- January 21, 2018 @ Institute of Contemporary Art (ICA) in London, England
London Short Film Festival, panel discussion of Tearoom (2007)
I'm going to be on a fancy panel with much smarter people, talking about William E Jones' work Tearoom (2007), which my game The Tearoom (2017) takes heavy inspiration from. It won't be a game-literate audience, but I think part of the work of reforming game culture involves growing these partnerships and connections with other fields. - March 19-23, 2018 @ Moscone Center in San Francisco, California
Game Developer Conference (GDC)
I'll be giving a short talk -- well, probably? I don't think the session has been published or announced on the official schedule yet, so I'm not supposed to say much more than that... But hopefully, eventually, I imagine I'll be presenting alongside many other great folks too, so look out for more info on that. - April 13-16, 2018 in Copenhagen, Denmark
Nordic Game Jam
I will be speaking during the "conference" portion of the Nordic Game Jam -- which is apparently the biggest game jam in the world / the original inspiration for what is now the Global Game Jam. I don't really know what I'll be talking about yet, but I think it's supposed to be inspiring for teenagers and stuff! Maybe I'll even make a little game for the jam. - April 25-29, 2018 @ Urban Spree in Berlin, Germany
A MAZE Berlin
Uhhh I don't really know what I'll be doing at A MAZE, yet, if anything, but I'm still planning on attending! Maybe I'll just hang out? I'm sure Thorsten will give me something to do. But when I attended back in 2016, I basically had the worst burrito I've ever had in my life -- as well as the best doner I've ever had in my life -- so I guess Berlin just has that certain, you know, das gewisse etwas.
Wednesday, December 6, 2017
Radiator -- Spring 2018 US & European Tour
I'm trying to get all my traveling arrangements for next spring -- and it turns out I'm going to be visiting Europe quite a bit! Here's my tentative traveling schedule for next year. Feel free to attend / hang out / say hello if you see me at these events...
Thursday, November 30, 2017
The destruction / extinction of digital brutalism
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screenshot from "Brutalism: Prelude on Stone" by Moshe Linke |
To review, brutalism was a design ideology deployed mostly in public architecture from 1950-1970s throughout the world, exemplified by large blocky concrete structures in Soviet Russia and/or brick housing developments across Europe.
For the last 2-3 decades, people have criticized brutalism mostly as a cold, ugly, overly institutional style that ignores local communities and human warmth -- and recently that's been amplified by various material and technical critiques of brutalism (poor weathering and staining; environmental impact of concrete; seismic issues; etc) -- but now that we've started demolishing iconic brutalist buildings around the world, there's been a resurgence in defending brutalism before it becomes extinct.
Given that brutalism faces a real existential threat, and it is so heavily focused on the real-world material aspects of architecture, does a digital brutalism make sense?
Thursday, November 23, 2017
Postcards from Unreal
I'm building a Unreal Tournament 4 level in preparation for a level design studio class I'm teaching next year. I've been using Unity for a few years and now I feel very comfortable with using Unity for my projects, but I don't really have much experience with Unreal Engine 4. To try to learn how to use it, I thought I'd make a small UT deathmatch map.
Honestly, I think Unreal Tournament is a colossal over-designed mess of a game -- players can slide, wall run, dodge -- use 10 different weapons each with primary and secondary fire modes... I prefer the simplicity (and elegance?) of Quake 3 and its successors. Basically, Quake feels like soccer, while Unreal Tournament feels more like American football with 100 extra rules tacked on.
Nevertheless, it's important to be able to internalize how a game plays, even if you don't like it very much. I've tried to provide opportunities for sliding and wall running, and I've focused on what seems like the core three weapons in UT (Flak, Rocket, Shock) while attempting to channel the UT series' sci-fi urban industrial aesthetic.
Saturday, November 18, 2017
Level With Me: Dear Esther (2012), complete!
Last week I finished a Level With Me run through Dear Esther (2012, Source Engine) with level design commentary -- I spent roughly 30-50 minutes on each of the four chapters / levels. Some of the moments were ruined by my deletion of all the voice over (I didn't want to talk over the narrator) but most of the game survived intact, I think. (Sorry.)
You can watch the whole playlist (all 4 videos) archived on YouTube. But here's some general patterns / trends / takeaways from this series:
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