

So then, this book is partly an attempt to correct or amend a prior history... but not with more history. It wants to break a cycle.

Tuesday, May 12, 2015

Pardon the interruption

Haven't had time to write lately -- it's finals week here in New York City, so it's been pretty busy with grading and making sure students turn things in. If you happen to be in the area this month though, I encourage you to check out the student shows at two of the departments where I teach:
  • Parsons School for Design MFADT Show Reception. Monday, May 18 at 6 pm. 6 East 16th St, 12th Floor, around Union Square. Wide variety of technological / conceptual / commercial projects, from experimental VR installations to new apps to future fashion to performance.
  • NYU Game Center Student Show. Thursday, May 21 at 6 PM. 2 Metrotech Center, 8th Floor, around Downtown Brooklyn. All kinds of board games / physical games / digital games, mostly by the MFA students, but with a few undergraduate projects on display too.
See you around maybe.

Friday, April 17, 2015

Embarrassed silence

I'm stealing the first three paragraphs of Pippin Barr's lovely post: (see also -- Emily Short's take)
A post called Minimum Sustainable Success by Dan Cook has been doing the rounds on Twitter recently and so I read it because people were saying it was good. And it is pretty good, especially if you’re a bit games+money minded – as I am not. It’s a hard look at how you might address and perhaps even mitigate some of the enormous risks and problems involved in getting into the making-a-living end of our beloved videogames.

In there, Dan brings up the “supportive spouse or family” category of game developers and points out that people don’t often “admit” to being in this one, with the idea being that it’s a bit embarrassing, and that it should be talked about more to add perspective to this crazy thing called “how the hell am I supposed to make the games I love and also live at the same time?”

Fortunately I have no shame, and so I’m writing this to represent one data point of the “supportive spouse” crew. Are we legion? I don’t know. I’m definitely one of us, anyway. Hi, here’s my life story (of privilege).
Like Pippin, I have a very supportive and awesome spouse. His name is Eddie.

In addition to currently making more money than I could ever hope to make as a part-time adjunct academic, he is a better Unity programmer than me and taught me a lot of what I know today. He also has really good design instincts; he had the idea to make the cooldown in Hurt Me Plenty go into several weeks, and he also picked-out the music used in Stick Shift. And right now, I'm making him write the server code for my upcoming dick pic game because I don't feel like doing it. (LOL.)

Saturday, March 28, 2015

Implementing real-world real-time stamina / energy cooldown timers in Unity C#

In Hurt Me Plenty, I implemented "real-world" cooldown timers, which persist even if the player restarts the program. The cooldown period elapses in "real world" time, not in game time.

This resembles stamina delays in many popular free-to-play games, but it also connects with the design tradition of using real world system clocks to dictate game logic -- maybe certain Pokemon emerge at real world night, or you witness events that correspond with real world holidays, or perhaps you can even kill a boss NPC by setting your console's system clock forward by a week.

Much like the implementations referenced above, mine is quite weak and vulnerable to circumvention and cheating: I simply save a system timestamp in the game's PlayerPrefs, and then check that saved timestamp upon loading the game. If the difference between the current system time and the saved timestamp is less than zero, then the time has fully elapsed and the game continues.

Monday, March 16, 2015

#altgames is the no-fault divorce that indie games needs

I'm cautious. I've been watching #altgames from a distance. Quite a few years ago, Jim Rossignol said I was supposed to be part of an "alt mod" scene, but by then I was tapering off most of my work as a modder so I'm not sure if such a community ever really materialized anyway. I generally don't like labels with "alt" in them since the alt-ernative can be said to be anything, but I do like what TJ Thomas said at Indiecade East, and I like a lot of games that are "altgames", and I think much of my work shares whatever those altgames sensibilities are... so there's probably some kind of consensus, we just have to keep articulating it?

In my GDC 2015 diary, I confessed I felt disconnected from fellow indies who were concerned with running small businesses and contract negotiations. No one wants a civil war over what "indie" really means, or a witch hunt over who is authentically "indie" or whatever. We all have different relationships with games and that's okay as long as you're not promoting hate speech or something. At the same time, it's ridiculous to pretend that I'm not bored out of my mind during countless GDC conversation(s) lingering on advertising revenues and Indie Fund deals and sales figures, and then people get visibly annoyed with me when I don't say anything and check my phone instead. Where is the way out?

This morning, Zoe Quinn's altgames manifesto at Offworld really crystallized this for me:

#altgames can be the no-fault divorce that we need where we don't blame each other, where we even stay friends with contemporary indie games. We can still have dinner parties and share custody of the kids! However, we also have very different goals and concerns, so let's try not being married anymore, and maybe we'll all be happier for it.

FAQ:

Friday, February 13, 2015

How to make stuff look at stuff / demystifying turns and rotations, and working with quaternions in Unity C#

Julia set fractal thing of a quaternion function... I actually don't really know what that means, but it's pretty.
This is kind of a blog post more for my Unity students, but I figure other people on the internet might find it useful -- let's demystify working with rotations in Unity, and explore some useful techniques for doing so.

There are 2.75 ways to store rotations in Unity: (1) quaternions and (2) euler angles (directional vectors are the 0.5, and some math functions secretly take radians instead of degrees, that's the 0.25)...

