Thursday, April 6, 2017
"If you walk in someone else's shoes, then you've taken their shoes": empathy machines as appropriation machines
EDIT, 23 June 2017: want to know more about "cultural appropriation"? I wrote a post about it, where I also try to recap a lot of conversations around cultural appropriation happening that month. Read it here.
In a 2015 TED talk (pictured above) VR filmmaker Chris Milk claimed that virtual reality could be the ultimate "empathy machine". Instead of fading away into irrelevance like most TED talks, this concept of the VR empathy machine has somehow survived into 2017. VR boosters like the United Nations' VR program and influential podcast Voices of VR continue to push this line of thinking.
I'm here to argue absolutely in the strongest terms: I am against the promise of any claim to a "VR empathy machine", and I am against it forever.
The rhetoric of the empathy machine asks us to endorse technology without questioning the politics of its construction or who profits from it. Empathy is good, and VR facilitates empathy, so therefore VR is good -- no questions please. (And if you hate VR, that means you hate empathy!) It's a disturbing marketing strategy, and I hope it's obvious how making a refugee tourism simulator your "flagship" VR experience can come across as an extremely cynical use of pain and suffering to sell your product.
I also doubt any empathy machine supporters have ever been the actual "target" of an actual empathy machine. Ironically, as empathizers, they seem totally unable to empathize with the empathized, so let me spell this out. The basic problem with empathy machines is what if we don't want your fucking empathy?
Friday, March 31, 2017
Vote "YES" on Radiator 3 for Steam Greenlight!
So I've been giving some thought as to what a sequel to Radiator 2 would look like... and I think it'll be a similar format, with a flagship game + other bundled scenes in the same package. It's fairly straightforward to put them all together in one deployment, which is probably one nice advantage to making all my games in the same Unity project folder.
Introducing: the highly anticipated sequel Radiator 3. (Steam Greenlight page is here.) Right now the only segment that's definitely going into it is Rinse and Repeat, I'm still deciding what else I'd want to include with it... What will be new in Radiator 3?
- Steam Achievements and gamepad support
- SteamVR support! Probably targeting a "Standing" spec, for Oculus Touch / Vive support.
- remastered super duper ultra high HD graphics and hair physics
- ... and so much more!
Wednesday, March 29, 2017
Lighting theory for 3D games, part 5: the rise and fall of the cult of hard shadows

Last time (part 4), we ended with the idea that video game lighting is a carefully assembled pile of hacks / effects that hopefully seems like a unified phenomenon of light. It might seem annoying to fuss over many details all the time, but this bespoke workflow exists because we need so much control to make sure the lighting calculations doesn't slow our game's framerate.
One of the most "expensive" (computer-intensive) parts of 3D video games is rendering shadows. To calculate a shadow in a video game, we must test-fire many light rays out from the light source. If these rays hit anything (see diagram above) then that means the light casts shadows past that object. To give you an idea of how much we sacrifice to shadows, Crytek said in a 2013 SIGGRAPH talk that they offer ~20% of their frame budget (5-7 FPS out of 30 FPS) to the shadows. (20% of their entire game! just for shadows!)
Since shadows are so expensive to do, it's impressive when we manage to do it anyway. But that also means we want shadows to pull their weight and help sell the game, to justify the work we put into them. We worship shadows while praying for something in return.
The cult of hard shadows began on February 21, 2001, at the Macworld conference in Tokyo:
Wednesday, March 22, 2017
"Take ecstasy with me": a manifesto for Gay VR

Before I explain what the heck I mean by "Gay VR", let's review why Gay VR would be necessary. I gave a MVR talk on this topic at A/D/O a few weeks ago, and someone tweeted my slide above and it went mildly viral. A quick explanation:
- "failsons" (failure + son), coined by popular "dirtbag left" podcast Chapo Trap House, are a particular type of 20-30-something men who have failed to fit into capitalism for whatever reason -- they don't have promising jobs, or careers, or relationships, or futures -- and they definitely feel the shame of it. When they hit rock bottom like this, do they blame capitalism and start listening to Chapo Trap House, or do they blame women + people of color and they join some Reddit hate mobs?
- But when they buy video games, the right-wing failson finally fits into capitalism in some small way, and so they stake their self-worth on it. Instead of philosopher-kings, they are consumer-kings, who think they're so good at consuming video games that they can impose their radical conservative racist misogynist politics on the rest of gamer culture...
- ... and they basically succeeded, thanks to tacit support from the game industry. It's now way too late to reverse this deeply unhealthy attitude toward art and media, and gamer culture is never going to get "better." These toxic conservatives have basically shit the bed, and now that shit will stay there forever.
Friday, March 17, 2017
Bleeding between alternate realities in Metal Gear Solid 5 and other open world games
I was playing the open world stealth game Metal Gear Solid 5: The Phantom Pain (2015) and I kept failing Mission 33 ("Subsistence: C2W")... The "Subsistence" label means it's a remix of a past mission, but this time you have to complete the mission without any starting loadout, and rely purely on whatever equipment you find after you begin the mission.
The goal of C2W is to destroy some buildings, but "Subsistence" means you don't begin with any explosives -- and once you start attacking the base, they call-in an enemy helicopter that will kill you very quickly. So your two options are (a) sneaking around and clearing out the base quietly so you can destroy the buildings in peace, or (b) finding some heavy weapons (conveniently, some nearby guards carry rocket launchers) and quickly blowing everything up and escaping before the helicopter kills you.
I kept failing with either strategy, so I decided to look up some tips. The online guide suggested a rather dishonorable trick... (1) destroy the nearby anti-air radar station while in "free roam" mode, outside of the mission; (2) then, finally start the mission, set your own helicopter deploy point right on top of your mission objective; (3) and basically kill everyone with the helicopter's giant overpowered chain gun, easily earning the top S-Rank rating for your performance.
My (wrong) assumption was that changing the world in "free roam" mode would not change the world in "mission" mode. In most cases, this was still true... except in this one instance, the radar station was leaked between alternate realities.
Tuesday, March 14, 2017
Theorizing local games cultures in a post-TIGSource era
Colin Northway tweeted this about a week ago:
As Colin implies, I suspect there is actually no real equivalent of a central "cultural nexus" like TIGSource today. In fact, I've been in on the ground floor of several attempts to make new TIGSource-likes, such as Super Friendship Club and Makega.me, and both of them eventually petered-out in the end for one reason or another. I'm still not sure why, but maybe it's possible that internet forums are a poor fit for what we need these days?
The indie games moment arrived, and has now stabilized into a satellite commercial industry of the game industry. We don't need a central place like TIGSource to imagine it or to advocate for indies to exist. Commercially indie showcase events like Day of the Devs, The MIX, and Indie Megabooth have been been running for a while and will probably keep running.
Today, what would be a public game organization's "mission" now? Everyone has so many different needs and concerns. It's kind of absurd that we even imagined one global "public" that TIGSource was supposed to serve? Local games community problems here in New York City are very different from local problems in, say, Pittsburgh or Capetown or Teheran or Shanghai. One single internet place cannot hope to address all of that.
