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

Thursday, December 3, 2015

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

I'll be in San Jose next week for GX3, a video game expo, to deliver a talk entitled "That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" about my recent gay sex video games as well as many other peoples' gay sex games.

The talk is motivated a lot by my experience as an independent game developer who sees countless players plead for more diversity from the triple-A game industry. Mainstream representation is important, but why limit your support only to the mainstream? Also, my industrial peers are good at many things, but gayness is definitely not one of those things, so why should people look to them for artistic leadership on this? Answer: they shouldn't, but they might because they're not aware there's an alternative...

You don't have to beg for gay scraps. You don't even have to settle for a game with a gay side dish, with some token gays sprinkled on top -- real people are already making real games where gayness is the center-stage MAIN ATTRACTION, and these games exist right now in the present, not in some distant future dream utopia.

In my talk, I'll be talking about 20+ different games that think about sexuality outside of a standard cis-hetero-monogamous-missionary paradigm. If you follow me or my peers, you'll probably be familiar with some of them -- but I'm betting I'll discuss at least a few hidden gems you'll have never seen before -- and to the majority of the GX3 audience, I'm guessing a lot of these games will be mind-blowing.

See you there, and feel free to say hey.

Saturday, September 12, 2015

Attend the 2015 Queerness And Games Conference at UC Berkeley, October 17-18

QGCon 2015 at UC Berkeley has just put up their list of speakers and sessions. If you'll be around the Bay Area that weekend (in about a month!) then I highly recommend attending, it's a compelling mix of game developers and academic theorists, and there's no other games conference quite like it. Here's some interesting-sounding sessions:
  • “Soft-Skinned, Hard-Coded: Straight/White/Washing in Video Games”
  • “Witches and Wardrobes: Femme Play in Games and the Development of Be Witching”
  • “Games of Death: Playing Bruce Lee”
  • “Sex Appeal, Shirtless Men, and Social Justice: Diversity in Desire and Fanservice in Games”
  • “Queer Avatar Construction Leads to Homonormative Play”
  • “Affection Games in a World That Needs Them”
  • “Masculinity in Late Final Fantasy”
  • “Infinite Play in Games of Love, Sex and Romance”
  • “Degamification”
  • “Writing and Selling Queer Bots: Sext Adventure Design Post Mortem”
  • (... and so many more!)
Registration is free and open to the public, and they also accept donations in the form of "sponsor tickets" -- please support the communities and institutions you want to see in games!

Wednesday, June 17, 2015

Queerness and Games Conference 2015, call for proposals, due by July 1


The good folks at QGCon at UC Berkeley need YOUR session proposals for their third year running. I participated in the first year it ran, 2013, and I enjoyed the mix of scholarly rigor and casual atmosphere, there a pleasant mix of academics and not-academics that's very refreshing.

You can be a super academic-y academic and present a paper, or you can talk about a game you made, or discuss a specific games community you're part of, or even relate your personal experience with games and/or run a workshop. They're pretty accommodating and welcoming and supportive, even if you've never given a talk before. It's also pretty unique, there's really no other conference on the circuit that even tries to approach these topics.

I highly recommend submitting a proposal by July 1st, especially if you live around the Bay Area or along the west coast, it's just a short trip over.

Here's an excerpt of the call:

Thursday, June 4, 2015

Local level design, and a history / future of level design

Right-side modified from “Unscaping the Goat” (Ed Byrne, Level Design in a Day @ GDC 2011)
This is adapted from my GDC 2015 talk "Level Design Histories and Futures" and resembles a similar but much shorter talk I gave at Different Games 2015. By "level" it means "level in a 3D character-based game", which is what the industry means by the word.

The "level designer" is a AAA game industry invention, an artificial separation between "form" (game design) and "content" (level design). The idea is that your game is so big, and has so much stuff, that you need a dedicated person to think about the "content" like that, and pump it all out. This made level designers upset, since they were a chokepoint in the game production process and everyone blamed them if the game was shit. To try to bypass this scapegoating, level design has changed over the past decade or two, from something vague / loosely defined, to something fairly specific / hyperspecialized.

