Showing posts with label nyu game center. Show all posts
Showing posts with label nyu game center. Show all posts

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:

Wednesday, October 16, 2013

"Developing a Half-Life Mod: Science and Industry" at NYU Game Center, Oct 23

"Indie-game developers, Kevin Cancienne and Peter Ginsberg, will talk about their experiences developing Science and Industry, a Half-Life mod. Hear about the design process of this humorous and innovative team-based multiplayer game and the community that helped bring it together. Robert Yang, first-person shooter scholar and developer, will be leading a question and answer session after the lecture."
2 Metrotech Center, 8th Floor Lecture Hall
Wednesday October 23, 7pm
RSVP for the event; free and open to public.

Friday, March 22, 2013

Summer 2013 @ NYU GameCenter

This summer, I'll be teaching 6 week Unity studio intensives at NYU Game Center. The "regular" class during the semester is usually 15 weeks, so trying to fit all that material into a summer course will be, uh, interesting.

The sessions themselves are pretty expensive, but I believe that they do count for credit that you can put toward a degree. I believe non-students can also take it for non-credit status, which might be cheaper? Unfortunately, I don't set the price, so all I can do is to try to help you get your moneys' worth. You can look at the Github for "Building Worlds", the (15 week) Unity course I'm teaching at Parsons right now -- as well as a blog post on my general approach to game development education.

You'll, uh, also get to hang out with me, I guess. That's a perk, right?

Friday, June 22, 2012

Games for Change 2012, thoughts

This is from last year but it pretty much looked the same
A friend of a friend said the atmosphere was "masturbatory." I think that's about 50% accurate. Not much criticism goes on here, everyone just pumps each other up about their ventures and start-ups and whatnot. (I'm guilty of perpetuating this culture too; my "gay rant" consisted more or less of patting everyone on the back.)

But is there anything wrong with masturbation? It feels great, it doesn't hurt anyone, they should do what they enjoy -- so yeah, mixed feelings here.

I watched one presentation by the Tate, where basically they had a bunch of money and wanted to make games inspired by Alice in Wonderland -- and in a breathtaking squandering of opportunity and resources, they chose to reskin a pipe dream game / a matching cards memory game -- followed by some patronizing videos of mouth-breathing adults talking about how you used the memory in your brain to memorize cards.

And all around the auditorium, with my eyes like dinner plates, I saw people eagerly taking notes and celebrating this as something other than a profound lack of imagination that utterly betrays its subject material.

One feels almost as if G4C could use a bit of the drama that engulfs GDC / IGF each year.

Wednesday, June 20, 2012

Text of my "Gay Rant" at Games for Change 2012



I spoke at Games for Change 2012. It was very well-received, and I'm so relieved because I wrote and re-wrote this speech like 20 times, revising it constantly in the nights before the festival. Here's the full text, though I ended up flubbing some of the lines as well as running a few seconds over.

Hi, I'm Robert Yang. I'm an indie game developer as well as a practicing homosexual.

Sunday, June 17, 2012

"How to “Get Better”: Approaches to LGBTQ-relevant Video Games" at Games for Change Festival 2012

So on Tuesday, I'll be speaking at the 2012 Games for Change Festival at NYU about gay stuff in video games. Me and MIT-Gambit darling Todd Harper were originally going to tag team it, but as the schedule got finalized, the logistics for Todd zipping down here got less tenable, so now I'm just going to be dancing on my own.

I've been scheduled in a 5 minute time slot labeled "Rants" on Tuesday at 12:15 noon, on the main stage. That's just 5 minutes to foam at the mouth about heterosexual tyranny!

It's been difficult writing this talk because I don't really know the demographics of the audience here -- from what I can grok, it's mostly government / NGO education groups, some private sector education people, and the odd sprinkling of AAA game industry. (That means no Mass Effect jokes; that means an entire audience will lack fundamental video game literacy for a talk about video games; that means I'm screwed.)

But, uh, we'll see how it goes.

Thursday, March 15, 2012

Anna Anthropy: book release + lecture @ NYU Game Center, March 29th @ 7 PM

Anna Anthropy's new book "Rise of the Videogame Zinesters," sums up a lot of contemporary indie scene thinking and contextualizes it in history / current practice. I'm impressed in the ways that it never talks down to the reader, but still worry that only "gamers" will deeply understand Anna's account of aesthetics when it gets down to the details of video games and meaning-making. But if I were ever to teach a liberal arts course on video games, this would definitely be on the reading list: I think it's a really great primer / manifesto for the growing "game design as pastime" school of indie thought.

If you live in or near New York City, make sure you RSVP for the book release / talk at the NYU Game Center. The food is awesome, the environment is swanky, and I'm sure Frank Lantz will have some lovely questions for her.

(DISCLAIMER: I'm in this book.)

Thursday, February 16, 2012

"Prisoner" by Frank Lantz, a forgotten bit of "art mod" history.


Here's a bit of archaeology for you: in March 2003, a guy named Frank Lantz made a mod called "Prisoner." Google returns approximately zero results on this matter, so it's safe to say that pretty much no one's played this fairly early "art mod." In fact, it's so esoteric it makes my own art mod stuff look like Call of Duty, but I think by the end, through grace of repetition, it's still fairly straightforward and earnest. (Or if you're lost, you can take a look at his list of references to glean some meaning.)

The maps are incredibly spartan and unsophisticated by the standard of the Half-Life 1 mod scene at the time (Adam Foster's Someplace Else, Muddasheep's Half-Quake Amen, and unreleased thing called "Nightwatch") but again, much like with The Stanley Parable or Dear Esther, the point is that the author was an outsider, capable of making something more conceptually complex to compensate for the lack of technical finesse, or maybe we're all just full of artsy bullshit, who knows.

Still, it's neat to see what the current director of NYU's game design MFA program was doing about ten years ago -- well, other than living in Hoboken and playing a lot of poker -- so in the public interest, with Mr. Lantz's permission, I have repackaged it into a Steam-compatible Half-Life 1 mod for you to try.

1) Download it here, 2) unzip it to SteamApps\[account_name]\half-life\, 3) restart Steam, then 4) double-click on "Prisoner" in your game list. Again, you'll need a copy of Half-Life 1 on Steam to play it.


(Conceptually, it reminds me a bit of Ludum Dare 21 entry "Bathos" by Johan Peitz.)

Sunday, May 8, 2011

May 12th, 2011: "No Quarter" at NYU Game Center

http://gamecenter.nyu.edu/2011/02/announcing-2nd-annual-no-quarter-exhibition-of-games

Terry Cavanagh's game is the only one I know anything about -- it's a Unity game that accomplishes the amazing feat of not really looking like a Unity game (or any other game, for that matter) with a really neat depth / dithering / colorspace effect.


See you there and say hello to me, because I'm probably too shy to approach you if I only know you from the internets. Maybe I'll even share one of the twenty brioche sandwiches I snagged from the table.

Thursday, April 28, 2011

NYC Game Scenesters: Erik Wolpaw talk next Thursday

ATTENTION! If you're in the NYC area, you should RSVP for this talk with Erik Wolpaw on Thursday -- like, right now. You definitely won't be able to stroll in, and even if you do, you'll miss out on free croissant sandwiches.

It's open to the public. Go.

"The format for the evening will be a brief guided play-through of Portal 2 with Erik, followed by an interview and general discussion moderated by Game Center Interim Director Frank Lantz. The audience is encouraged to join the discussion. Please bring questions about Portal, game writing, criticism, narrative and the overall subject of games in general."

And the NYU croissant sandwich things are pretty awesome. Get there early if you expect any otherwise I'm going to eat them all.