Wednesday, March 14, 2018

Tips for talking to Robert Yang at GDC


Everyone's doing a bunch of GDC advice for first-time GDC attendees on Twitter, so I thought I'd chime in with a few tips of my own. Here's a helpful tutorial for how to have a successful social interaction with me, assuming you'd ever want to:
  1. Do you see me? I look like this. Or try to sneak a peek at the name on the badge. It should say "Robert Yang" on it.
  2. Are you sure that person isn't Brendon Chung? Brendon looks more like this; we're about the same height, but he's a bit more handsome and has a deep voice, and I have larger lips and generally sound louder and shriller.
  3. If we met at some past event or party one time, and I don't regularly interact with you in-person or on Twitter, then there's a good chance I won't remember you or your name. (I'm sorry in advance.) If you want to remind me that I should've remembered your name, you can briefly mention something like "we met at GDC last year" -- but don't mention a specific number of months, days, or hours, because then it'll seem like you've been pedantically tracking our non-relationship.
  4. (For advanced users only:) I don't respond well to praise or compliments, unless you deliver the compliment in a tone that borders on sarcastic / flippant while still remaining essentially earnest. Your goal is to perform a chipper yet world-weary knowingness.
  5. If we're talking but you don't want to talk to me anymore, then just say something like "well it was nice talking to you" and walk away. If we're in a group or cluster of people, then just let the conversation naturally die down, and then turn to someone else and subtly emote that you're not paying attention to me anymore.
  6. Whatever you do, don't tell me that you read this guide.
If you're looking for a more genuinely useful primer for going to GDC, see "GDC Advice for young first-time attendees, 2017 edition"

Friday, March 9, 2018

Apply to NYU Game Center 2018 Summer Incubator


Applications for the 2018 NYU Game Center summer incubator are now open! If you have a solid game prototype or a half-finished game, but you don't know how to finish it or how to do all that "indie biz" stuff, then this incubator might be a good fit to help you move toward release and financial sustainability.

The incubator is a 3 month period in the summer that also pays you a living stipend to come live / work in New York City, where you get mentored by faculty (such as the notorious Bennett Foddy???) as well as other local devs. In 2017, there was also a comprehensive series of workshops on how to negotiate, how to do market research, how to register as a business, and the devs even visited Kickstarter and other local partners around NYC for advice and feedback. You also get to meet a bunch of other indie devs, co-work in a friendly environment, and make new friends. (For more details, see "Incubator Curriculum")

The catch is that if you make more than $10,000 in a year from the game, then you pay 10% of the rest of your revenue back into the incubator to fund future projects. If you don't end up making money, then you don't pay anything. You still maintain ownership of your game and IP, and you can also negotiate these terms if you want -- but compared to a lot of funding deals, this is already pretty generous.

Here's some more info and rough math to help you decide whether it's a good fit for you:

Tuesday, March 6, 2018

Level With Me, BioShock 1 (2007) complete


Last week I finished playing through all of BioShock 1 for my weekly level design let's play series Level With Me. My playthrough wasn't without its problems -- I was playing lazily and haphazardly, which means I relied on the same combat tactics all the time, and I also actively avoided exploring audio diaries / optional areas / player upgrade systems for the sake of brevity. Playing on easy mode also meant the boss encounters lost their pacing, and side areas remained unexplored instead of desperately scavenged for supplies.

Most people fondly remember BioShock for its narrative and setting, but I was consistently surprised with how much ol' fashioned game design went into it. Lots of classic hub-and-spoke level design, and several chains of fetch quests about looking for parts and materials -- remnants of an abandoned inventory / crafting system according to former BioShock dev JP LeBreton, who occasionally graced the broadcast with his presence and offered interesting trivia or context. I also played through the famous Fort Frolic chapter by BioShock 2 lead Jordan Thomas and felt strangely disappointed -- its scripted sequences and theatrical flourishes were interesting, and it made novel use of BioShock's "camera" mechanic, but the critical path overall felt a bit weightless. Again, I couldn't really play leisurely and explore the other 50% of Fort Frolic that was purely optional, so maybe also take my reactions with a grain of salt.

Sunday, March 4, 2018

Radiator University, Summer 2018 course catalog


Hello prospective student. We here at Radiator University would like to apologize for the hiatus -- due to circumstances Beyond Our Control, all our course catalogs (printed materials, digital copies, and all backups) for Fall 2017 and Spring 2018 semesters were dumped off the side of the New Jersey Turnpike. We were puzzled as to why absolutely zero students enrolled in any classes throughout the whole academic year, but please rest assured that we have switched to a different vendor for all our printed materials in the future, and This Will Never Happen Again.

On behalf of RU, I'd like to invite all new and returning students to quadruple-enroll in various summer courses to make-up for the lost time. Here is a sample of our Summer 2018 course offerings:

ARTM 252: SPECULATIVE GUN LAB (4 credits)
Modern assault weapons are not just controversial, but also extremely ugly. In this class, we will conduct an art history analysis of firearms as aesthetic objects to understand how it all went wrong -- and link the decline of gun aesthetics with the decline of American moral authority since World War II, or maybe even before? Students will be expected to travel every weekend to apprentice under artistanal heritage gun smiths, and as a final project, design and manufacture a new type of firearm that reimagines the gun's relationship to nationalism -- the only constraint is that this new "speculative gun" cannot fire bullets or shells. What else can a gun do or be?

Offered only at West Virginia campus. Lab fee of US$11920.87, including accidental firearm discharge insurance, will be assessed by the university bursar. Prerequisites: at least 1 semester of both METL 200: INTRO TO METALURGY as well as HIST 92B: WESTERN THEORIES OF JUST WAR.