What is the shape of this level design, what did it used to be, and what else could it be in the future?

But first, let's talk about chairs.

Saturday, March 14, 2015

"Local Level Design" at Different Games 2015, April 3-4 in Brooklyn, New York

"American Corinthian" via
Paolo Pedercini
In about 3 weeks at Different Games 2015 in Brooklyn, I'll be speaking about "local level design", a practice of level design that I setup in opposition to industrial AAA level design methods and procedural level design. Local level design is level design concerned with player community, sustainability, and context; it rejects a top-down formalism that demands game levels exist as territories with strategic affordances orchestrated by an architect, and it sidesteps a technological imperative to engineer and articulate a fixed grammar that a game engine must understand. Instead, local level design is highly conceptual, to the extent that few people actually play these levels at all.

If you'll be around the New York City area in the beginning of April, come hangout at Different Games, and perhaps see me talk! Or if you can't, but still want to support the conference, then know that they do accept donations.

Details and stuff (but no schedule yet) are at their website. See you there maybe!

Monday, March 9, 2015

GDC 2015 dispatches / minutiae

Here are some thoughts I thought during GDC 2015.
  • Virtual reality: I didn't get to try Valve's fancy new thing that requires everyone to clear out a mini-holodeck in their apartment, but I was pleasantly surprised by Google Cardboard. I tried it once before, and disliked it, but I tried it again and now I think it's not bad as a VR solution. I appreciate the transparency and "honesty of materials" -- it is basically a cardboard box that holds a phone to your face, it doesn't try to pretend to be something else, while still delivering on the all-important affordance of VR headset as elaborate blindfold.
  • Phony war: The big technical news of free engine access for Unity 5, Unreal 4, and Source 2 were inflated non-announcements. They've been practically giving away Unity and Unreal for a while now; 90% of Unity feature-set is free, and Unreal only required you to subscribe for a month and then you could cancel it and keep it... and the details and workflow for Source 2 aren't public yet, other than a requirement to offer first look rights to Valve or something? So again I think there's no real story here, other than positioning these engines as the new "big three" versus Unreal, CryEngine, and idTech trinities of yore. 
  • Generations: This year, quite a few NYU students attended GDC for the first time, and I felt some modicum of responsibility. For better or worse, a lot of young people invest GDC week with a lot of emotions, and it's really important that community elders (ugh, am I one of those? let's hope not) are there to help nurture their spirits. Things like the annual Wild Rumpus party or Lost Levels or Richard Lemarchand's GDC Feet tour are about articulating and performing considerate attitudes toward games and play, to imagine this culture as something shared and owned by everyone. A lot of teaching game development is about emotional education -- to deal with people saying difficult things about your work, the ability to absorb success or absorb your disappointment and not let it crush you... so please, I beg you, think of the children!
  • Biz-culture: In contrast to what I just said in the previous bullet, I also sensed an increasingly fractured community. There's a steadily widening gulf between a games space deeply concerned with sales figures and how to negotiate with platform holders, and a games space striving to reject the existing market system and formulate alternatives. We are increasingly talking past each other, so I think a lot of "indie love" politics is about plastering over these divides and avoiding difficult arguments that we probably can't avoid forever. Films like GameLoading are about doing the work of uniting disparate artistic approaches and communities as a movement, but sometimes it smells more like a possibly empty "Radio for Change" gesture, and I wonder when the coalitions will start dissolving and we all realize we actually don't have much in common. But maybe being a family means pretending everything is going to be ok? Let's do it for the kids.

Wednesday, February 18, 2015

We are drugs; speculative dev tools and psychedelic hologram futures.

This post is adapted from a talk I gave at Indiecade East 2015, where the theater was way too small for the crowd, so not many people got to see the talk... sorry / oh well. Here's basically what I said:

Our story begins on October 8th, 2014, on a very special episode of the Late Show with David Letterman. He was ending that episode with a musical guest from Japan -- a holographic vocaloid named Hatsune Miku. Pay attention to Letterman's barely-veiled incredulity as he introduces her. He can't believe the words coming out of his mouth:



But what really makes this moment is the ending, after the performance. Letterman doesn't even know what to say, and he knows he doesn't know what to say. The experience was completely overwhelming, so Letterman has to somehow pivot back to interpret it for his audience (mostly moms and dads from Milwaukee) and all he can muster is a facile comparison to "being on Willie Nelson's bus." (Willie Nelson, if you're not familiar, is a celebrity notorious for his drug use, among other things.)