Euler angles are the typical 0-360 degree system taught in most junior high / high school geometry classes, while radians are in "units of pi" and represent the curvature of a circle. Then there's quaternions, which are scary 4 dimensional representations of a rotation that you may have never heard of / can barely spell! Fortunately, you don't need to know quaternion math in order to work with rotations, Unity will handle conversions for you.

Okay, so first let's explore a most common problem: how do you make stuff look at stuff in Unity?

Sunday, January 25, 2015

"We Are Drugs: On New Indie Game Dev Tools for Psychedelic Hologram Futures" @ IndieCade East 2015

Salvador Dali, "Modern Rhapsody"
I'm giving a talk in, like, 3 weeks at IndieCade East 2015 in New York City. I'm going to be talking about art / art-making as a drug, and I'm going to show a clip of Hatsune Miku, and hopefully I'll be coherent and insightful and entertaining? And if you can't splurge for the full weekend pass, then I'd recommend at least attending on Saturday -- not because that's when my talk is! -- but rather because that's when the notorious Night Games takes place. Get your tickets sooner than later, I think there's some kind of "early bird" discount? Either way, see you around in a few weeks!

Monday, December 1, 2014

"Cheeky Designs: How to Make a Video Game About Spanking The Heck Out of a Dude" at NYU Poly Game Innovation Lab, December 11


I'm giving a short tech talk about making my hunk-spanking game on December 11th at the NYU Poly School of Engineering's "Game Innovation Lab" in Downtown Brooklyn. Here's a description:

This talk will discuss the design development of "On Your Knees" "Hurt Me Plenty", one of the very few video games ever made about spanking men. How do you adapt concepts from BDSM culture into a game? How do you translate the politics of consent and power exchange into game code, 3D animation, and motion interfaces? What if video games imagined sex as an interactive process instead of a cutscene "reward" dispensed by a talking vending machine?

I'll talk how each part of the game works / why I made it the way I made it / interesting questions this kind of work brings up. Hope to see you there if you're in the New York City area!

December 11, 2014 at 7:00 PM
5 Metrotech Center
Brooklyn, NY 11201

Thursday, November 20, 2014

I've never made anything viral before

At this time of writing, this Vine now has 540,000+ loops and 19,000+ notes on tumblr... and my life is pretty much exactly the same. It's so exciting -- the numbers are so big! On the other hand, they're just numbers.

Tuesday, October 28, 2014

On branching dialog editors and narrative design tools


I was prototyping a game concept with branching dialogs for conversations and/or CYOA story events, so I started looking at various solutions on the Unity Asset Store. Dialoguer looked the most decent, but generally all of them just made too many assumptions or enforced bad workflows, and seemed to ignore what made Twine so accessible.

So I've decided to make "Bramble", my own editor plug-in and system for Unity! Here are some factors in its design:

Thursday, October 23, 2014

Notes on working with Source SDK 2013 Singleplayer Base

I've been working with Source SDK 2013 base for the past few months, and I thought I'd share some notes on workflow for any future modders who google to this post:
  • If you are making a simple mod that uses default Half-Life 2 features, then you do NOT have to compile your own binaries. You can just tell Steam to use the ones that come pre-compiled by Valve from the already included "sourcetest" mod instead. Steam automatically downloads the correct binaries for the client's platform when they download the Source SDK 2013 Base -- which means you presumably get free and painless Windows / OSX / Linux support, as well as any new changes Valve merges into the codebase... As far as I can tell, most of the basic Half-Life 2 entities work in sourcetest, though env_screeneffect seem to be broken due to some missing shaders.

Monday, September 15, 2014

Porting simple Half-Life 2-based singleplayer mods to Source SDK Base 2013 in 3 steps

If you have a lot of custom code, there are probably some compelling reasons NOT to try to upgrade your existing code to Source 2013 unless you have a lot of free time to hand-merge everything... but if you just have a mod consisting of maps running on Half-Life 2 or the episodes, the relatively easy update to Source SDK Base 2013 gives you better performance (the Steampipe VPK-based loading is much faster than the old GCF system), integrated VR support, and maybe most importantly, it is a freely available "standalone" release to anyone with a Steam account.

The process is basically 2 steps, but I added a 3rd pretty crucial "step" that came up in my own mod...

Monday, September 1, 2014

September pageant at Makega.me: "MAGIC IS REAL"

Merritt Kopas is the makega.me pageant runner for September, and she has come up with a doozy:
"We're all born a Witch. We're all born into magic. It's taken from us as we grow up." - Madeline L'Engle

magic has been incorporated into games for decades. but it's most often in a way that borrows from the tabletop games like dungeons & dragons -- as just another means of inflicting damage. magic in videogames is both spectacular and mundane. fireballs are boring.

magic is the power to change our circumstances, to invoke the world we want to inhabit. magic is a little evening ritual, the charms we carry to protect us, the spaces and times we invest with meaning. magic is a response to the destructive, crushing weight of oppression. magic is spectacular and mundane, but not in the way it's depicted in games.

instructions:
make a game about magic that veers away from the usual treatments of magic in games.
The full pageant brief is here. I'm looking forward to seeing all the new games people will be making!