Here's a few recent updates in the """discourse""" within the exciting world of QUEER GAME STUDIES!!!
First, there's a new call for papers in the long-running Game Studies journal -- this time the focus is on "queerness and video games." The full CFP is here. If you're a student or academic (or anyone with a perverse tolerance for academic citation styles) then you should consider sending-in some original scholarship and/or maybe trim your thesis into a submission; full articles of 6500-8000 words are due by December 31st, 2017. Good luck!
Next, Miguel Sicart wrote a piece about "Queering the [Game] Controller." Sicart, as far as I know, doesn't identify as queer, so some may argue he thus cannot really "queer" anything -- so please allow me, a certified gay person, to try to unpack some of his ideas here:
Monday, August 7, 2017
Thursday, August 3, 2017
Cleaning out some old Black Mesa archives for PC Gamer
Here are two old level design illustrations I did for a PC Gamer feature on level design in Half-Life 1, quite a few years ago. In the overview map, I focused on the construction of the Black Mesa Inbound chapter as a whole; and in the more focused cross-section, I concentrated my analysis on a single setpiece, the "shark cage" sequence in the Apprehension chapter.
(In the PC Gamer print version, the diagrams are annotated and labelled, but the image files I submitted were blank like these. I forget which issue it appears in. If you're interested in this topic, you can watch my Practice 2013 talk on this stuff to get roughly the same material.)
Anyway, here's a bit about my process and intent with these illustrations:
Monday, July 31, 2017
new tool: Yarn Weaver
I'm working on a game that uses the excellent Yarn and YarnSpinner narrative toolkit for Unity. For this project, I'm also collaborating with a narrative designer -- unfortunately, the Yarn editor doesn't actually have a play mode or a testing mode built into it -- which makes it difficult to collaborate, because the designer can't even run through the Yarn scripts without downloading the entire Unity editor and project source! What if she just wants to test a short conversation script or two?
So, I basically duct-taped the YarnSpinner example setup to this excellent UnityStandaloneFileBrowser (for native file open dialogs at runtime) to make a very small simple tool to open and run through Yarn scripts. It can display your text, parse all your variables, and render up to 4 choices.
I call this tool "Yarn Weaver". The project source files are on GitHub under MIT License, or you can download Windows and Mac OSX release builds here. I hope it's useful for people!
Saturday, July 29, 2017
Toward an honesty of pixels: on Final Fantasy 12 HD and Quake 3 Arena
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combined screenshots from Final Fantasy 12 (PS2, 2006) and Final Fantasy 12 HD (PS4 Pro, 2017) |
I'm currently playing the remastered PS4 version of Final Fantasy 12 ("The Zodiac Age") and it's still the same old nonsense story about fantasy imperialists and magic crystal macguffins. One thing that surprises me, though, is how this remastered version actually looks worse -- it went from the apex of PS2-era 3D art to looking like a mediocre PS3 game running on a PS4.
When it first came out 17 years ago (!), the Playstation 2 famously had very little texture memory (4 MB!) and no texture compression (!) which meant developers had to get creative. Loyal readers of this blog know of my love of lightmap atlases and UV layouts, and so I'd like to talk about how the textures for the original Final Fantasy 12 on PS2 were utter masterpieces produced under severe constraints -- cramming so much detail into these small texture sheets, down to the pixels...
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