Friday, February 9, 2018

Postcards from Unreal, pt 3: on spaghetti monsters

Unreal Engine 4
We're now a few weeks into the Unreal level design class, and things seem to be going OK. Our students have enough familiarity with Unity that they're able to digest a lot of the 3D workflow without too many problems. People are happily grayboxing here and there, and we recently did an intro to Blueprint scripting.

In the past, I've been pretty skeptical of teaching visual programming methods to students. Teaching a specific visual scripting tool always felt like we were locking students to that toolkit, versus learning how to code in C# or Lua or JS, which is a generalized language useful across multiple engines and multiple industries. Visual programming was considered a relatively niche practice, where you might mock-up an art installation in MaxMSP but not much else, and even Unreal used to confine visual programming to its Kismet level scripting system. (The precursor to Blueprint.)

However, that criticism of visual programming is gradually losing its power as this type of practice becomes more common in the game industry. Many Unreal Engine 4 devs (as well as Epic themselves) make heavy use of Blueprint for making games, a lot of Unity devs rely on the third-party Playmaker plug-in, and even upstart engines like Godot support a visual programming workflow. AAA texture generating darling Substance Designer also has a heavy node-based workflow. It's everywhere!

Saturday, February 3, 2018

Video killed the video star: on "Un Pueblo De Nada" by Cardboard Computer

This post spoils Un Pueblo De Nada as well as a few parts of Kentucky Route Zero.

The newest Kentucky Route Zero interlude Un Pueblo De Nada is a "transmedia" narrative consisting of a 30 minute live action movie styled like a public access TV broadcast, a functioning real-life phone hotline to call, and a short tie-in narrative video game. I think it works as a transmedia narrative because it's so deeply concerned with this technology, especially the old deprecated media technologies like broken radios, rusty switchboards, forgotten overhead projectors, and dusty VHS cassette tapes.

A lot of transmedia narratives tend to focus on modern computing or the internet... but here, we're asked to imagine a vast archeaology of decaying technology. The iconic KRZ flat vector style evokes an era of older VGA games like Another World, the live action WEVP-TV broadcasts are styled as low resolution transfers from analog tapes, and I believe even the real functioning phone hotline seems to have extra static layered onto the voice recordings. Which is absurd, landlines used to be a vital communication technology... but to a filthy millennial like me, now it's just a salvaged material for making art. (As I dialed the phone number, I thought to myself, "how fun and quaint to dial a phone number on my phone!")

Saturday, January 27, 2018

It's all about how you use it: on NSFWare, by Pierre Corbinais


This post is SFW-ish (somewhat Safe For Work, depending on your workplace)

Pierre Corbinais has a long history of making short poignant games about relationships and intimacy. (Before I had played this game, my personal favorite had been Tiny Soccer Manager Stories.) His choice of tool, Adventure Game Studio, is especially interesting -- this tool is very much not designed for Corbinais' abstract staging and gestural interfaces, but he makes it work anyway.

NSFWare, then, is a joyous and colorful collection of simple reflex-based games in an engine that is constantly trying to destabilize it. (When you press ESC, the quit menu confesses that it doesn't know whether the game is broken or not.) Corbinais' use of low-res neon pixel art is extremely effective here for several reasons: the bright nonrealistic color choices help soften the politics of porn, limited use of animation helps draw your attention to specific sex acts no matter how "small", and the chunkiness also helps mask how the engine wasn't designed for animated sequences like this at all.

Combined with the catchy minimalist beats and the retro-style rotoscoped animation handpainted in the Paint of Persia tool from diverse footage at Pornhub, this game makes a strong case for sex as craftsmanship: it's not how impressive or advanced your tool is, it's more about how you use it.

Thursday, January 25, 2018

Watch and/or Read "GDC 2015: Level Design Histories and Futures"


GDC finally uploaded my talk from 2015 on level design history and futures... and already, the conservative gamer-gestapo is whining about how I have the gall to talk mention racism and sexism in a design history talk.

This prompted me to review my slides and notes from 2015, and I was surprised -- usually I hate whatever I write, but this time I was surprised by how the material mostly holds up. (I was also surprised by how much I anticipated the whiners' critiques and put disclaimers everywhere.) Really, the only thing I have to work on is, um, the frequency that I say "um", but you know, I'm working on it.

Personally, I dislike watching videos and vastly prefer reading talks, so for your convenience I've also uploaded my complete slides in a double-length PDF. The first half of the PDF has the talk slides, and the second half of the PDF has my speaking notes as well... here's also one last reminder, that I've edited / condensed this stuff into a shorter talk called "local level design."

Saturday, January 20, 2018

On wikipedia-ing games culture and history

The other day, someone wrote to me but confessed they didn't know much about me, and that they had only played my games Intimate, Infinite and The Tearoom.

This felt like a really strange pairing of games to me. The Tearoom is a recent game that got a lot of press coverage, while Intimate Infinite is a much older, somewhat obscure game of mine that's mostly remembered only by some literary art game folks. What the heck is going on?