Many local communities and friend groups have Slacks and chatrooms, but most of these are private and unlisted -- they don't have the "public" face that TIGSource provides / provided. What, are you going to invite Colin Northway to your Slack now? Even if he accepted the invitation, he likely wouldn't stay very long, because Slack requires constant (hourly? minute-by-minute?) engagement and labor to function as a community -- and it'd still be difficult for Colin to understand the tone of your Slack, or what it's really about.
To me, a public games culture should serve two functions: (1) help a local community cohere together, and (2) articulate that community's voice(s) and concerns to the rest of the world.
This GDC I strongly felt there's a large movement of young indies that I know nothing about.— ColinNorthway (@ColinNorthway) March 8, 2017
Is there a cultural nexus I can visit?
As Colin implies, I suspect there is actually no real equivalent of a central "cultural nexus" like TIGSource today. In fact, I've been in on the ground floor of several attempts to make new TIGSource-likes, such as Super Friendship Club and Makega.me, and both of them eventually petered-out in the end for one reason or another. I'm still not sure why, but maybe it's possible that internet forums are a poor fit for what we need these days?
The indie games moment arrived, and has now stabilized into a satellite commercial industry of the game industry. We don't need a central place like TIGSource to imagine it or to advocate for indies to exist. Commercially indie showcase events like Day of the Devs, The MIX, and Indie Megabooth have been been running for a while and will probably keep running.
Today, what would be a public game organization's "mission" now? Everyone has so many different needs and concerns. It's kind of absurd that we even imagined one global "public" that TIGSource was supposed to serve? Local games community problems here in New York City are very different from local problems in, say, Pittsburgh or Capetown or Teheran or Shanghai. One single internet place cannot hope to address all of that.
Many local communities and friend groups have Slacks and chatrooms, but most of these are private and unlisted -- they don't have the "public" face that TIGSource provides / provided. What, are you going to invite Colin Northway to your Slack now? Even if he accepted the invitation, he likely wouldn't stay very long, because Slack requires constant (hourly? minute-by-minute?) engagement and labor to function as a community -- and it'd still be difficult for Colin to understand the tone of your Slack, or what it's really about.
To me, a public games culture should serve two functions: (1) help a local community cohere together, and (2) articulate that community's voice(s) and concerns to the rest of the world.
Tuesday, March 7, 2017
The melancholy of screen space in "Universal History of Light" by Stephen Lavelle
WARNING: This post somewhat "spoils" the 2014 game Universal History of Light.
Stephen "increpare" Lavelle's "Universal History of Light" is a highly symbolic "adventure" game released back in February 2014. Reviews at the time hinged on describing it as an "insane dog simulator" game, which doesn't really capture what the game does, so this is me trying to offer a more robust interpretation and understanding.
Universal History of Light begins with a short lecture about the dangers of using laser pointers with dogs. Because a small red laser dot is incorporeal and intangible, a dog can never actually "catch" it -- and they will never understand their inability to catch their "prey", which will supposedly haunt them and cause psychological damage for the rest of their lives.
You then play as the lecturer at the front of the lecture hall, and you point your laser pointer at a student's assistance dog / seeing-eye dog, thus inflicting catastrophic hallucinations upon the dog. The dog now enters the brilliant burst pictured above; what awaits the dog in a new dimension of pure light and knowledge?
Turns out, it is a world of monochrome trauma. In the distance, we see countless planes, searchlights, and anti-aircraft flak illuminate the night sky. As the dog, we are basically wandering the outskirts of London during the Blitz.
Friday, March 3, 2017
"Queer Utopian VR" for MVR 2.2 in Brooklyn, 7 March 2017
Next week I'm participating in MVR, an arts-technology presentation series by Pioneer Works and Nancy Nowacek. This particular installment, MVR 2.2, is hosted in conjunction with A/D/O in Greenpoint, Brooklyn, as part of their "Utopia vs Dystopia" series. (Wow so many event series!)
I'll be doing some standard artist talk stuff for an audience largely unfamiliar with my work, but I'll also be trying to speak to the theme a little -- "virtual reality" as a historically utopian project that is quickly descending into dystopia on all fronts. I will connect this to José Esteban Muñoz's idea of queerness as a utopia itself, where we can perhaps use the "horizon" of queer performance to preserve / salvage pockets of utopia in VR.
The other presenters are Jacob Gaboury, Laura Juo-Hsin Chen, and Rachel White, also presenting on their particular practices with art and technology... Jacob Gaboury does cool research with the history of computer graphics and queer computing. Laura Juo-Hsin Chen does playful VR that engages with materiality, like "toilet VR" and physical VR masks. Rachel White explores the fuzzy intersection between internet bots and an internet of cuteness.
It should be a fun night. See you there.
Free / open to public, RSVP requested
Tuesday, March 7, 2017 @ 7 PM
at: A/D/O
29 Norman Ave.
Brooklyn, NY 11222
(subway: G at Nassau)
Saturday, February 25, 2017
GDC Advice for young first-time attendees, 2017 edition
I remember when I was totally bewildered and disappointed at my first GDC. Since everyone is doing little advice columns / threads on Twitter, I thought I'd chime in with my own shit. This is a bit of advice and info primarily for young people (ages 15-30?) going to GDC for their first time:
- If you are a man, assume every woman you meet is a developer. Never ever ask a woman whether she is "in games" -- don't be so fucking basic, of course she works in games, she's at GDC! Women at GDC are not your mom and they are most definitely not your girlfriend: women are your colleagues. The secret is to understand women as skilled experienced professionals. Instead, you could ask:
- "What are you working on? What's your current project? What was your last project?"
- "What do you think about [area of expertise]? What are your thoughts on [related game]? Did you go to [related GDC session]?"
- "Go to any good talks? See any cool stuff? Go to any cool parties last night?"
- This is a business conference. If you're not here to "do business" or sign some deals or have meetings, then the conference is going to be kind of boring, and it'll be up to you to entertain yourself. On the other hand, if you do have something to show, this is a great time to try to talk to a publisher about a deal / getting a console devkit / getting some VR money.
- When requesting business meetings / making appointments / approaching people, err on the side of doing it. Awkward first meetings are expected at GDC. Assume that you and your project are worth their time. If the meeting isn't a good fit, then let them decide -- they will quickly wrap it up, they're used to it... but also, use your judgment and don't annoy people if they don't look receptive.
- Business cards exist to end conversations politely. If you ever want to leave a conversation, just make an excuse, offer your card, and then leave. Everyone knows this is bullshit, but the effort you put into this bullshit ironically indicates that you do give a shit.
- If you ever have to choose between going to a talk vs. hanging out with people, you should usually choose to hang out with people. All sessions are recorded, you can always just watch it later or read a summary. (Personally, I've never regretted missing a talk.)
- Stay aware of how tired you are, take short naps in the Mild Rumpus area or the park, and remember to eat enough. If you're hungover, you'll probably just have to drink a bunch of immune boosters and coffee, and try to hold it together until Friday.
