Wednesday, May 8, 2013
Notes on first person virtual reality / implementation in Unity.
I've been implementing the Oculus Rift VR goggles into my first person projects, and the process has been... interesting.
Valve's excellent introduction to working with virtual reality (per their experiences in porting Team Fortress 2) is the definitive primer to working with VR in a first person context, and more or less the state of the art. However, it also ends with a powerful notion: we're only just beginning with VR, and it's going to take time before we know what we're doing. Here's a very brief summary of general design guidelines, as defined by Valve:
Friday, May 3, 2013
Game development as drawing; gesture, iteration, and practice.

(NOTE: There are sketches of nude human figures in this post, with their anatomy intact.)
If you ask any great AAA game artist about the single-most important thing you can do to get better at art, they'll probably start mumbling about "foundation." Photoshop, Maya -- these are just newfangled versions of pencils or paintbrushes or clay. They won't really teach you how to paint, or how to sculpt, or how to look at things and represent them. In this way, a bit of traditional, non-digital fine arts education can be an extremely useful tool sometimes.
In the pretty casual 12 week, 2 hours a week drawing class I took, the teacher presented two ways of thinking about drawing:
Tuesday, April 30, 2013
Let's Play: the first section of Anomalous Materials from Half-Life 1
So I recorded a Let's Play for Jake Elliott's "Let's Play" event in Chicago a few days ago. Since the event's now over, I thought I'd share the video for the entire internet to see. In it, I talk a bit through the design of the first section of Anomalous Materials, and how it played with the affordances of first person views / represents two divergent ideas of "realism" / presence, and what being in a virtual world entails. WARNING: a good portion of the video is me staring at a wall and talking over it, sorry...
Monday, April 29, 2013
"From Earth" mod needs writers / narrative designers / concept artists / voice actors.
"From Earth" is probably going to be one of the very last Half-Life 2 mods ever made. It's Mirror's Edge-ish first person parkour + a mechanical machine-shop crafting-puzzle system + original science fiction setting. If I had time, I'd totally help them out... I don't have the time, unfortunately, but I really want to make time...
However, I really do think this is a golden opportunity for people with some mod skills but want to collaborate on a bigger project and focus on specific design problems. This is a veteran mod team that has already finished and released 2 very big mods already; they're small, focused, and they know what they're doing. (Most mod teams have difficulty getting coders, character modelers, and animators -- but that's exactly what they already have, so they're in a really really good position.)
This project is looking for writers / narrative designers, level designers, concept artists, and voice actors. (Again, these are traditionally the easiest roles to recruit for mod projects, the so-called "idea people" who are considered plentiful and worthless. The fact that this team is focusing on recruiting for these roles, consciously and thoughtfully, demonstrates they're different from the vast graveyard of dead projects -- these people get things done.)
Imagine you're a writer / narrative designer who wants to get into AAA, but you're incapable of making games yourself. Ideally, you would learn how to make games yourself, go indie, and bypass AAA entirely -- but if, for some reason you still want to go into the mouth of the beast, this is fantastic chance for you to actually do what they would do... You'll make demands for animations and audio logs and scripted sequences; the team will helpfully explain to you why that would take several years of work; you'll work around these limits and genuinely improve your own ability to design narrative; it'll be hard, but rewarding.
This is a solid project. They're doing a lot of things right. They have most of the core game already working and implemented. If you're a decent writer or multiplayer Source Engine mapper or environmental artist or someone, looking to hone your skills or practice single player design, you should definitely jump on-board. You will make good work and get results.
(Disclaimer: I've playtested From Earth.)
Friday, April 26, 2013
"Different Games" at NYU-Poly, April 26-27 2013.

This weekend I'm giving a talk called "First Personal" at the "Different Games" conference, this Friday and Saturday at NYU-Poly in Brooklyn. I'm going to talk about first person games and why I think they're really well-suited for making personal games. I'll also be showing the newest iteration of CondomCorps in the arcade they've setup.
The conference is free to attend, so if you're in the area you should come hang out for at least a little while.
Thursday, April 25, 2013
"Let's Play" at the Nightingale Cinema, April 25 2013 in Chicago.
Jake Elliott and co. are running a "Let's Play" themed event at 8:00 PM on Thursday at Chicago's "beloved microcinema", the Nightingale. What is the LP and what's interesting about the form? What's the difference between LP and machinima, and what happens when that line blurs? (Extra credit: play the Stephen Lavelle classic Rara Racer for further commentary of the LP genre.)
Daphny and Liz Ryerson (and me!), among other artists, have made new original videos just for the show. I think some are even doing live Let's Plays as performance (!!!) Personally, I had never recorded an LP before and it felt really weird to me... are the results compelling at all? Find out in Chicago, tomorrow! Full description and info pasted after the jump:
Monday, April 22, 2013
Urban scenes
Wrapping up work on CondomCorps this week.
The color palette is heavily inspired by the "Benten" levels of Jet Set Radio, as those levels always felt the most "urban" to me. But if we're talking about urbanness, then "what is a city without its people?" The pedestrians on the sidewalks are particles, but obviously particles -- so I think they're actually less conspicuous than, say, the animated runner sprites in Mass Effect 3 skyboxes. To me, that's what most video games get wrong about cities: they are utterly crowded things.
And if anyone asks: yes, New York City has 2 Chrysler buildings...
The color palette is heavily inspired by the "Benten" levels of Jet Set Radio, as those levels always felt the most "urban" to me. But if we're talking about urbanness, then "what is a city without its people?" The pedestrians on the sidewalks are particles, but obviously particles -- so I think they're actually less conspicuous than, say, the animated runner sprites in Mass Effect 3 skyboxes. To me, that's what most video games get wrong about cities: they are utterly crowded things.
And if anyone asks: yes, New York City has 2 Chrysler buildings...


Tuesday, April 16, 2013
Dreamlab: VR research at Parsons.

Next year, me and Kyle are starting a (very small) virtual reality ("VR") research lab at Parsons. We've set our initial long-term research initiative as some sort of "virtual sculpting studio" -- so maybe one day you'll put on your Oculus Rift and power gloves, sculpt some virtual clay, and then send the model to a 3D printer? Wouldn't that be cool? We have lots of other ideas too, but those will require a lot more money / space / time, so this is us, thinking "small."
If you think it sounds awesome, please "like us" (ugh) on this weird startup grant social media platform thing so some giant well-funded entity can give us money. Or, if you happen to be a corporate or nonprofit entity that has money you'd like to part with, please get in touch.
The full proposal text is here:
We envision virtual reality as a “place” that allows us to do useful work and experience unique phenomena. Much like going to a woodshop to work wood, or a kitchen to work food, we imagine dedicated VR spaces for people to work and play with data in intuitive ways. How can we use the unique affordances of virtual realities to visualize, embody, and interface with virtual data most effectively?
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