Tuesday, November 20, 2018
Rinse and Repeat HD remastered, and three years of reflections and thwarted plans
I've just uploaded an updated version of Rinse and Repeat: it is now known as Rinse and Repeat HD, which is basically the same version currently playable at the Victoria and Albert's Videogames exhibition.*
In addition to fancier graphics, I've also: added gamepad / rumble support, re-programmed the entire scheduling algorithm to be more stable, and tweaked much of the balance and feel.
If you're not familiar with the game, you should probably read my artist statement "Rinse and Repeat as cup runneth over" so that you know how the game works.
The rest of this post will assume you mostly know what it's about already!...
Thursday, November 15, 2018
The medium is not the magazine; the medium is not the criticism


This post is about how we talk about video games, but it takes me a little while to get there...
This year, I was interviewed for two artsy print magazines: PIN-UP is "the only biannual magazine for architectural entertainment", while Phile is an "international journal of desire and curiosity" with lots of fingers in the art world.
Both writers Drew Zeiba ("INTERVIEW WITH ROBERT YANG, DESIGNER OF 3D FANTASY SEX SPACES") and Zach Kotzer ("ON GAY SEX AND GAMING") did lovely jobs with presenting my work to a non-gamer audience. And both publications kindly mailed me a print copy, and as I flipped through their glossy layouts and playfully experimental type treatments, I was shocked by how I'm such a fucking nerd and how these people are so much cooler than me.
When I'm flipping through PIN-UP #24, I'm mentioned in the same pages as Amanda Levete or Frida Escobedo, real architects making real art with their real professions and real expertise. In fact just a few months ago I was visiting London for the V&A Videogames opening, and I walked through Levete's V&A addition as well as Escobedo's 2018 Serpentine Pavilion. As their art and stature literally enveloped me, I had to wonder, why did I deserve to be featured alongside these much more important people?
Or in Phile #3, directly after my interview, there's an interview with Peaches (Peaches!!!) and she is just so much more amazing and brilliant than me, and it's absurd that my segment is right before her segment, or that a reader might accidentally reflexively compare the two of us together while flipping the page. Not to mention all the other pages in this issue, detailing this whole complex community of writers and artists working with sexuality and eroticism, where I'm not just some sort of weird curiosity -- in fact I'm probably the most boring artist in the entire issue.
Anyway this isn't about me airing-out my impostor syndrome or whatever.
On the contrary, I definitely fit OK into these discourses. In PIN-UP #24, Arakawa and Gins talk about "eternal gradients" and constant reassembling, which makes me think of constantly remastering and re-releasing my own games. Or in Phile #3, I learned how my problems with Twitch's hypocritical morality policing mirror Peaches' problems with YouTube's morality police, and I also feel a lot of parallels between my treatment of tile in 3D showers and featured artist Prem Sahib's sculpture of gay bathhouses.
Instead, what I'm emphasizing here is how these critical publications readily dissolve the barriers between mediums while maintaining high production values and curating a unique identity. And then these non-game publications still end-up performing game criticism anyway!
Monday, November 5, 2018
The first person shooter is a dad in mid-life crisis
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OK I know Heavy Rain isn't an FPS but I like this screenshot so I don't care |
My personal lecture happens to be on the first person shooter (FPS) genre. In my lecture, I trace five main currents through the FPS genre:
Saturday, October 27, 2018
Level With Me, Thief 1 complete!
This week I finished streaming through all 15 official missions of Thief 1 (Gold edition) as part of my "Level With Me" project, where I play through games and talk about the level design and environment art in them. In my runs, I usually try to imagine how a first-time player approaches the level, while occasionally demonstrating more "advanced" tactics --and then frequently messing up and alerting a dozen guards.
You can catch the whole Thief 1 playlist archive on YouTube, but here's some commentary and design themes that kept coming up:
You can catch the whole Thief 1 playlist archive on YouTube, but here's some commentary and design themes that kept coming up:
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