- If you are manning an IGF or Alt.Ctrl booth, it is totally OK for you to put up a "back in 30 minutes" sign and take a break, or maybe ask a friend to cover for you. Some people even just setup a looping video trailer and leave. The drawback is that you might miss some possible press coverage and interview opportunities.
- Lunch recommendations near Moscone:
Tuesday, February 21, 2017
On cs_ppc, "school maps", and the politics of remediating / re-mapping real-life places
— .BSP (@dot_bsp) February 18, 2017
The excellent @dot_bsp Twitter account randomly tweets screenshots from different levels in various Goldsrc (Half-Life 1 engine) games and this February 18th tweet about "cs_ppc" by "Walnut<+>Warrior" really caught my eye and got me thinking.
cs_ppc is really clean and well-built with good height variation and composition. The shapes flow into each other very well, and the scale seems very realistic. On a technical level, there's also clever use of masked transparency textures to complicate silhouettes with fewer wpolys, centering around a pretty huge atrium with a lot of open sight-lines everywhere -- this kind of craft means it was built relatively late in the Goldsrc cycle, when high polycounts and heavy use of custom textures were the norm.
This level has relatively little cover and probably plays strangely for Counter-Strike, but the author clearly prioritized real-life resemblance over gameplay. It made me wonder about the level's relation to the real world. Fortunately, when I loaded cs_ppc.bsp into the engine, I discovered that the author embedded a commemorative plaque at the very front of the level. It is definitely intended as a recreation of Peter-Paul-Cahensly (PPC) vocational school in Limburg, Germany.
So what?...
Wednesday, February 15, 2017
Apply to STUGAN, a bucolic game design residency in Sweden

Stugan is a residency program for indie game designers to hang out together in a beautiful cabin in the Swedish countryside and work on their stuff.
They call it an "accelerator", but don't that word dissuade you. If you consider yourself more of an artist than a businessperson, it's OK, they have hosted plenty of artsy experimental designer types too.
There's been some understandable criticism of Stugan's arrangements: Like many artist residencies and opportunities, there are certain barriers to access -- you're basically foregoing paid work for a few months as a sort of working holiday, and you'll need existing funds to travel to Sweden somehow.
However, I think it's worth noting that many art residencies often have hefty application fees and/or require attendees to pay for their own room and board. Compared to that inaccessible norm in the (messed-up) art world, Stugan is a somewhat reasonable deal that's firmly in the middle of the pack for art, and extremely rare in video games funding.
Of course that doesn't mean it's "accessible" -- so if you're interested in Stugan but don't necessarily have the resources, you might want to do some research into funding sources for artists, you might be surprised. Also, if you're a student, talk to your school -- many institutions offer travel grants for programs like this.
Or just cross that bridge when you come to it? You can apply to Stugan for free. Good luck.
Saturday, February 11, 2017
Thoughts on Steam Direct
There's news today that Valve wants to transition away from Steam Greenlight, which is a crowd-source voting system where you pay $100 *once, forever* to let users vote for your games on Steam, and after a certain vote threshold you can put each game on Steam.
The new system planned for roll-out in Spring 2017 is something they call Steam Direct, where you pay a "recoupable" (whatever that means, here? Valve doesn't say) $100-$5000 fee *per game* (they haven't decided the actual rate yet) instead of going through the vote process. They want their storefront to seem more open, but they are also cautious about public perception of "shitty games diluting" the Steam store.
A lot of my thoughts are basically a repeat of past criticism of the Steam Greenlight fee, years ago, except this could be much more expensive and much worse? Here are my reactions:
The new system planned for roll-out in Spring 2017 is something they call Steam Direct, where you pay a "recoupable" (whatever that means, here? Valve doesn't say) $100-$5000 fee *per game* (they haven't decided the actual rate yet) instead of going through the vote process. They want their storefront to seem more open, but they are also cautious about public perception of "shitty games diluting" the Steam store.
A lot of my thoughts are basically a repeat of past criticism of the Steam Greenlight fee, years ago, except this could be much more expensive and much worse? Here are my reactions:
Thursday, February 9, 2017
"Press Forwards" and the pleasing death of agency
Trackmania games have very robust track editors that let the community build and share custom tracks very easily. This ease of use and immediacy allows new track genres to emerge organically from "grassroots" player communities, a practice that I've characterized before as "local level design" -- it is not just new ways of using the game's building blocks, but it also suggests entirely new ways of thinking about the game itself.
The "press forward" genre (or "PFs") is one of my favorite examples of emergent level genres. Instead of challenging players to hone reflexes and maneuvers on a track, a PF beckons the player to simply hold down "forward" as a mindbogglingly complex track swirls around them. Through no skill of their own, a player ends up executing amazing stunts -- spinning 1080 degrees in the air before barely grazing a ramp in just-the-right-way to land perfectly on the track below. If the player makes any kind of choice, like letting go of the "forward" key, or (god forbid) turning left by 0.1 degrees, the consequences are often fatal.
There's a famous saying that "writing about music is like dancing about architecture." PFs are maybe the closest thing to actually dancing about architecture. Sometimes it feels like the track architect wanted to impress you, sometimes they are making a joke, sometimes they want to scare you. The PF frees us, to be more open and receptive to the ways that architecture speaks to us as we traverse it.
Notably, this is a track type that resists the dominant mode of playing Trackmania. It is a video game world that basically punishes you for even trying to wield any agency or control. When virtuosity is guaranteed, how many humans can resist the urge to fuck it up?
Wednesday, February 1, 2017
Teaching, Spring 2017
This semester, I'm teaching three game development classes. Here's a bit about each one:
- "Intermediate Game Development" at NYU Game Center. This is maybe the 10th time I'm teaching the class; it's a mix of Unity, source control, and 3D art. It's intended for 2nd / 3rd year undergrads in the undergraduate game design program, to give them enough awareness of different tools so they can start to focus their practice in future classes. Teaching it is always challenging... some students double-major in computer science and think the coding lessons are too easy, but for many other students, this is only the second code class they've ever taken. That said, the main point of this class is that code is certainly important, but making a video game involves much more than just code.
- "Virtual Reality Studio" at NYU Game Center. This is the second time we're running the VR class, and it's kind of exciting because the department is starting to equip some state-of-the-art Vive workstations. Last year, the lack of motion controllers and room scale capability really limited a lot of project ideas, so hopefully we'll be able to accommodate the student demand better. What's challenging about teaching this semester is that there's a lot of new material: I have to figure out how to teach a Vive workflow AND I'm also trying to mix-up the theoretical readings more. Last year, we spent a lot of time reading Hamlet on the Holodeck, which was helpful, but also way too concerned with narratology for a class that doesn't focus on storytelling.
- "Recursive Reality" at Parsons School of Design, Design and Technology. This is the fourth time I'm teaching this VR studio class at Parsons, which differs greatly from the focus at NYU -- here, at least half the students are interested in VR for film / installations. The equipment situation here is a bit less ideal, because no desktop VR HMD is compatible with the school's fleet of Mac workstations. So instead, we're focusing more on mobile VR like Cardboard and Gear, which actually works well for a lot of the students' design goals.
