- January 21, 2018 @ Institute of Contemporary Art (ICA) in London, England
London Short Film Festival, panel discussion of Tearoom (2007)
I'm going to be on a fancy panel with much smarter people, talking about William E Jones' work Tearoom (2007), which my game The Tearoom (2017) takes heavy inspiration from. It won't be a game-literate audience, but I think part of the work of reforming game culture involves growing these partnerships and connections with other fields. - March 19-23, 2018 @ Moscone Center in San Francisco, California
Game Developer Conference (GDC)
I'll be giving a short talk -- well, probably? I don't think the session has been published or announced on the official schedule yet, so I'm not supposed to say much more than that... But hopefully, eventually, I imagine I'll be presenting alongside many other great folks too, so look out for more info on that. - April 13-16, 2018 in Copenhagen, Denmark
Nordic Game Jam
I will be speaking during the "conference" portion of the Nordic Game Jam -- which is apparently the biggest game jam in the world / the original inspiration for what is now the Global Game Jam. I don't really know what I'll be talking about yet, but I think it's supposed to be inspiring for teenagers and stuff! Maybe I'll even make a little game for the jam. - April 25-29, 2018 @ Urban Spree in Berlin, Germany
A MAZE Berlin
Uhhh I don't really know what I'll be doing at A MAZE, yet, if anything, but I'm still planning on attending! Maybe I'll just hang out? I'm sure Thorsten will give me something to do. But when I attended back in 2016, I basically had the worst burrito I've ever had in my life -- as well as the best doner I've ever had in my life -- so I guess Berlin just has that certain, you know, das gewisse etwas.
Wednesday, December 6, 2017
Radiator -- Spring 2018 US & European Tour
I'm trying to get all my traveling arrangements for next spring -- and it turns out I'm going to be visiting Europe quite a bit! Here's my tentative traveling schedule for next year. Feel free to attend / hang out / say hello if you see me at these events...
Thursday, November 30, 2017
The destruction / extinction of digital brutalism
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screenshot from "Brutalism: Prelude on Stone" by Moshe Linke |
To review, brutalism was a design ideology deployed mostly in public architecture from 1950-1970s throughout the world, exemplified by large blocky concrete structures in Soviet Russia and/or brick housing developments across Europe.
For the last 2-3 decades, people have criticized brutalism mostly as a cold, ugly, overly institutional style that ignores local communities and human warmth -- and recently that's been amplified by various material and technical critiques of brutalism (poor weathering and staining; environmental impact of concrete; seismic issues; etc) -- but now that we've started demolishing iconic brutalist buildings around the world, there's been a resurgence in defending brutalism before it becomes extinct.
Given that brutalism faces a real existential threat, and it is so heavily focused on the real-world material aspects of architecture, does a digital brutalism make sense?
Thursday, November 23, 2017
Postcards from Unreal
I'm building a Unreal Tournament 4 level in preparation for a level design studio class I'm teaching next year. I've been using Unity for a few years and now I feel very comfortable with using Unity for my projects, but I don't really have much experience with Unreal Engine 4. To try to learn how to use it, I thought I'd make a small UT deathmatch map.
Honestly, I think Unreal Tournament is a colossal over-designed mess of a game -- players can slide, wall run, dodge -- use 10 different weapons each with primary and secondary fire modes... I prefer the simplicity (and elegance?) of Quake 3 and its successors. Basically, Quake feels like soccer, while Unreal Tournament feels more like American football with 100 extra rules tacked on.
Nevertheless, it's important to be able to internalize how a game plays, even if you don't like it very much. I've tried to provide opportunities for sliding and wall running, and I've focused on what seems like the core three weapons in UT (Flak, Rocket, Shock) while attempting to channel the UT series' sci-fi urban industrial aesthetic.
Saturday, November 18, 2017
Level With Me: Dear Esther (2012), complete!
Last week I finished a Level With Me run through Dear Esther (2012, Source Engine) with level design commentary -- I spent roughly 30-50 minutes on each of the four chapters / levels. Some of the moments were ruined by my deletion of all the voice over (I didn't want to talk over the narrator) but most of the game survived intact, I think. (Sorry.)
