Showing posts with label conference. Show all posts
Showing posts with label conference. Show all posts

Friday, October 11, 2013

Two talk descriptions at QGCon and Practice

Sorry that this blog's been suffering a bit as of late. I've been busy.

My teaching load is ramping up (which is good, having more day job is nice) and I've been devoting most of my free time toward working on games, transcribing Level With Me vol. 2 at Rock Paper Shotgun, and writing / researching for two talks I'm delivering -- one at QGCon, and the other at Practice.

Here are the two blurbs:

"Queering Game Development" @ QGCon, Oct 27 in Berkeley, California
Queer and feminist critiques of games often rely on high level conceptual approaches to games -- that is, analyzing games as cultural products or media objects. The hegemony's response is to go technical and go low-level, to argue that their game engine could not support playable women characters, or to argue production schedules allowed no time to support queer content, etc. Ignoring temporarily how those are bullsh*t reasons, what if we chased them into the matrix? Perhaps we could disclose the politics inherent in game engine architectures, rendering APIs, and technical know-how. If we learn about (and *practice*) actual game development, then we can articulate alternative accounts of game development at a low level, and achieve more comprehensive critiques of games.

"Well-Made: Back to Black Mesa" @ Practice, November 17 in New York City
The modern AAA single player first person shooter consists mainly of two things: shooting faces in implausibly realistic levels with a pistol, machine gun, shotgun, sniper rifle, or rocket launcher -- and obeying NPCs when they trap you inside a room so they can emit voice-over lines at you. Half-Life's legacy in the latter is well-mythologized in history, but what if we re-visit Half-Life as a masterpiece of technical design, enemy encounters, AI scripting, weapons tuning, and architecture? Spoiler: we'll find out it's a pretty well-crafted game.

(I imagine the "Well-Made" as a counterpart to the "Well-Played" or something.)

Tuesday, September 3, 2013

Promise.

It's not much, but it's what I can do:

I promise not to attend PAX, ever again, in any capacity.

I promise to advise my peers and colleagues not to attend PAX, ever again, in any capacity.

I promise to help organize / build / support new institutions and communities, to try to replace PAX and counter its owners' poisonous influence on its fans.

I can't promise that my actions will matter. They probably won't matter. But that's partly the point of a promise.

Thursday, June 27, 2013

Radiatorpalooza 2013: "Technical criticism"

The Fall games conference season is in the works. (Get excited.) Here's my current schedule, subject to change...

September 14th: No Show Conference (Boston, MA)
October 3rd: Indiecade West (Los Angeles, CA)
October 26th: QGCon (Berkeley, CA)

In my talks at No Show and QGCon, I'll be talking about game levels and approaches to close-reading them, emphasizing their technical construction as a locus of analysis. The talks will be slightly less political than last year, focusing more on what I think good "meat and potatoes" / "basic analysis" might look like -- criticism that considers games as not just play systems and media objects, but also as technical artifacts engineered within certain constraints. (Of course, code is political too, but... baby steps.)

Uncharted looks and plays the way it does partly because of how its 3D engine works (texture memory constraints for consoles, deferred + forward renderer, no level of detail system), how Naughty Dog organizes its artists (does one artist "own" a level? outsourcing procedures?), and how level designers work (mostly in Maya, no in-house editor?) Yes, it also exists within AAA shooter culture and cribs freely from Indiana Jones pulp adventures, but all video games are also digital artifacts that run on some sort of code. How do technical contexts shape aesthetic contexts, and vice versa? Answering that question is traditionally called "game development," but I think effective game criticism can do much of the same work.

You do not have to be a programmer to understand (on a basic conceptual level) what a game engine is doing and how that has changed over the years.

Saturday, June 1, 2013

No Show Conference is an intimate game dev / game crit conference at MIT. And they want talk proposals.

Last year, last No Show Conference, I had a pretty good time. I met many MIT games academics, East Coast indies, Canadian indies, and interactive fiction authors. It's kind of a strange crowd but I think it works, and the lack of bullshit really helps everyone talk to each other as people instead of networking opportunities. For this year, No Show's back -- and they've even lowered the price to make it more affordable -- which is pretty much unheard of, among the game conference circuit, and to me it shows that they don't just talk the talk but they actually go and do what they argue for.

Much like last year, they offer a $500 travel / hotel stipend for speakers.

So go and submit a talk! You have until June 7th. It's a conference and community worth supporting.

Thursday, April 25, 2013

"Different Games" at NYU-Poly, April 26-27 2013.


This weekend I'm giving a talk called "First Personal" at the "Different Games" conference, this Friday and Saturday at NYU-Poly in Brooklyn. I'm going to talk about first person games and why I think they're really well-suited for making personal games. I'll also be showing the newest iteration of CondomCorps in the arcade they've setup.

The conference is free to attend, so if you're in the area you should come hang out for at least a little while.

Friday, March 29, 2013

Post-partum: #lostlevels 2013


As 1/4 of the organizing force behind Lost Levels (the other 3/4 being: Harry Lee, Fernando Ramallo, and Ian Snyder), I'd like to talk briefly about it.

It went really well. Like really really well, much weller than I ever thought it could've went. At least 150-200 people showed up, and we had about 50-70 speakers in the end. Thanks everyone.

I'm sure all attendees and speakers have different takeaways from Lost Levels: on the power of organization, the ultimate uselessness of Powerpoint, why GDC must be destroyed, why GDC must exist, etc. At the very least, I'd like to think we succeeded, to some degree, to break down a sense of "exclusiveness" and unreachability among all game developers and players.