Thursday, January 26, 2017
Queer Game Studies, "On FeministWhorePurna and the Ludo-material Politics of Gendered Damage Power-ups in Open-World RPG Video Games"
For the upcoming book Queer Game Studies (2017), I contributed a chapter on the "FeministWhore" scandal in the game Dead Island. It is a "ludo-material" political analysis, looking at gameplay as expressed by source code, intended for general audiences. Here, I'll talk a bit about the ideas and process behind writing the chapter, and then briefly summarize the main argument.
First, to remind you, here's the reporting on the scandal back in 2011 from Kotaku:
My analysis follows Mark Sample's excellent "Criminal Code: Procedural Logic and Rhetorical Excess in Videogames" in focusing on the procedural politics of game mechanics and balance, and comparing that to the systems as intended from the source code. FeministWhorePurna is an ideal case study: it was a contemporary event with modern game engine architecture and a player / modder community that practically did the gameplay and forensic analysis for me already. (I also forced myself to play a bit of Dead Island to verify everything.)
You'll have to checkout the full book from your library, or buy it, or whatever, to see the full essay, but I'll try to briefly summarize the argument here, and in more game developer-y language as appropriate:
First, to remind you, here's the reporting on the scandal back in 2011 from Kotaku:
One of the unlockable skills for Dead Island leading lady Purna allows her to deal extra damage against male victims. It's called Gender Wars in the game, but the original skill was named "Feminist Whore."There's a lot to unpack here, and one goal of my chapter is to expand what we mean by "representation" in games. Currently, whenever we criticize a game character for its politics, such as a racist or sexist stereotype, we tend to focus on the character art, animation, writing, and voice acting. Why not expand representation to encompass the richness of the entire game experience and game engine itself?
My analysis follows Mark Sample's excellent "Criminal Code: Procedural Logic and Rhetorical Excess in Videogames" in focusing on the procedural politics of game mechanics and balance, and comparing that to the systems as intended from the source code. FeministWhorePurna is an ideal case study: it was a contemporary event with modern game engine architecture and a player / modder community that practically did the gameplay and forensic analysis for me already. (I also forced myself to play a bit of Dead Island to verify everything.)
You'll have to checkout the full book from your library, or buy it, or whatever, to see the full essay, but I'll try to briefly summarize the argument here, and in more game developer-y language as appropriate:
Tuesday, January 17, 2017
RIP, Vine.
The short video service Vine shut down today. I know a lot of game designers and devs who used Vine to document and share their work, and we're all pretty sad to see it go.
Below is my only claim to Vine fame -- nearly 2,500,000 loops before Vine died. This was a vine of the first sex game I ever made, called Hurt Me Plenty.
After I posted it, it quickly jumped to 1,000,000 loops within a few days. I was stunned. I had never really made anything "viral" before, and it only took me like 10 seconds to record that clip! I mean, numbers and view counts mean very little in the end, but when you haven't done much, even "very little" can be a strong boost to your self-confidence.
The breathtakingly thirsty response to this vine convinced me that there was an audience for my work, and that I should see it through, which is exactly what I needed to hear.
So thanks, Vine... rest in power.
rescheduled for Spring 2017: "Level With Me" Twitch level design show now on Tuesdays at 6 PM EST
Just a quick note that my weekly level design show on Twitch, called Level With Me, is now on Tuesdays at 6 PM EST (GMT-5) for the new season. (That's... tomorrow!)
Keep in mind that it's a different kind of video game livestream show -- I talk a lot about the level design and environment art, and freely use cheat codes during difficult segments. I care more about analyzing the game rather than experiencing it "purely" or whatever. It's more like a guided improvised tour than anything.
Feel free to tune-in and hangout as I stumble / cheat my way through Half-Life 1! See you then.
Keep in mind that it's a different kind of video game livestream show -- I talk a lot about the level design and environment art, and freely use cheat codes during difficult segments. I care more about analyzing the game rather than experiencing it "purely" or whatever. It's more like a guided improvised tour than anything.
Feel free to tune-in and hangout as I stumble / cheat my way through Half-Life 1! See you then.
Friday, January 13, 2017
"Pylons are my penis": a phenomenology of building in Offworld Trading Company and other strategy games
Game feel always has a narrative aspect tied to the player's in-game identity -- but in a top-down strategy game, who are you? Why do you know all this stuff, and why are you able to do the things that you can do?
I'm not asking for more bullshit handwave-y game lore ("it's the future, you're a space wizard") but rather I mean it in terms of interface and "raw experience". Even in strategy games with fog of war, there is still a fantasy of absolute certainty involved with your command. If you see a unit, it's almost definitely there; if you order a unit, they will definitely try to obey your order. If your unit dies, it is definitely dead.
These are all myths and abstractions away from how a real-life military often works, where commanders must constantly act on incomplete information, even about the state of their own forces. Few popular real-time strategy games let troops ignore an order, be routed, or be "missing in action", because maybe that's too unfair or it would weigh down the game a lot. (Some notable exceptions: hardcore military sim games often simulate supply lines and unit morale, the overburdened 2011 game Achron had time-travel and alternate universes of troop movements, while the admirable 2010 experiment R.U.S.E emphasized military intelligence and decoys.)
I'm going to propose that top-down strategy games let players build their own identities, and part of that identity is a body, in the form of your "base."
Monday, January 9, 2017
Resolutions, 2017
A few general goals for this year:
- be more active in VR communities, push for critical theory in VR
- finally put out a publicly available VR thing
- write more often, finish posts more often (fun fact: apparently I have ~300 draft posts)
- finish more games and projects
And some more specific project goals for this year:
Wednesday, December 28, 2016
On legacy systems and Kentucky Route Zero (Acts I-IV) by Cardboard Computer
A lot of people will say Kentucky Route Zero is "minimalist"... but I think that label is pretty misleading.
It packs every single scene with countless details and thoughtfully executes each of those gestures. Every playthrough you'll read tens of thousands of words, much of it expended on long evocative description -- this isn't actually a "minimalist" game, in terms of literary tradition nor in terms of what it demands from its players. Every scene is lush with history, detail, and allusion, and KRZ never patronizes you if you don't really get it. Instead, it patiently pushes you to grasp it as a whole.
This "whole" is something that carries over to the game's technical infrastructure as well. Everything is connected; the game frequently calls back to your previous choices, and awakens seemingly dormant "meaningless" choices. It is one of the most complex narrative designs ever attempted in a video game. Instead of a few discrete branches, there are dozens of small branches -- like Chivalry Is Not Dead, it is more "bushy" than "branchy."
Thursday, December 22, 2016
Radiator Blog: Seventh (7th) Year Anniversary roundup

In keeping with tradition, I do a round-up of this blog's "notable" posts from the past year, and offer a bit of reflective commentary. This year, it arrives about a month late, because I forgot. (Oops.) As always, past years' roundups are accessible here.