The meaning is both clear and agreeable: Hatsune Miku is drugs.

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!

Friday, January 16, 2015

Different Games 2015, call for submissions / session proposals


Different Games is a fantastic games conference running again in New York City on April 3-4 2015, geared toward diversity and inclusion, and they are actively soliciting game submissions and session proposals due by February 1st. Academics and non-academics, indie and not-indie, cisgender or trans or nonbinary, all are invited and encouraged to participate.

The three suggested tracks are:
Arcade: Designers interested in showcasing their game in the Different Games arcade should submit a brief overview of their game (no more than 500 words) that includes their design vision and concept of the game. In addition, please submit cover art and one or two screenshots of game play. We welcome pieces that will be in (beta) or play-testing phase as well as those further along in the development process.

Paper Presentations and Talks: We invite academics and creative minds alike to share recent work (written or otherwise) as speakers on our conference panels. We encourage participants from every field to submit writing or talks exploring topics pertaining to diversity and inclusion. Possible topics may include, but are not limited to: post mortems, design methodology, reflections on playtesting, analysis/commentary on games content (theme, gender, sexuality, etc.), game reception, and game culture/communities.

Breakout or Workshop Sessions: Topic-related discussions or those exploring challenges and solutions to promoting diversity and inclusion in the broader game community/communities and other pertinent subjects AND hands-on workshop sessions geared towards learning design and development skills are both invited (Your proposal should include an explanation of any equipment participants need to experience your workshop.) If your session will be facilitated collaboratively please include bios and links for all participants.
What are you waiting for? Hurry and submit! I'll be there too, presenting a bunch of games featuring photorealistic gay dudes, as part of the Different Games NEA artist grant. See you there!

Thursday, January 8, 2015

Radiator, US tour Spring 2015 ("May the Reign of Terror Begin")

I'm attending two three games events this season. Hangout with me! Here's my schedule currently:
  • Indiecade East 2015, Feb 13-15 in New York City. I'm giving a talk about dominant workflow patterns in game development, and how new (and often experimental) tools can shake-up our workflow and help us re-think our processes and possibly result in new kinds of games. I intend to live-demo most of these tools. Hopefully I won't fuck it up!
  • Game Developer Conference 2015, Mar 2-6 in San Francisco. I'm giving a talk about contemporary level design in relation to modern and postmodern architecture theory. I feel like a lot of level designers know they should pay lip service to architecture but when was the last time they actually looked at a real-life building with a critical eye? How was that building made? This is a discipline that's been around since the beginning of recorded history, I think it might have a thing or two to teach us, call it a hunch.
  • Different Games 2015, Apr 3-4 in New York City. A fantastic diversity-focused games conference. I'm part of the NEA artist grant disbursed last year, so I'll be presenting on my triad of sexy gay games: Hurt Me Plenty, Cheek to Cheek, and Succulent.
I'm also waiting to hear back from a few other things. Watch this space for updates! Or don't, that's cool too! PS: have people been playing The Talos Principle lately? I have a lot of mixed feelings about it. Might write a post about it.

Monday, October 20, 2014

Indiecade East 2015, February 13-15 at the Museum of the Moving Image, New York City


Indiecade East is back for another year in beautiful snow-filled New York City, and they are looking for talk proposals from new (as well as old, I imagine) voices in the community! You have until November 10th (that's about 3 weeks) to get your submission in:
If you have something new to say about / for / from independent game making, and you can encapsulate it in a 20-minute talk, we want to hear from you! Everyone is welcome, regardless of experience, visibility, etc.