As a former modder, I occupy a strange space in the game developer ecosystem: my background is in AAA tools and techniques, but my politics and interests will often clash with AAA politics and interests. I can't identify completely with the more militant indies nor more militant AAAs. However, I do think militancy has a crucial purpose, and that purpose is to move the middle to a better place, and right now I think that place is toward those who have the gall to align themselves with the forces of human empathy.

Now, all throughout Lost Levels, I felt very conscious of this appearance that we're "against" GDC. Again, we are not against GDC; rather, we are against a pervasive system and mindset that prevents GDC from changing for the better. A giant corporate conference structure has strengths, but it also has very real gaping flaws -- its expense forms a prohibitive cost barrier that fundamentally limits the diversity of voices who supposedly represent all game developers, which enforces a monoculture of ideas and works. Monocultures kill games.

My main takeaway from Lost Levels: we all possess some degree of power. We must simply exercise it collectively, decisively, and tenderly.

Thanks for participating and see you next year!

(As a reminder: I am only 1 of 4 Lost Levels organizers and my opinions do not necessarily represent the rest of the organizers' opinions; it's okay if you disagree with me, you will still always be welcome at all Lost Levels existing and imaginary, whether I'm helping to organize it or not.)

Monday, March 18, 2013

#lostlevels is an indie unconference on March 28th 2013, 1 PM, downtown San Francisco.


Lost Levels is a hyper-inclusive "unconference" about games and play that is FREE to attend, open to all, and anyone can run a session. It takes place Thursday afternoon of GDC week, in San Francisco. I'm co-running it with Harry Lee, Ian Snyder, and Fernando Ramallo.

I don't know about the others, but the main motivation to organize this, for me, was about imagining an alternate world. Yes, GDC conference sessions are fun, but they're really just an excuse for us all to get together and hang out, and we need a giant conference to motivate us all to fly over and converge in one place.

At its core, it's all about hanging out with people and enjoying each other. Everything else is just a fun ritual to facilitate that. But many people don't have GDC passes -- so what happens to them? The ritual isn't as fun if it prevents people from joining.

Our community will, inevitably, be incredibly diverse, chaotic, and messy. We should embrace the messiness and accept that diversity, and strive to lower barriers.

Please visit the site for more details and sign-up if you'd like to attend or give a talk or run a coloring session or dance it out to Tetris music or eat sandwiches. Thanks.

Friday, March 8, 2013

On EA's Full Spectrum event: "the AAA dev's burden" and their DRM on diversity.

"I feel like I'm in Gattaca"
I honestly thought the Electronic Arts' "Full Spectrum" event was going to be a lot worse, but it was actually pretty okay for an AAA-run event on diversity in games. Going into it, I knew it wasn't going to be some groundbreaking thing on gender and media representation: the event was an advocacy / awareness thing, but it doubled as a press conference for EA to flaunt their brand, and I think that's okay -- marketing is okay as long as we all know it's marketing. They didn't pick the location lightly, a massive sci-fi skyscraper literally 1 minute down the street from the United Nations. It was very symbolic.

Generally, the subject material and arguments presented were pretty basic and really obvious to everyone in the room: a collection of power gays, gay media, LGBT game bloggers, and academics. It was preaching to the converted. Which again, was okay. I thought it was going to be worse. (Later, it turned out to be bad / problematic, but in a different way than I expected...)

Monday, December 10, 2012

CFP: "Different Games" at NYU Poly, due Feb 1

Different Games is a new game conference in NYC that focuses on race / gender / sexuality / disability / politics in games. If you have something to say or make (game / installation / workshop / talk) then you might want to submit something by Feb 1st. More info at http://www.differentgames.org/cfp/

(Also, NYC is at its best in April...)

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.

    Monday, October 8, 2012

    Indiecade 2012, notes


    Part of me thinks I shouldn't even write about Indiecade: it's something that should be jealously protected from all the evil in the world. Its "independence" doesn't refer to the substantial indie attendance; it refers to how differently it does things, standing apart from the giant game conventions I've been to:
    • It's for the public. The "village" consumes the better half of the Culver Hotel parking lot / plaza, and you have a constant stream of random people strolling in. The finalist arcade is inside a firehouse. Various panels and talks are in random auditoriums / civic institutions. This is a festival that's actually interfacing with a city and takes pride in what a city is, while other conventions are so huge they isolate themselves in compounds far from city centers.
    • Real access to people. Want to talk to Jonathan Blow? Well, he's sitting on that bench over there. All those darlings you follow on Twitter? Over there, getting a beer. Los Angeles' lack of effective public transit means that people generally stay around the festival area and it's easier to find / meet people, ironically.
    • Really good cookies. Damn, those were good cookies.
    • Real engagement. There was a talk about queer games and people asked critically interesting questions: What, structurally, is a queer game? Is identity politics a distraction from more pressing issues like the indie-industry relationship? Across the entire festival, there were very few stupid questions, very little noise about "that's not a game" or "this genre is better than that genre" -- work was approached on its own merits.
    • It's not really about business. I mean, business totally took place -- Sony is a major sponsor and is definitely the most indie-friendly publisher I've seen -- so it's there if you look for it, but otherwise you'll never drown in it, which is really nice.
    If you can afford Indiecade, then go. That's all I can say.