GAMES
I haven't finished as many projects as I would've liked this year. Ideally, I would've had one big new sex game ready by now, but both WIP sex games are much more complicated than previous games, so it's taking quite a while to develop the technology for both.
- "Shapeshit" is a short vulgar pooping game made for Ludum Dare 35. (The theme was "shapeshfting"...) Prototyping the dynamic poop technology for this was pretty fun, and this is probably one of the most game-y games I've made in a while. Hopefully it'll make a triumphant return in VR in 2017! Imagine: VR pooping...
- "Cobra Club HD" remaster, prompted by various games festivals needing updated builds. Big features included pubic hair, strap-on mode, over-hauled dick physics, and a half-functioning foreskin mode. At this time of writing, there have been about ~55,000 dick pics from this game uploaded to the internet... yes, you're welcome.
- "Radiator 2" remaster, mostly to put it on Steam and to get my foot in the door on that platform / test the waters. In the end, all I had to do was to mark my game as "for mature audiences" and it was allowed; I hope my future releases go as smoothly? At this time of writing, there have been 150,000+ users, and the game bounces between an 85-90% user rating from time to time.
- "Good Authority", the Robert Moses-y urban simulation game I made in collaboration with Eddie Cameron, is still unreleased. Although it did well in the Power Broker game design competition, we feel the game still has serious problems, and we need to overhaul the mechanics. Look for it in 2017, when me and my husband are less angry at each other, and can finally work on it again.
- "No Stars Only Constellations" was an unfinished stargazing game prototype from 2013 that I cleaned-up and finished for the Fermi Paradox jam. If you're a fan of my Radiator 1 work, from before my sex game phase, then this is basically an alternate remake ("alt-make"?) of Radiator 1: Polaris. Expect this to be remastered for VR in 2017.
Saturday, December 17, 2016
Radiator University, Spring 2017 catalog
Registration for most students at Radiator University has already begun. Make sure you sign-up for these classes soon before they completely fill-up! Here's a selection from our Spring 2017 catalog:
- ARTD 282: SPECULATIVE MENU DESIGN (2 credits)
It is said that no game developer enjoys developing menus for their games. We believe this is a fucking lie, or at best, a misleading myth that reflects a developer's anxiety about framing their work. A game menu is the first thing most players see upon starting a game, it is the first second of the first minute of the first five minutes of a game.
Does the game's options menu feature a field-of-view slider? How does the game describe "easy mode"? These trivial choices in menu UI design, while seemingly insignificant and boring, constitute a powerful paratext that suggests the intended audience for such games.
To bypass unproductive fears about a menu's power, we will instead design and prototype main menus for video games that do not actually exist. What new games can we imagine into being, by simply imagining their menus?
(Only offered at Lisbon campus.)
Tuesday, December 13, 2016
Call for games / installations: Now Play This 2017 in London, England

I highly encourage any designers and developers reading this to submit their games and things for Now Play This:
Now Play This is a festival of experimental game design, showcasing some of the most interesting games and playful work being made around the UK and the world. It will run for the third time at Somerset House in London from 7-9 April, 2017, as part of the London Games Festival. There’ll be an exhibition of games running throughout, plus special events including a board games afternoon, a strange controllers showcase, and, on Friday, a day for discussion between practitioners. Tickets will be available from February 2017.It is a curated show, but they're also open to submissions and contributions. There's "a small honorarium of £75 for work [... they] also cover limited travel and production costs." Here's the basic brief, which seems to encompass, "basically anything interesting":
We’re interested in everything you can play: videogames, boardgames, street games, performances, paintings or drawings that invite you to play while you look, responsive sculptures, artist-designed toys, interactive installations, games for one person, games for twenty, things that probably aren’t technically games but never mind, strange contraptions, unreleased work, old favourites. Our 2015 and 2016 lineups given an idea of what Now Play This is like, but for 2017 we’re particularly interested in:Last year, they featured my dick pic game Cobra Club HD in their exhibition, and I'm told lots of giggling moms hogged the kiosk and kept shooing their kids away. Sounds really fun! If you're in London, make sure you don't miss it!
We’re also particularly interested in work that uses paper in interesting ways, or that’s fun to play as well as watch, or which can accommodate a large number of players (whether through short play sessions or many simultaneous players).
- Games that look at landscape in an interesting way
- Games that experiment with duration – very short games, games that build up gradually over time, games that are different depending on when you play them
- Games that were never made: thought experiments, doomed proposals, prototypes that never received a public release
- Play objects: things – digital or physical – that invite players to invent their own games or decipher the rules of the object and its interactions
- Games around embodiment which consciously consider the physical existence of the person playing
- Games with strange controllers
- Games that can take place in the outdoor areas of Somerset House
Tuesday, December 6, 2016
A progressive future for VR: why VR is already getting worse, and how to make it better
Last time, I wrote about how I think of game culture as too conservative and too product-oriented to truly change or redirect toward more artistic ends -- and I confessed that over the next few years, I'm going to start transitioning out of working in games, and more into"virtual reality." Why? First, let's talk about what's happening in VR right now.
The audience isn't really flocking to VR yet. Only about ~0.21% of Steam users have Vive headsets, which means about ~200,000 users in the entire world. This slow VR adoption makes sense, considering how the Vive is still really expensive at $800.00, and there's still a lot of unpleasantness to using VR, from simulation sickness to judder to obtrusive tethers, but these are all engineering problems that the industry thinks they know how to solve. In 2017, we'll start seeing tetherless third party headsets, and then in 2019-2020 one of the big three (Valve, Oculus, Sony) will presumably sell a technically-refined "VR Jesus" headset that will finally save us all... or maybe it'll just turn out to be another Kinect rotting in your closet.
Until then, even the most embarrassing VR evangelists are preaching patience for 3-5 more years. But it would be a huge mistake to "wait and see" until VR is a success or a total waste of time. Artists and queers and weirdos need to hit VR now, and hit hard, before VR culture ends up as conservative as the worst of gamer culture. Why is it worth saving?
The audience isn't really flocking to VR yet. Only about ~0.21% of Steam users have Vive headsets, which means about ~200,000 users in the entire world. This slow VR adoption makes sense, considering how the Vive is still really expensive at $800.00, and there's still a lot of unpleasantness to using VR, from simulation sickness to judder to obtrusive tethers, but these are all engineering problems that the industry thinks they know how to solve. In 2017, we'll start seeing tetherless third party headsets, and then in 2019-2020 one of the big three (Valve, Oculus, Sony) will presumably sell a technically-refined "VR Jesus" headset that will finally save us all... or maybe it'll just turn out to be another Kinect rotting in your closet.
Until then, even the most embarrassing VR evangelists are preaching patience for 3-5 more years. But it would be a huge mistake to "wait and see" until VR is a success or a total waste of time. Artists and queers and weirdos need to hit VR now, and hit hard, before VR culture ends up as conservative as the worst of gamer culture. Why is it worth saving?