My suspicions were confirmed when I found out that I had a Wikipedia page as of July 2017, and that this page highlighted those two games with their own subsections. It made me realize that (a) people google me, and that (b) Wikipedia might be their first or second impressions of me. And yet, that page is still missing so much information about me; my dabbling in level design, my love of sandwiches, and so on.

When I whined on Twitter about having a Wikipedia page, boy genius game designer Michael Brough confessed his envy. I was shocked. How can Michael "Broughlike" Brough not have a Wikipedia page? I immediately sought to correct this injustice, and began writing a Wikipedia entry for Mr. Brough.

Thursday, January 18, 2018

CFP: Queerness and Games Conference 2018 at Concordia University in Montréal

photo of Tanya DePass speaking at QGCon 2017
The Queerness and Games Conference (or QGCon) is running again in 2018, this time in beautifully affordable Montréal. Here's the call for papers, panels, and talk submissions, copy and pasted from the website, emphasis added by me:
The Queerness and Games Conference is now accepting submissions for presentations at its fifth annual conference, which will be held on September 29-30, 2018 at Concordia University in Montréal, Canada! Proposals for conference talks and other sessions are due March 1st, 2018 (details and instructions below).

QGCon is an annual event that brings together developers, academics, educators, and activists to explore the intersection of LGBTQ issues and video games. Proposals for talks, pre-constituted panels, workshops, roundtables, and post mortems are welcome. Speakers from all backgrounds are encouraged to submit. Because QGCon is a community-oriented event that seeks to foster dialogue across areas of expertise, we especially value sessions that engage a broad and diverse audience. Please note that, since QGCon attendees come from across academia, industry, and beyond, different speakers may bring different ideas about what constitutes a “talk” or a “panel.” QGCon values these differences and kindly requests that, as per the submission guidelines below, prospective speakers describe the approach they hope to take to their proposed session.

Tuesday, January 16, 2018

LEVEL WITH ME, Winter / Spring 2018 schedule: Tuesdays 2 PM EST


I've completed my winter hibernation and I'm gearing up for a new season of Level With Me, my livestream show where I play video games and talk about what I think the level design is doing.

Since I work as a teacher and I get a different schedule each semester, I have to change my broadcasting schedule every few months. Now for this first half of 2018, the new time will be Tuesdays, at around 1 or 2 PM EST (GMT-5). (Sometimes I start late.)

If you can't make it for the live broadcasts, then you can always check out the YouTube archive over here.

Before the hiatus last year, we were a few hours into BioShock 1. In the game, we had just gotten a shiny new camera, and we were taking fun photos of bloodthirsty monsters. My current plans are to try to get as far as Fort Frolic at least, and then re-assess my interest in continuing. See you soon!

Friday, January 12, 2018

"Coast Guide" for PC Gamer UK 0310


cover of PCGUK 310
A while ago I wrote about the process of importing Half-Life 2 levels into Maya -- but I didn't divulge why I was doing that work: because PC Gamer UK commissioned a design analysis feature from me, to complement their big Half-Life 2 retrospective / Black Mesa feature for their November 2017 issue (PCGUK 0310). (Thanks to editor Phil Savage for the opportunity.)

At the top of this post, you can see the "blank" overview map of Half-Life 2's d2_coast03. That's basically what I submitted to them for publication, along with some accompanying box-out text and images for their layout artists to use. Stylistically, it's similar to what I previously did for a PC Gamer UK retrospective on Half-Life 1, when I diagrammed the Black Mesa Inbound chapter and the "shark cage" setpiece in the Apprehension chapter.

But for this new illustration, I wanted to be more accurate and import the actual level geometry as a base. It ended up being rather time consuming to do all the test renders in Maya and iterate to that finished state, especially since I'm not used to working in a pre-rendered mode. I also didn't really know what kind of look I wanted? I knew I was partial to a sort of digital papercraft look, but I also struggled with keeping everything readable.

In print, the whole thing looked a little bit like this:

Tuesday, January 9, 2018

Resolutions, 2018

In keeping with tradition, here's some resolutions that I resolve to uphold for this new year...
  • Keep blogging for 2018, at about the same rate as 2017?
  • Don't die from all the travelling I'll be doing in 2018.
  • Finish and release three projects: Radiator 3, MachoCam, and Medusa.
  • Update some of my technical dev skills: get proficient with Unreal Engine 4, learn about compute shaders
  • Update some of my game art skills: do some more sculpting, get better with Substance Painter and Substance Designer
Sure, the new year is an arbitrary passage of time that has no real significance -- but that doesn't mean it's not fun to re-assess and wonder about where you're at.

Sunday, December 31, 2017

Postcards from Unreal, pt 2


My Unreal Tournament 4 deathmatch map "Pilsner" isn't really done. But as an exploratory project, I've fulfilled my goals to learn the basics of building 3D spaces in Unreal. I also reached the point where I needed an actual player base to confirm how the map plays, or at least tell me that it's total shit -- but it looks like I can't even get a denunciation when Unreal Tournament 4 seems to have a grand total of like 5 players!

I appreciate all the pre-configured art content and basic gameplay structures implemented in the game already, and it has been really helpful for me to learn how to configure my assets and work in Unreal projects -- but this experience has also convinced me that I shouldn't try to teach level design to my students with this half-finished basically-dead game.

