Wednesday, February 27, 2019
Panel for "Cruising Pavilion" at the Goethe-Institut in New York City, February 27 at 7 PM
Some of my gay sex games are currently featured as part of the "Cruising Pavilion" at the Goethe-Institut's Ludlow 38 gallery space in New York City (gallery hours: Thursday-Sunday, 1:00-6:00pm) until April. I imagine some of particularly gay and artsy blog readers might recall a popular Cruising Pavilion in the Venice Biennale; well, this is the exhibition's second incarnation.
I will be speaking at the institute's main location with artists John Lindell and Ann Krsul on February 27 at 7 PM. I suspect it will mostly be gay people and artist-types in the audience, so I'll probably be serving as an ambassador for video game world, apologizing for our industry's many sins, and so on. If you want to hear me apologize, feel free to attend tonight.
February 27, 2019 at 7 PM
(FREE)
Goethe-Institut New York
30 Irving Place (near Union Square)
New York, NY 10003
The full blurb for the Cruising Pavilion is quoted below:
Wednesday, February 20, 2019
WordHack, 7pm on Thursday, February 21 @ Babycastles, New York City
WordHack is a monthly meetup / art thing hosted at Babycastles about the intersection of language and technology. "Code poetry, digital literature, e-lit, language games, coders interested in the creative side, writers interested in new forms writing can take, all are welcome here."
This month, I'll be presenting at this week's event alongside Tega Brain and Cynthia X. Hua on our practice / research.
My short talk will focus on localization in video games. I'll talk a little about the problem of localization / internationalization in games, and stress the importance of all media artists to try to maximize their audience and accessibility. Near the end, I'll demo the terrible bespoke localization system I've been using in my gay sex games for the last few years, and emphasize how internationalizing gay sex is a crucial political project.
The event always begins with an "open projector" period from 7-8pm where anyone can show anything they're working on, and then talks begin shortly after. If you're free then please consider coming out, it should be a fun night.
Suggested donation: $5-10
Babycastles
145 W 14th St (downstairs)
New York, New York 10011
(cross-streets: 14th St between 6 Av and 7 Av)
Thursday, February 14, 2019
Thick skin: complexion, realism, and labor in games
In Dublin, I visited the Lucian Freud Project at IMMA.
If you're not familiar with painters (who is these days?) Lucian Freud is often held up as one of the greatest realist painters in the 20th century. And like many other artist men of the 20th century, his work also has a lot of racist and sexist baggage to deal with.
The IMMA curators figured out a pretty clever solution here -- they basically surrounded his stuff with women artists and intersectional feminist political theory. Instead of pretending to be a "neutral" celebration of a Great Male Painter, the curators did their job, and made an argument for real interpretation and criticism in the 21st century. It felt responsible and complicated.
The main basement gallery has two monitors in the middle of the room, running constant loops of John Berger's iconic feminist media studies primer Ways of Seeing. Specifically, it's Ways of Seeing episode 2, the one about the difference between nudity and nakedness, especially within the long history of European oil paintings depicting nude/naked women.
The second half of the episode is famous: the male narrator and host (Berger) shuts up and just listens to a panel of women critique patriarchy and art through their own experience. At first it seems like they're talking about the art shown in the film 30 years ago, but in the style of the Frankfurt School, they might as well be critiquing Freud's many paintings hanging on the walls today.
If you want to read more about the various artists and works, this Quietus post by Cathy Wade is a through walkthrough of it all. In this post, I'm just going to talk about one of the paintings and how I relate its form and politics to games:
For some reason, I gravitated towards a small painting hanging in the corner, a portrait simply called "Kai".
Monday, February 11, 2019
Black and white and re(a)d all over: on SOD (1999), Half-Quake (2001), Jeux d'ombres (2007), and NaissanceE (2014)
Last week I finished playing through the entirety of NaissanceE (2014), an avant-garde walking sim / platformer game inspired by brutalist megastructure manga and filled with subtle callbacks to new media art. NaissanceE has a bit of a cult classic reputation among level designers and modders, due to its heavily reliance on abstraction, lack of concrete narrative, and punishing platformer sections.
To this day, the game still defies easy categorization and demographics. Who is this for?
The walking sim aficionado of that time (the Dear Esther remaster was in 2012, Proteus and The Stanley Parable remaster were in 2013) would've hated the platformer sections with instant-death traps, while the action jock might've been tempted to rage-quit with every coy architectural riddle and impossible-to-navigate dark room. Back in 2014, only a few critics dared to defend this design clash.
I think the work still holds up pretty well in 2019, and to understand why, we should take a brief trip back to 1999.
Thursday, January 24, 2019
Spring 2019 teaching memo
For the Spring 2019 semester at NYU Game Center, I'll be teaching three courses:
GAME STUDIO 2.
This is a required core class for all first year graduate students in our MFA program. It's basically just about spending more time making games in groups. Hopefully these practice projects prepare them better for the thesis process in their second year!
I usually teach more undergraduate students than graduate students, so it'll be fun to adapt my teaching style to this older demographic. It's also a huge class, with more than 30 students; we usually cap most Game Center classes to 16 students because we have such a hands-on, one-on-one teaching approach, but here it's important for the whole cohort to get to know each other.
It's going to be a big challenge to scale my attention to a class that's basically double the average size, and I think I'm going to have to tweak a lot of my methods. We'll see what happens.
LEVEL DESIGN STUDIO.
This will be the second time I teach the level design class, and the main lessons will be conducted in Unreal Engine 4 again. (Most of our other classes are usually taught in Unity, but it's important to mix learning contexts and avoid monocultures.)
This year I'm planning three big changes:
GAME STUDIO 2.
This is a required core class for all first year graduate students in our MFA program. It's basically just about spending more time making games in groups. Hopefully these practice projects prepare them better for the thesis process in their second year!
I usually teach more undergraduate students than graduate students, so it'll be fun to adapt my teaching style to this older demographic. It's also a huge class, with more than 30 students; we usually cap most Game Center classes to 16 students because we have such a hands-on, one-on-one teaching approach, but here it's important for the whole cohort to get to know each other.
It's going to be a big challenge to scale my attention to a class that's basically double the average size, and I think I'm going to have to tweak a lot of my methods. We'll see what happens.
LEVEL DESIGN STUDIO.
This will be the second time I teach the level design class, and the main lessons will be conducted in Unreal Engine 4 again. (Most of our other classes are usually taught in Unity, but it's important to mix learning contexts and avoid monocultures.)
This year I'm planning three big changes:
Wednesday, January 16, 2019
DELETE GDC 2019: March 20th, 8PM - 1AM at Venue 550 in San Francisco
This year during GDC, I'm happy to be participating in DELETE GDC, a big party where you can play a bunch of new never-before-seen games... that will be deleted by the end of the night.
At past DELETE events, that ephemeral quality has meant a lot of unique performance-type experimental games, like a drinking game where the designer/performer gets blackout drunk for the first time in his life, thus "deleting" his memory / life... or a game about offering your secrets to an altar before ritually burning them.
This is the first DELETE being held outside of Australia, and I'm excited to be working with Louie Roots and the rest of the artist lineup: Natalie Lawhead, Ramsey Nasser, Leura Smith, Zachariah Chandler, and Kaho Abe.
As for my contribution, my first thought was a game about literally deleting GDC from existence -- erasing every trace of UBM and Moscone Center from the universe -- but then it felt too depressing to see that deletion get deleted and undone at the end of the night. Also I felt it was important to go with the golden rule of game jams: never go with your first idea. So now I'm aiming for something different and more communal: a fairly involved installation piece about game development and labor, a sort of "human game engine" thing. Hopefully I'll figure it out over the next two months.
GDC veterans will note that this event falls on the same night as, traditionally, That.Party... but don't worry, you're allowed to attend more than one party in one night. In fact, it's probably best practice.
Delete GDC runs 8 PM - 1 AM on Wednesday, March 20th, 2019 at Venue 550 in San Francisco. Tickets are $30 USD.
Sunday, January 13, 2019
Resolutions, 2019
Some resolutions for the year 2019:
- Finish and release my cam stripper sim game MachoCam. In contrast to 2018, I want to try focusing on a bigger release in 2019, instead of playing with many smaller projects. This bigger release might also be my first serious IGF submission for 2020. I'm sure I'll go back to smaller works after I get this out of my system.
- Get the dialogue editor tool Merino into a more usable state. I will hopefully have more news on Merino / Yarn Spinner to share soon, but rest assured that Some Stuff is in the works. Lately I've been more and more interested in narrative design stuff...
- Make 1 visual novel. The visual novel has become the video game equivalent of the romantic comedy, and I've decided I want a piece of the action. Writing a dialogue-heavy work will also help me "dogfood" my own narrative tools. I might pair it with my old gay Go AI prototype, which makes sense in my head for some reason.
- Drink a bit less beer. Over the past few years, I've developed what has been affectionately called a "beer belly"... dad bod was a 2018 thing, and now dad bod is totally over. Here's to taking slightly better care of ourselves in 2019! (chugs beer)
Friday, December 21, 2018
Radiator Blog: Ninth (9th) Anniversary Roundup
Wow, it's been nine years. I didn't write as much as last year, partly because I took on so many small projects and did so much traveling this year. (There was one month where I was basically in a different country every week!) But overall I think this blogging pace has been sustainable, and for the future I'm going to aim for this kind of rhythm of posting: roughly once a week.
In the tradition of past anniversaries, I use this annual post to try to collect and curate all the blogging I did over the past year, and maybe even do a little bit of reflecting.
First: as usual, I cover some individual games...
- NSFware is one of the best sex games I've played, and I think my favorite thing about it is that it's so much about timing and feel -- yet it was made in Adventure Game Studio, an engine not known for its timing and feel (to be charitable). The process of rotoscoping from PornHub videos also lends it an uncanny quality, despite the abstract neon color palette. Basically a masterpiece.
- The Forgotten City was a popular Skyrim mod that felt very "dense" to me, with lots of possible options and connections between its various NPCs and quests. Like other "dense quests" in Bethesda-style open world RPGs, it also doubles as a commentary on the game systems and simulation, exposing assumptions and limitations and engaging with that friction.
- Subnautica brilliantly solves 3D 6DOF open world design in a novel way. Most open world games are about traveling laterally to the edges, but here Unknown Worlds provides a fresher approach to progression with its focus on (literal) depth to the bottom of the ocean. It's especially ambitious to do this in a first person format, a genre where players rarely look up or down.
- Fortune 499 is a innovative deckbuilding puzzle RPG with a fresh story that meaningfully engages with the accounting inherent in CCG-style mechanics. It also has some very compelling encounter design, resulting in an RPG with no grind and no "filler puzzles." It's a huge shame that more people didn't play this game, it basically does what everyone claims to want, and it's smart about it too.
- Un Pueblo De Nada is a short game mirroring an experimental short film within the Kentucky Route Zero universe. There's an attention to detail and craft here that is basically unmatched anywhere else in games; I've also become so paranoid that I think this game has secret messages intended just for me, hidden deep inside it??? Anyway GOTY 2018
I also did more level design projects this year...
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