Showing posts with label events. Show all posts
Showing posts with label events. Show all posts

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!

Thursday, August 20, 2015

"Pillow Talk" keynote with Naomi Clark and Nina Freeman, at Indiecade 2015, October 22-25 in Culver City, CA


Me and fellow designers Naomi Clark and Nina Freeman will be running a keynote session at Indiecade 2015 tentatively called "Pillow Talk" -- in it, we'll be discussing relationships and intimacy in games. (Press release is here.) If you'll be around, come over and say hey, even if I'll mostly be busy stuffing as many free burgers as possible into my pockets at the Sony party.

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.")

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...

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:

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!

Saturday, February 28, 2015

GDC 2015 dance card

Hello. Here's some of my GDC plans. See you blog readers at some of them! Don't be afraid to say hey.
  • MONDAY: I fly-in and arrive in San Francisco.
  • TUESDAY: Level Design In a Day track. I'll be on-duty in the panel all day, then I'm presenting my talk at the very end of the track at 5 PM
  • WEDNESDAY: I'll be spending much of my time at #LostLevels, and then hanging out at the annual Wild Rumpus party. This is pretty much the only time at GDC where I dance; everywhere else, the music is undanceable or the nerds refuse to dance.
  • THURSDAY: I'll probably visit Alcatraz; there's an Ai Weiwei exhibition currently going on. I'm also looking forward to the Adventure Design minitalks later that night.
  • FRIDAY: I'll go to a talk or two maybe? Also might flee Moscone and just take a nice walk around Land's End / Sutro Baths. I guess I'll see what I feel like.

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, February 8, 2015

Upcoming talk: "Level Design Histories and Futures" at Level Design In A Day, GDC 2015


I'll be presenting a talk on "Level Design Histories and Futures" at the Level Design In A Day track at GDC 2015, alongside other stuff by Clint Hocking, Joel Burgess, Steve Gaynor, David Pittman, Forrest Dowling, Nels Anderson, Jake Rodkin, Kate Craig, Brendon Chung, and Liz England. It's a huge honor to be associated with these people.

My talk is about level editor histories, the level designer as an industry role, level design as modernist formalism, and what a postmodern sustainable level design practice might look like. I'm kind of serving as the theory-heavy talk this year, right at the end of Tuesday at 5 PM, so I'm going to try to synthesize a lot of the previous talks together and propose some frameworks to digest them... and um I hope I'll see some blog readers there / I hope you'll still be awake at that hour!

If you can't make it to GDC, I'll try to put up the slides afterward, and I'm sure it'll be streamed or recorded or something.

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, 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

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.

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!

Saturday, February 1, 2014

"Get Better" dev diary 1, idea and notes

I just got news about an arts grant that I was part of -- and it turns out we now have some funding! Hurray! I'll talk more about those details when the exhibition organizers announce it, but for now, I want to start documenting my process in making this game -- which I am tentatively calling "Get Better" as a direct challenge to the rhetoric of the mainstream gay-industrial complex.

(Well, originally it was called "Ludonarrative Disco-dance." But that makes it sound too much like a game about games, and this game isn't primarily about games.)

In terms of actual prototyping and production, I'll probably be building on top of my existing first person framework, but I haven't actually done anything yet. Mostly, I've been sending e-mails to possible collaborators and contractors. (The small chunk of arts grant money is making the asset contracting possible. Yay for having a budget and paying people for their work!)

Instead, I'm trying to sketch out the structure of the game first. So here are my actual game notes, along with some remarks on my notes...

Thursday, January 9, 2014

"Black Mesa Source: Makeover Xtreme" at Indiecade East 2014

Indiecade East in New York City is happening in... about a month... and I'm giving a talk there. (A talk that I should start writing. Shit.) I should also note that the entire speaker lineup is very exciting and diverse and Indiecade is a lovely games event with a very good signal-to-noise ratio.

My talk continues the "technical politics" theme of my other talks these past few months:

"Makeovers are serious business. That's why dozens of modders volunteered to makeover Half-Life 1 (one of the most influential games ever made) in a new game engine with new graphics, architecture, animations, voice acting, choreography, sound effects, etc. So much work goes into the video games we play, but what exactly does that work involve? Get ready for excruciating detail about the blood and sweat that goes into just one room of one level of one game -- and why us modders w-w-work it for years to give it away for free. See? Makeovers are serious business."

My relationship with Black Mesa Source is strange -- I did a lot of work for them for a few years, then left because I couldn't commit time to it anymore -- so I recognize a lot of the content, but at the same time it feels somewhat alien to me because someone else finished it.

There's something interesting to dissect about the identity of work, here, especially given the intangible status of mods.

Are mods "games"? In terms of distribution / ownership / sales, no. In terms of artistry / concept / craft, yes. Is this Black Mesa Source level mine? Yes and no. When you get a makeover, are you still you, or someone else? What are the politics of makeovers? etc.

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