It was also questionable how well this was going to run on our students' laptops, because half of them use Macbooks with small hard drives, and very little room for a Windows partition and an additional 50 GB for UT4 and the UT4 editor. This leads me to one of the original reasons why we stopped running a level design course: there are simply no popular first person multiplayer games with modern level editor suites that were easily deployable on our students' computers. (Given how long it takes to make games, computer labs are impractical.)

Thursday, December 28, 2017

"Level Design Workshop: How to Light a Level" at GDC 2018

Hey there. I'll be returning to GDC in 2018 with a talk called "How to Light a Level"... Here's the blurb:
Lighting is traditionally one of the most computationally expensive parts of game rendering, as well as one of the most crucial design tools for setting mood and readability in a game world. And yet, level designers and environment artists often lack the language and theory to collaborate effectively on lighting design. What does light do for games, and how can developers use lighting to facilitate certain experience goals for games? This session begins with a brief cultural history of lighting, before moving on to an overview of practical lighting design theory as well as various case studies.
I'll be presenting alongside many other amazing folks as part of the Level Design Workshop, run by Joel Burgess, Matthias Worch, Clint Hocking, and Lisa Brown.

This year, the roster includes:
We're basically a "tutorial" mini-track that, I believe, will run all-day on Tuesday. Traditionally, we also do portfolio reviews during the lunch break. If you'll be around, come check us out. (And if you won't be at GDC this year: it's fun, but don't worry, you really aren't missing that much.)

Saturday, December 23, 2017

LEVEL WITH ME will return in January 2018


Hey viewers -- sorry if you're waiting for the next installment of Level With Me. You're going to have to wait for a while, since I'm on holiday / traveling, and lugging around my streaming setup is going to be impractical. But we'll be returning in January 2018 on a new day and time, so watch out for that.

In the meantime, I encourage you to check out the entire Level With Me archive on YouTube if you still need your regular dose of lighting complaints and texturing nitpicks.

Be good, and see you next year!

Friday, December 22, 2017

Radiator Blog: Eighth (8th!) Year Anniversary

As is the holiday tradition in December, teenagers throughout the world have gathered around their radiators to critique environment textures and be wantonly gay, in flamboyant celebration of the anniversary of the Radiator Blog's founding. This year, the blog turns 8 years old!

For 2017, I resolved to blog more... and I ended up with 72 posts, which is double the amount of 2016's posts (a mere 36). Compared to social media like Twitter, I've always thought of blogging as a more "formal", slower platform. But to keep up the pace this year, I had to relax my attitudes and write more freely, which I think was ultimately a positive thing.

(You can check out past years' anniversary round-ups here.)

Now let us gather around the radiator, and review the past year's "greatest hits" along with some commentary...

Friday, December 15, 2017

"Tag: Proposals on Queer Play and the Ways Forward" at ICA Philadelphia, February 2 - August 12, 2018


A bunch of my gay sex games will be appearing as part of an exhibition "Tag: Proposals on Queer Play and the Ways Forward" at the Institute of Contemporary Art in Philadelphia next year, a show about "queer play" curated by artist Nayland Blake.

I'll hopefully make it out for the opening in February too. They also might be using my game screenshots as the basis of some branding and advertising materials, so keep a lookout for some uncanny hunks near you!

Here's the blurb from the ICA website:
Organized by guest curator and artist Nayland Blake, Tag: Proposals On Queer Play and the Ways Forward explores how the expanding influence of digital and online technologies, fandom subcultures, and artistic discourse has created new possibilities for queer identification, changing how personal roles and forms of expressions are defined in contemporary society. Based on the premise that the cultures of role play, sexual play, and digital play have all flourished beyond the boundaries of art structures, this exhibition provides a gathering place and platform for the exploration of queer play created by individuals and groups from the worlds of game design and theory, performance, kink, and activism. Tag: Proposals on Queer Play and the Ways Forward will be on view on view February 2 through August 12, 2018.

For the exhibition, Blake illuminates these new and evolving forms of representation and examines the implications these developments have had on art and social action through a curatorial approach that draws on his own preoccupation with themes of interracial desire, same-sex love, and racial and sexual bigotry. Artists include A.K. Burns, Clifford Hengst, Arnold Kemp, Savannah Knoop, Dusty Shoulders, and Robert Yang, among others.
Admission is free and open to the public, and it runs February 2nd - August 12th, 2018.
118 S. 36th Street, Philadelphia, PA 19104-3289. (215) 898-7108. ADA accessible.

Thursday, December 14, 2017

For all our US-based readers


Net neutrality is an issue that would heavily affect this blog and its proprietor. As someone whose "controversial" work regularly gets banned from platforms like Twitch, I'm really worried about the future of open and equal access on the internet when universally-reviled ISPs are allowed to further control who sees what / and at what additional costs.

If you're a US citizen and you like all the shit I post, then please ensure your continued access to my shit, and send some e-mails or make some calls to your local congressperson.

Below, I've copy and pasted from this post on why net neutrality matters, and what is happening now, and what action you can take: