Monday, April 8, 2013

The joys of sub-projecting in Unity


Let's say you have a personal Unity framework full of useful models, prefabs, shaders, scripts, etc. that you'd like to use across several projects. How do you best deploy that framework?

If you use version control, then maybe in each Unity project folder you'd also have a special folder hooked up to an SVN or a Git submodule. (Though I find Git submodules to be scary and unwieldy and more trouble than they're worth.) If you don't use version control, maybe you'll keep a separate Unity project just for your framework and from that you'll export a new Unity package every now and then, then separately import and update the Unity packages across your different projects as needed.

There's a third way that I'm trying, inspired slightly by how the Source Engine's filesystem works: basically, you keep all your projects *inside* a main Unity project, so they exist more as "mods" or "sub-projects", and they interface with each other as well as a main framework folder that has core prefabs and scripts.

Saturday, March 30, 2013

Post-partum: #lostlevels 2013


As 1/4 of the organizing force behind Lost Levels (the other 3/4 being: Harry Lee, Fernando Ramallo, and Ian Snyder), I'd like to talk briefly about it.

It went really well. Like really really well, much weller than I ever thought it could've went. At least 150-200 people showed up, and we had about 50-70 speakers in the end. Thanks everyone.

I'm sure all attendees and speakers have different takeaways from Lost Levels: on the power of organization, the ultimate uselessness of Powerpoint, why GDC must be destroyed, why GDC must exist, etc. At the very least, I'd like to think we succeeded, to some degree, to break down a sense of "exclusiveness" and unreachability among all game developers and players.

As a former modder, I occupy a strange space in the game developer ecosystem: my background is in AAA tools and techniques, but my politics and interests will often clash with AAA politics and interests. I can't identify completely with the more militant indies nor more militant AAAs. However, I do think militancy has a crucial purpose, and that purpose is to move the middle to a better place, and right now I think that place is toward those who have the gall to align themselves with the forces of human empathy.

Now, all throughout Lost Levels, I felt very conscious of this appearance that we're "against" GDC. Again, we are not against GDC; rather, we are against a pervasive system and mindset that prevents GDC from changing for the better. A giant corporate conference structure has strengths, but it also has very real gaping flaws -- its expense forms a prohibitive cost barrier that fundamentally limits the diversity of voices who supposedly represent all game developers, which enforces a monoculture of ideas and works. Monocultures kill games.

My main takeaway from Lost Levels: we all possess some degree of power. We must simply exercise it collectively, decisively, and tenderly.

Thanks for participating and see you next year!

(As a reminder: I am only 1 of 4 Lost Levels organizers and my opinions do not necessarily represent the rest of the organizers' opinions; it's okay if you disagree with me, you will still always be welcome at all Lost Levels existing and imaginary, whether I'm helping to organize it or not.)

Sunday, March 24, 2013

"You sleep rather soundly for a murderer": on murder systems and destabilizing virtual societies.


In many video games, you must kill stuff all the time, and quite frequently. Killing becomes the environment. It is so pervasive that killing becomes the context for something else -- clicking on a soldier's face rapidly enough to demonstrate mouse dexterity, or chaining together different button presses to make combos, or optimizing your stats to make a big number even bigger, or carefully managing various bars before they deplete. The killing is rarely about the killing. (Which makes you wonder why we need to wrap it in the narrative of killing.)

During an Elder Scrolls game, you will likely kill thousands of things. However, all of those killings are sanctioned by the NPCs in the game: you are killing monsters outside of cities and villages. Their deaths don't matter -- more will respawn to take their place, or maybe the game will delete them to free-up memory when you wander away far enough. They exist only to be killed. They are domesticated and farmed.

The Dark Brotherhood questlines in Elder Scrolls games, then, are one of the few instances in games that really focus on killing as killing. Specifically, it frames murder as a deeply anti-societal, anti-social, transgressive act, and explores the philosophy required to justify it. At it's best, it's also deeply systemic.

Saturday, March 23, 2013

Summer 2013 @ NYU GameCenter

This summer, I'll be teaching 6 week Unity studio intensives at NYU Game Center. The "regular" class during the semester is usually 15 weeks, so trying to fit all that material into a summer course will be, uh, interesting.

The sessions themselves are pretty expensive, but I believe that they do count for credit that you can put toward a degree. I believe non-students can also take it for non-credit status, which might be cheaper? Unfortunately, I don't set the price, so all I can do is to try to help you get your moneys' worth. You can look at the Github for "Building Worlds", the (15 week) Unity course I'm teaching at Parsons right now -- as well as a blog post on my general approach to game development education.

You'll, uh, also get to hang out with me, I guess. That's a perk, right?

Tuesday, March 19, 2013

#lostlevels is an indie unconference on March 28th 2013, 1 PM, downtown San Francisco.


Lost Levels is a hyper-inclusive "unconference" about games and play that is FREE to attend, open to all, and anyone can run a session. It takes place Thursday afternoon of GDC week, in San Francisco. I'm co-running it with Harry Lee, Ian Snyder, and Fernando Ramallo.

I don't know about the others, but the main motivation to organize this, for me, was about imagining an alternate world. Yes, GDC conference sessions are fun, but they're really just an excuse for us all to get together and hang out, and we need a giant conference to motivate us all to fly over and converge in one place.

At its core, it's all about hanging out with people and enjoying each other. Everything else is just a fun ritual to facilitate that. But many people don't have GDC passes -- so what happens to them? The ritual isn't as fun if it prevents people from joining.

Our community will, inevitably, be incredibly diverse, chaotic, and messy. We should embrace the messiness and accept that diversity, and strive to lower barriers.

Please visit the site for more details and sign-up if you'd like to attend or give a talk or run a coloring session or dance it out to Tetris music or eat sandwiches. Thanks.