You can watch the whole playlist (all 4 videos) archived on YouTube. But here's some general patterns / trends / takeaways from this series:
Saturday, November 11, 2017
Behold the bildungsspiel: the coming-of-age game
NOTE: There are somewhat vague spoilers about the general plot for several games in this post.
US high school students are generally required to read novels like The Catcher In The Rye -- stories about growing up and finding a place in society. Many of these students also learn about the technical literary criticism term for these narratives, the German term bildungsroman. (Bildungs means "educational" and roman means "novel", and so we usually translate this as "coming-of-age novel")
While there are many well-recognized coming-of-age films, I'd like to figure out the equivalent bildungsspiel -- the coming-of-age game. This also seems like an especially urgent genre for game criticism to consider, since there are so many children and young people who plays games, and form their identities partly around these games. (Meanwhile: something like opera has a much weaker association with youth culture.)
One small obstacle to this critical project is that "bildungsspiel" already means something. Based on my cursory Google searches, it seems to refer to rudimentary educational toys for very young children, to help them develop basic cognitive abilities and motor skills. Curse the German toy industry!...
Well, I'm taking the word back. Let's talk about the bildungsspiel, which isn't for babies, it's for teens!
Thursday, November 9, 2017
ART GAMES DEMOS, call for submissions -- 16 December 2017, in Lyon, France
Ever wanted to exhibit your experimental glitch machinima in France? Well, now's your chance! The curator Isabelle Arvers sends over this call for machinima (!) as well as videos / games / installation submissions on the theme of borders and migration:
As part of the Nuage Numérique Festival in connection with the presentation of TALOS, a show by Arkadi Zaides, on December 16, 2017 at the Subsistances in Lyon, Art Games Demos launches a new call for projects dedicated to the theme of borders and migration.Sounds like a good time, and France is (probably) lovely this time of year.
We are looking for creations in the following categories: video creation; 2D, 3D, 4D, VR; machinima; glitch, hacks, alternative controllers; independant/experimental/under development videogames; installations; prototypes; performances; music.
Send your proposals to: iarvers@gmail.com; chloe.desmoineaux@live.fr; residence@labo-nrv.io
Friday, October 27, 2017
Games in public; games as public exhibitions
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pictured above: "Now Play This" at Somerset House, London, UK. 2016. |
When I look at these photos, they usually fall into one of two categories. One category is the huge industrial game expo. Because of their large scale and scope, each indie game inevitably takes the form of a standardized booth within a huge grid of booths. At minimum, that means a laptop sitting on a forgotten table as part of a large expo -- or if you invest a lot more, maybe there's a whole booth with black cloth partitions.
While I do appreciate any resources or labor that these events provide to me, I also wonder whether we can create alternatives and different ways of presenting games in public. Why does these public games events always look the same and function in the same way?
Thursday, October 19, 2017
Call for submissions: Level Design In A Day at GDC 2018, due November 6th
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Steve Gaynor (before he changed his hair!!!) presenting on Gone Home at Level Design In A Day 2015. |
Historically, many of the presenters have been game industry level designers -- but there have also been architects, indie designers, procedural level designers, programmers, artists, and more -- and the directors are committed towards a diverse and inclusive idea of level design. They even let ME give a talk once! Wow what were they thinking?!
The most common type of session here is a case study, where a speaker talks about specific levels in a game and analyzes some facet of the design or production, what went right and what went wrong, etc. There have also been broader talks about level design as a discipline, questioning how we generally think about level design or how we practice it. And sometimes there's talks that try to translate a "different" field, like architecture or writing, to level design. (This isn't to say your talk must fall into one of those buckets, but those are just the most common buckets.)
To submit your proposal for consideration, please use this web form. (Don't use the official GDC submission procedures.) You must submit by November 6th (in ~2.5 weeks) to be considered. Good luck!
(Addendum: traveling to GDC is expensive. Traditionally, GDC does not pay any travel grants or stipends to most speakers. If you work in the game industry, your employer is supposed to pay your way; if you're a student, your school or government hopefully has travel grants for you to participate. As a last resort, you may also want to try a GoFundMe to raise the funds.)
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