Thursday, December 1, 2016
Level With Me: a new Twitch livestream show about level design, Wednesdays at 6 PM EST
Regular readers of this blog will note that Twitch continues to ban my gay games from broadcast, and their policy is intentionally vague and ambiguous, and the selectively-enforced rules are designed more to punish and intimidate small independent game developers rather than maintaining any moral code or community norms. I've complained to the internet at-large; then I went to GDC and complained to a captive audience of thousands of game developers; and of course, nothing has changed.
This calls for a new strategy: build-up an audience on Twitch, and eventually start advocating for change on the Twitch platform itself.
So that's why I'm starting a new level design livestreaming show on Twitch called "Level With Me", riffing off the original interview series I did for Rock Paper Shotgun.
Every Wednesday at 6 PM EST (3 PM PST, 11 PM GMT) I'm going to play some kind of level design-y game (usually a first person game) and offer a bunch of commentary on the environment art, the floorplan, the lighting, etc. and hopefully it'll be interesting to watch. Eventually, I might even host guests, or do some level design during the broadcast, etc.
(At some point, I also might start doing a show about sex games, but that won't be until after I figure out how to do this whole streaming thing.)
Anyway, come tune-in at twitch.tv/radiatoryang!
This calls for a new strategy: build-up an audience on Twitch, and eventually start advocating for change on the Twitch platform itself.
So that's why I'm starting a new level design livestreaming show on Twitch called "Level With Me", riffing off the original interview series I did for Rock Paper Shotgun.
Every Wednesday at 6 PM EST (3 PM PST, 11 PM GMT) I'm going to play some kind of level design-y game (usually a first person game) and offer a bunch of commentary on the environment art, the floorplan, the lighting, etc. and hopefully it'll be interesting to watch. Eventually, I might even host guests, or do some level design during the broadcast, etc.
(At some point, I also might start doing a show about sex games, but that won't be until after I figure out how to do this whole streaming thing.)
Anyway, come tune-in at twitch.tv/radiatoryang!
Thursday, November 24, 2016
Please nominate Radiator 2 for the "Whoaaaaaa Dude" category for the first annual Steam Awards!
Hello everyone! If you enjoy pointless exercises of internet democracy, as well as artistic depictions of male sexuality, then please consider nominating Radiator 2 for the "Whoaaaaaaa Dude" category for the first ever annual Steam Awards!
To nominate Radiator 2, simply visit the Radiator 2 Steam store page and log in to your Steam account. Once you're logged in, just click the big purple box button below the video embed, and select the "Whoaaaaaaaa Dude" category.
Thanks everyone for your support! Tell your friends!
Tuesday, November 8, 2016
For better or worse
When I do the occasional interview about all the gay shit I do, I'm often asked, "are games getting better?" What they mean is whether the game industry as a whole is getting more inclusive, more diverse, more tolerant, more progressive, more whatever.
My standard response used to be "a little", then it was "this is a bad question", but these days I'm leaning toward "no, but hopefully it won't matter."
Some journalists hope I'll hand them a nice optimistic little quote to end their article, so that I can resolve their nagging fear that video games will never actually grow up. If you buy that next Halo game and (gasp) enjoy playing it, then are you part of "the problem"? And if you are, hopefully you just have to say 5 Hail Marys and donate to 5 queer people of color Patreons to be forgiven, and that means the numbers are getting better.
My gay sex games are not some sort of statistical outlier that magically increases the arithmetic average gayness of all video games ever made. Even gay initiatives like GLAAD's"studio responsibility" scorecards fall into the same trap -- the idea that culture is a type of math, and as long as the grades are getting better, then we can rest easy with this misleading summary of how people supposedly feel.
My standard response used to be "a little", then it was "this is a bad question", but these days I'm leaning toward "no, but hopefully it won't matter."
Some journalists hope I'll hand them a nice optimistic little quote to end their article, so that I can resolve their nagging fear that video games will never actually grow up. If you buy that next Halo game and (gasp) enjoy playing it, then are you part of "the problem"? And if you are, hopefully you just have to say 5 Hail Marys and donate to 5 queer people of color Patreons to be forgiven, and that means the numbers are getting better.
My gay sex games are not some sort of statistical outlier that magically increases the arithmetic average gayness of all video games ever made. Even gay initiatives like GLAAD's"studio responsibility" scorecards fall into the same trap -- the idea that culture is a type of math, and as long as the grades are getting better, then we can rest easy with this misleading summary of how people supposedly feel.
Wednesday, October 26, 2016
Games exhibitions and talks in NYC and Vancouver, Oct 28 - Nov 2
My new year's resolution for 2016 was to do fewer events and focus more on finishing my projects... so I guess that's why I'm doing 4 different events across 2 different cities over the next week or so:
On Friday night (October 28), we're running the 7th annual No Quarter exhibition, NYU Game Center's free video game party that I curate. The RSVP list just got a few more open slots added, but if you don't register in time, you can always arrive on the tail-end (at like 10-11pm) and hopefully it'll clear up by then. (Free, RSVP required.)
On Saturday night (October 29) the night after, I'll be doing a quick casual artist talk at ArtCade Con, an independent game festival around the East Village in NYC. There'll be lots of cool great games there, some of them fresh from a tour at Fantastic Arcade, so it should be a pretty exciting night. ($5-$16, use promo code 'PANELS' to get 2 for $20)
Then the week after, I fly to Vancouver for, like, one and a half days. It's a very brief whirlwind visit, unfortunately.
That Wednesday (November 2nd) I'll be giving a talk "You Can Have Gay Sex in Video Games And Eat It Too" as part of the UBC Noted Scholars Lecture Series hosted by the Social Justice Institute. I'll be talking about how I view the problem / question of "sex games" in relation to wider video game culture -- like, in a sense, Overwatch is probably the most popular sex game ever made? What does that mean for how games approach sexuality? (Free, RSVP recommended.)
Later that same night, I'll be hanging out at cool hip Vancouver pop-up alt-arcade Heart Projector run by some fantastic alt-games folks, where I've curated a selection of games about "first person drifting". I'll also be on-hand to readily complain about Civilization 6, so I hope to see my Vancouver readers there? (To be honest, I'm not actually sure where the exhibition is, but I guess you should sign-up for their newsletter to find out where and when the show is!)
Phew. Busy busy busy. I'll make time for this urinal game after this week, I promise.
On Friday night (October 28), we're running the 7th annual No Quarter exhibition, NYU Game Center's free video game party that I curate. The RSVP list just got a few more open slots added, but if you don't register in time, you can always arrive on the tail-end (at like 10-11pm) and hopefully it'll clear up by then. (Free, RSVP required.)
On Saturday night (October 29) the night after, I'll be doing a quick casual artist talk at ArtCade Con, an independent game festival around the East Village in NYC. There'll be lots of cool great games there, some of them fresh from a tour at Fantastic Arcade, so it should be a pretty exciting night. ($5-$16, use promo code 'PANELS' to get 2 for $20)
Then the week after, I fly to Vancouver for, like, one and a half days. It's a very brief whirlwind visit, unfortunately.