We are particularly interested in these topics:
- Diversity in Audience, Diversity in Creators: Playing and making games is not the exclusive domain of a privileged few -- games are for everyone, and anyone should be able to make them.
- Indie Games’ Second Wave: Indie games have been around long enough that there are old-timers and newcomers. Who are the new generation of creators trying to break through in a different landscape?
- The Other Indies: There are many people making interactive art not traditionally thought of as indie games, from modders to interactive fiction writers. How do they enrich the world of indie games?
- Storytelling in Indie Games: Independent games are one of the spaces where narratives experiment with new forms and topics. What exciting new work or unappreciated old work is being done in this area?

Tuesday, October 7, 2014

QGCon 2014, October 25-26 in Berkeley, California

Hey, the excellent Queerness and Games Conference ("QGCon") is running again this year, and you should go! I had a pretty good time in 2013, where I presented "Queering Game Development," a critical code study of "FeministWhore" and the politics of code (I'm still working on the final essay / paper, oops) -- and I probably would've gone this year if I weren't consciously trying to lay low and try to finish stuff instead of jetting-off to conferences all the time...

... But that doesn't mean you shouldn't go! If you are going to be in the Bay Area on October 25 and/or 26, you should definitely check out QGCon at UC Berkeley. There's a bunch of really great speakers this year. So sign-up, it's free to attend! Have enough fun for the both of us.

Thursday, June 5, 2014

I'm nicer in person, honest

There's a profile of Harry Lee / Lost Levels in Polygon, and I'm quoted heavily, but kinda as more of the crass anti-corporate provocateur foil to Harry's deeper philosophical positions.

(Which is obviously just a writerly device because hey, I work for NYU, considered by some to be one of the most destructive forces against public education and local communities ever imagined. I'm a fucking sellout! Though I guess I was asking to be cast that way, especially when I gave that soundbite that the Ken Levine talk was boring. But it's okay if it was boring, because the purpose of booking Ken Levine was to sell tickets and introduce people to basic questions in procedural narrative. Does that make it a good talk? Roger Ebert would've said yes, because it did what it was trying to do; I would say no, because we should always make higher demands of discourse.)

(Anyway.) I think I'm okay with playing that role in the article, because it gets the point across that there's more than one agenda and Lost Levels isn't one particular thing. I just wish more agendas got more represented in the article: like Harry tweeted, Mattie Brice, Toni Pizza, and Ian Snyder, are Lost Levels co-facilitators who deserve credit for their valuable work, and it's as much their stories (and everyone who came to the event!) as ours.

Also, I think much of my criticism on GDC in the piece (e.g. it's expensive and the expensive talks are rarely good) orbited around one main point that got only paraphrased briefly in it:

Friday, March 14, 2014

GDC 2014 Dance Card

Are you in San Francisco next week? Here's some stuff you could do:
  • Critical Proximity, a free mini-conference where game critics mingle and grouse... productively? There's a pretty diverse lineup of speakers here -- non-critics, critical bloggers, academics, developer-critics -- and, uh, Ian Bogost?
  • Unwinnable Party, a bunch of games people invade High Tide, a (very) divey bar in the Tenderloin. As far as dive bars go, it's a pretty good dive bar, though.
  • Agency Launch, basically an excuse to hangout with people (or play Netrunner?) while sipping somewhat pricey drinks in the "Death Star bar" (you'll understand) overlooking downtown San Francisco.
  • The gay game industry group is hosting a night at The Stud bar, which is probably one of the more inclusive gay bars in the city. The first 100 drinks are on them.
  • The annual Wild Rumpus party at Public Works, one of the few times when people actually dance. Good game curation too, and within a few blocks of burrito mecca down Mission St. (or hipster mecca on Valencia St.)
  • Lost Levels is a free picnic unconference where anyone can give a talk or run a session. Bring a lunch and hangout!
  • TIGSource regulars usually invade the local Denny's (on Thursday or Friday night?) for a mini art / work jam. I strongly recommend a "Moons Over My Hammy" sandwich or an Oreo milkshake.

Monday, February 24, 2014

#lostlevels 2014

Me and my fellow co-organizers have announced another incarnation of Lost Levels this year, happening on March 20th in San Francisco. Lost Levels is a casual community-led "unconference"-style picnic that we put together because we think large conferences are good at some things but bad at other things -- maybe Lost Levels could help with those other things? We believe in "radical inclusion", which we try to implement by being completely free with an open submission process.