That Wednesday (November 2nd) I'll be giving a talk "You Can Have Gay Sex in Video Games And Eat It Too" as part of the UBC Noted Scholars Lecture Series hosted by the Social Justice Institute. I'll be talking about how I view the problem / question of "sex games" in relation to wider video game culture -- like, in a sense, Overwatch is probably the most popular sex game ever made? What does that mean for how games approach sexuality? (Free, RSVP recommended.)
Later that same night, I'll be hanging out at cool hip Vancouver pop-up alt-arcade Heart Projector run by some fantastic alt-games folks, where I've curated a selection of games about "first person drifting". I'll also be on-hand to readily complain about Civilization 6, so I hope to see my Vancouver readers there? (To be honest, I'm not actually sure where the exhibition is, but I guess you should sign-up for their newsletter to find out where and when the show is!)
Phew. Busy busy busy. I'll make time for this urinal game after this week, I promise.
Wednesday, October 12, 2016
Interview with Patricia Hernandez of Kotaku about video game urinals

I talked to Patricia Hernandez at Kotaku for a bit about my upcoming urinal game, tentatively called "The Tearoom", so please check it out if you're interested. In the post, I talk about a lot of my process and thinking, and the politics I want to explore in the game.
(Sorry for the sparse updates lately; I've been busy with traveling and work.)
Tuesday, October 4, 2016
No Quarter 2016, October 28th in New York City
I currently curate No Quarter, an annual games exhibition sponsored by NYU Game Center. We basically pay 4 game designers to make whatever they want (and they keep ownership over whatever they make) and then fly them to New York City for a big fun party.
This year the party is in Bushwick, Brooklyn, the current street art capital of the city, and we've commissioned Brendon Chung, Holly Gramazio, Catt Small, and Stephen Clark to make awesome games for us.
It's going to be a fun night, I hope you can join us. Entry is free and open to the public, but RSVP is required.
Thursday, September 22, 2016
The golden age of urinals
This is work in progress on a new project branching off an existing project... it's probably a game about cruising. I wanted the bathroom to feel old, so I did some research on old vintage public bathrooms -- and the Hinsdale urinals are widely acknowledged to be the supreme "Cadillac of drop urinals" so here they are. The bathroom itself is inspired by the bathroom in Old Town Bar in Manhattan.
Monday, September 12, 2016
No Stars, Only Constellations as slow magic (updated)
NOTE: This post details my process and intent with the game No Stars Only Constellations, and basically spoils the game. It is recommended that you play it first.
UPDATED, 18 September 2016: discusses the new ending.
No, it's not really a sex game. (Sorry.)
Astute players may notice that No Stars, Only Constellations is a semi-remake of a previous game bundled in Radiator 1, called Polaris. Much of the initial premise remains the same: the player character is reluctantly on some sort of date with some dude, who implicitly demands that you pay attention to his stargazing story. At the end, he basically leaves you.
The games also make similar points about stargazing: yes it's kinda romantic sometimes, but also, it's kinda bullshit. There's a certain fantasy of stargazing (and space) that, I think, almost never withstands any scrutiny. Maybe it's a metaphor for certain relationships?...
Sunday, September 11, 2016
Forever BUTT
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The cover of BUTT Magazine #18 |
I never realized before how BUTT was such an important influence to me, until a photographer asked me to pick out things from my apartment that informed my work -- so I picked out "Forever BUTT", a best-of compilation book. At first I thought about how funny it would be if the word "BUTT" was literally printed in the photo, but then I realized there was some truth to what BUTT meant to me.
Growing up, my early understanding of gay men consisted mostly of hiding random gay crypto-porn, talking with my mom's fitness instructor, and wondering about Tigger from Winnie The Pooh. I knew abstractly about AIDS, hate crimes, gay bars, musical theater, and mid-century modern art, but I didn't really connect any of those things to my life. All I knew was that I wish Zangief played more like Chun-Li.
And then one fateful day, while walking into an American Apparel store without any intent to ever buy anything, I saw the cover of BUTT issue #18 on the shelf -- a casual portrait of a smirking burly bearded dude printed on milky fuchsia-pink paper. He wasn't a glossy supermodel with perfect cheekbones, he was just some random cute guy somewhere, and so he deserved to be on the cover. It all seemed clearly gay, yet also didn't really fit my young idea of gayness at all.
What... was this... ?
Sunday, August 14, 2016
Radiator World* Tour, Fall 2016 Schedule
This upcoming year I'm trying to attend more events and to go places where I haven't before. I'll sadly be missing IndieCade West and also probably GDC 2017! But in exchange, I'm mixing up my usual routine a bit.
Here's my current schedule for this season:
* this season, "World Tour" means "North America Tour" I guess? but hey at least I leave the USA at some point, doesn't that count for something
Here's my current schedule for this season:
- Living Room Light Exchange, September 13 in Brooklyn, NY. I'll be speaking at this contemporary pop-up salon series, which totally takes place in actual real living rooms around the city. It's been long popular in the Bay Area, but this will be its first time in New York City, and I'm honored to help launch it. (Free, RSVP required)
- Weird Reality: Head-Mounted Art && Code, October 6-9 in Pittsburgh, PA. Me and a bunch of other people are cautiously optimistic about virtual reality -- well, as long as capitalism doesn't fuck it all up -- and I'll be presenting some of my work at this CMU conference as well as mingling with fellow weirdos. (Not free, tickets required. Some travel scholarships and subsidized tickets available, ask me about them if you're interested.)
- Steam Dev Days, October 12-13 in Seattle, WA. I don't really know why I'm going to this, to be honest, considering how uncommercial my games are?... but I hear good things about the signal-to-noise ratio here (no press are allowed and all convos are understood to be off-record) and I'm curious to know what Valve's VR plans are. (Not free, developers only.)
- No Quarter 2016, October __ in Brooklyn, NY. I curate NYU Game Center's long-running annual tradition where we commission original new "public games" from rising and veteran developers, and then throw them a big fun party. We haven't actually announced the date yet, but stay tuned for more specifics soon. (Free, RSVP required)
- Noted Scholars Lecture Series, November 2 in Vancouver, BC. The Social Justice Institute at the University of British Columbia kindly invited me to speak as part of their lecture series. I'm a bit intimidated because I don't consider myself a hardcore theorist academic. I'm probably less well-read than most of their undergraduate students! But anyway, my talk is tentatively titled "You Can Have Gay Sex in Video Games and Eat It Too", and I'll try to be more sex theory oriented vs game design oriented. (Free, RSVP required)
* this season, "World Tour" means "North America Tour" I guess? but hey at least I leave the USA at some point, doesn't that count for something
Monday, July 18, 2016
Finishing Moses
Me and Eddie now have 12 days (less than 2 weeks!) to complete this Robert Moses city game, so we're now transitioning into a late stage production mode: we're cutting systems and content we won't be able to complete, and trying to finalize the stuff we already have. We're cutting the park-building system to focus on the highway-building system, and we're trying to do a lot of mission design.
The finished prototype we're aiming to deliver will be kind of a "vertical slice" of an Act 2 of a larger game, and will represent Robert Moses' career from around 1934-1936 -- from when he is appointed as the first city-wide parks commissioner, to when he completes the West Side Highway and Henry Hudson Bridge. We're putting a lot of work into interpreting the "spirit" of Robert Caro's book The Power Broker as a very specific and detailed-oriented historical work; the in-game city must reflect the New York City of 1934, with historical streets and district names, and the mechanics must also reflect Robert Moses' real-life historical tendencies.
Tuesday, July 12, 2016
Why I am one of the most banned game developers from Twitch, and 3 steps they can take to fix their broken policy

EDIT, 14 July 2016: this original post has been cross-posted (with a few additional excerpts, for context) to Polygon.
A few days ago, Twitch banned my newest release Radiator 2 from all broadcast by anyone throughout their entire site. This is the third release of mine that they've banned. I am now the 3rd most banned game developer from Twitch (or perhaps the 2nd most banned, if you count each part of Radiator 2 separately).
I'm no stranger to Twitch game bans, but this is new even for me: the games bundled in Radiator 2 are actually kinda old! For the past year and a half of press coverage, interviews, game festivals, art exhibitions, and viral videos, these games were OK to broadcast on Twitch. I had thought I found a safe ground of "acceptable sexuality" (an extremely dangerous concept in of itself) but with this move, they've now banned basically everything I've made. Now, nowhere is safe for me as a creator.
What's too gay for them, what's too sexual for them? Why did they change their mind when I re-mastered my games and put them on Steam?
I have no idea, and that's the biggest problem: Twitch never says anything. No e-mail, no notification, no rationale, no reason, no pity tweet. Am I just supposed to keep refreshing the ban list page to see if they banned me, for every single game I make, forever?
This is humiliating and dehumanizing treatment, and I wish Twitch would stop it.
Friday, June 24, 2016
Radiator 2 reception and press round-up
As of June 23, a week since its release, Radiator 2 on Steam is rated "Very Positive" (85%) out of 595 user reviews, which seems pretty decent to me. The store page has gotten about 9,000,000 impressions (number of times someone has seen a link to the store page) and about 500,000 actual visits (when they actually click that link). (Moral: there is definitely an audience for gay stuff on Steam, let's put more gay stuff on there.)
There have been about 34,000 downloads total, with a peak of 132 simultaneous players on the day after launch. 18% of downloads are from the United States, followed by 10% of downloads from Russia, 7% from China, 6% from Brazil, 6% from Germany, and 4% from France. (Moral: localize your game! A lot of the world doesn't use English!)
As I've always said, numbers don't really mean much in the end, but I guess they're fun to think about. If I were selling this game for like ~$5 USD, those user numbers would've qualified as a respectable commercial indie effort that easily funds another project... But in terms of free games, many of which get hundreds of thousands of installs, Radiator 2 is more or less within the statistical median between "ultra obscure" and "viral", which I think isn't too bad for a 15 minute compilation of 1 year old gay sex games.
Here are some quick write-ups at Rock Paper Shotgun and Eurogamer, and here's a more in-depth interview with Nathan Grayson for Kotaku about more of the details behind putting and maintaining something on Steam.
Now, what's next? As I told Nathan, I'm currently re-conceptualizing the gay bar game, and I'm also doing some more technical design work for that Robert Moses game, which will hopefully be done in late July.
There have been about 34,000 downloads total, with a peak of 132 simultaneous players on the day after launch. 18% of downloads are from the United States, followed by 10% of downloads from Russia, 7% from China, 6% from Brazil, 6% from Germany, and 4% from France. (Moral: localize your game! A lot of the world doesn't use English!)
As I've always said, numbers don't really mean much in the end, but I guess they're fun to think about. If I were selling this game for like ~$5 USD, those user numbers would've qualified as a respectable commercial indie effort that easily funds another project... But in terms of free games, many of which get hundreds of thousands of installs, Radiator 2 is more or less within the statistical median between "ultra obscure" and "viral", which I think isn't too bad for a 15 minute compilation of 1 year old gay sex games.
Here are some quick write-ups at Rock Paper Shotgun and Eurogamer, and here's a more in-depth interview with Nathan Grayson for Kotaku about more of the details behind putting and maintaining something on Steam.
Now, what's next? As I told Nathan, I'm currently re-conceptualizing the gay bar game, and I'm also doing some more technical design work for that Robert Moses game, which will hopefully be done in late July.
Friday, June 17, 2016
Radiator 2 as loud and quiet
Radiator 2 is an "HD remastered" (whatever that means) bundle consisting of previously released sex games Hurt Me Plenty, Succulent, and Stick Shift, available on Itch.IO and Steam.
(If you're interested in knowing more about the process and intent behind the individual games, see the Hurt Me Plenty talk I gave at NYU Poly, or the write-up I did about Succulent or the write-up I did on Stick Shift.)
Originally, the plan was to package them together to avoid going through Steam Greenlight three whole separate times, but now I feel like they all function similarly and share code / assets, so why not put them together?
I'm also concerned with accessibility and preservation. I want this game to function on a wide variety of systems, now and for a long time -- and Unity 5.4 finally fixed an OpenGL crash a lot of players have been reporting to me, so that's a big reason I've had to wait until June. The engine upgrade also brings better lighting and physically-based rendering, and I also added some language localization and gamepad support while I was at it. I'm now pretty comfortable with this being a "definitive version" that I don't have to worry about or maintain too much.
There's also a lot more to this release, other than these boring technical details...
Wednesday, June 8, 2016
Working with custom ObjectPreviews and SkinnedMeshRenderers in Unity

Unity's blendshape controls -- basically just a list of textboxes -- were going to cause me a lot of pain. After wrestling with broken AnimationClips for my previous attempt at facial expressions in my game Stick Shift, I decided to actually invest a day or two into building better tools for myself, inspired partly by Valve's old Faceposer tool for Source Engine 1.
To do that, I scripted the Unity editor to draw a custom inspector with sliders (based on Chris Wade's BlendShapeController.cs) along with an interactive 3D face preview at the bottom of the inspector.
The workflow I wanted was this:
Monday, May 23, 2016
Progress report: Moses

Now that summer vacation is here and I don't have to teach, I now have a lot more time to put into some projects. Here's one of the new ones I'm doing for the summer:
"Moses" (tentative title) is a collaboration between me and Eddie Cameron for the Power Broker game design challenge. It's kind of like 80 Days plus SimCity / Cities In Motion -- you are famous urban planner Robert Moses and you have to drive around New York City and visit various locations around the map, but to make commuting easier, you can also build public works projects like highways, bridges, public housing, a UN building or two, etc. which all interacts with the traffic simulation and public approval. Maybe there will be little narrative vignettes and conversations along the way too.
Eddie has been doing all the complicated math simulation stuff, while I've been writing a lot of the basic game code and UI. We're still basically in the early prototyping stages, trying to figure out a lot of the game as we go along. Here's some of our thinking...
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