This year, we are anticipating more people, so we've gone to the effort of acquiring an event permit. (Our venue requires us to get a permit for gatherings larger than 25 people.) We're getting the permit to protect everyone and minimize possible conflict. However, the permit is expensive; combined with the event insurance costs, we are spending more than $3000 on fees alone. If you can afford it, please consider donating.

None of us have much money, so any assistance is appreciated. However, I want to be clear -- we will run Lost Levels no matter how much we raise because we run Lost Levels for you, not for us.

If you'll be around San Francisco, we'd love to see you there -- and we'd love it even more if you gave a short talk or ran a short discussion group or did a small performance. Please sign-up to attend or submit session proposals! (We are especially fond of the weird, the unusual, and the silly.)

Thursday, February 13, 2014

"Game Educators Rant" at GDC 2014

At this year's GDC in San Francisco, I'm going to be delivering a rant as part of the "Game Educators Rant" session.

I'm still working out the script and details, but it's generally going to expand on what I've said before -- that game development has a sociopolitical dimension, and developers should actively recognize it and work in this dimension.

It should be an interesting session overall, considering that my esteemed colleague Sarah Schoemann will be delivering a rant opposite mine, arguing against the essentialism of learning code and technical development. Bring it on!

Thursday, December 19, 2013

PRACTICE 2013 "Well-Made: Back to Black Mesa" talk video is now online.

So I gave a talk on Half-Life / game development at PRACTICE 2013, and the video is now online with a fancy title card and everything. Thanks again to NYU Game Center for hosting and having me!


Well-Made: Back to Black Mesa

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 voiceover 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.

To learn more about PRACTICE, visit http://gamecenter.nyu.edu/practice

Monday, November 25, 2013

"Well-Made: Back to Black Mesa" @ PRACTICE 2013


Very special thanks for Frank Lantz for inviting me to speak, and to Charles Pratt / Kevin Cancienne for counsel and emotional support, and Brendan Keogh / Dan Golding for convincing me that people even want to hear about stuff like this. Many of the ideas in this presentation will be expanded upon for the book I'm doing with Press Select.

First I want to set the record straight: I love Half-Life, but that doesn't mean it's immune to criticism. It is flawed in many ways. (Hard mode is too hard. The game is too long. On a Rail induces hemorrhaging. etc.)

I also think games mean things so far as you can argue for certain interpretations -- and I think Half-Life's popular legacy does not endure much scrutiny. Specifically, Half-Life's narrative is not subtle nor sophisticated nor conceptually innovative: from what we know about its development history and acknowledged inspirations, it is designed to be a schlocky silly action B-movie about a sci-fi disaster conspiracy, and I argue that reading is more convincing than thinking it's "the Myst of video games" or something.

That does not mean a schlocky game is bad; schlocky games are often fantastic. What I'm arguing, instead, is that many players prefer the weaker reading of Half-Life because they are seduced by the promise of technology without actually understanding what the technology is doing. Half-Life is magical and interesting and subtle, but not in the way that gamer culture mythologizes it. (At the same time, let's still be critical of what Half-Life does, and the values it represents to both players and developers.)

Tuesday, November 19, 2013

PRACTICE 2013 post-partum


This year, I gave a talk at PRACTICE (more on that later) and I had a pretty good time in general. I think now (a) I am slightly more patient with board games (b) I love Nordic LARP even more (c) I have more respect for the depth of thought that goes into a lot of games that I will never ever play ever. Someone asked me what I thought the overall theme of the conference was, and I think a lot of it was about game developers honing our "awareness" of each other. The schedule was diverse:

Monday, October 28, 2013

Queering Game Development, slides

Hey. QGCon just ended and it was a blast. I'll post more thoughts later.

For now, here are the slides from my talk, "Queering Game Development", which I think was fairly well-received? Some of the slides may not seem very clear / might need some unpacking; I'll post a more comprehensive essay adaptation of the talk later too, or maybe make a video? (EDIT: recording of talk on the archived stream starts at around 2:37:00)