Saturday, April 16, 2016

new game: "Shapes Hit!" for Ludum Dare 35 (theme: "shapeshift")


It's April and I still haven't finished and released anything all year, so I thought I'd push something out pretty fast -- it's a quick little game for the 48 hour game jam "Ludum Dare" -- called "Shapes Hit!" (content warning: there is poop in this game.)

I think it's a pretty short straightforward arcade game: just hold down the left mouse button, move your mouse to aim, and try to hit all four targets. You can play an in-browser WebGL version on the Ludum Dare entry page, or over on the itch.io page... and that's pretty much all there is to it.

This isn't a very deep or intellectually complex game. Some of my friends tell me I'm the Robert Mapplethorpe of games, but sometimes I think I'd rather aspire to be the John Waters of games?

Things I still have to do: add some audio and sound, and maybe push out some Windows / OSX / Linux desktop standalone builds. I'll probably wait until after the jam for that.

Friday, April 8, 2016

"Why I Am Good At Bad Sex (... in games! IN GAMES!!!)" at A MAZE 2016 in Berlin, April 21 at 10:00 AM

My blog posts lately have been mostly talk announcements or transcripts... sorry. I think that's probably the downside of getting noticed and getting invited to do talks -- I end up having less time to write posts (I don't know how Emily Short manages to do it!) but I also end up "saving my ideas" for talks instead of posting about them.

That said, here's another talk announcement -- I'll be speaking at A MAZE 2016 in Berlin, Germany, on April 21st. I'm kind of anxious about it because the last time I gave a talk in Germany was GDC Europe 2012, and I fundamentally mis-read who my audience was going to be, and the talk didn't go very well. I'll try hard not to fuck it up this time, especially since I'm basically the first talk of the whole conference! Ahhhhh!

Here's the talk description from the A MAZE program:
If you always win a game as fast as possible, then you are probably very good at games... but if you always have sex as fast as possible, then you are probably bad at sex. (Why did no one ever tell you???) So what does it mean to be good at a sex game, and anyway, what is a good sex game? In this talk, I will talk about all the gay sex games I've been making, as well as many other sex games I've been enjoying, even some of the straight sex games. But it's also OK if you never play any of these games -- because it's even hotter when you watch.

Content warning: this talk contains sexual content
Basically, I want to (usefully) conflate notions of skill / quality / value / "goodness" with regard to sex and sex games, and I'm going to try to connect the past 3-4 "big ideas" I've written about... Ideas about how sex functions in games, about games and intimacy, and about how playing a game is now ancillary to witnessing a game.

Again, hopefully I don't fuck it up.

If you'll be around, feel free to say hello, I'll be around for most of the festival.

Monday, March 28, 2016

"Let's Get Lit: How to Light Your Game Like a Strip Club" @ 6 PM, April 30 at IndieCade East 2016, New York City


I'll be speaking at IndieCade East this year about video game lighting -- but to spice it up, I'm also going to talk about hunky dudes taking their clothes off in the seminal beefcake stripper movie Magic Mike (2012). The director, Steven Soderbergh, intentionally went for naturalistic "bad lighting" reminiscent of a strip club. Look at the shot above -- most of the men are in shadow! That's actually a pretty radical aesthetic for something that's supposedly a few steps away from commercial pornography. Plus, lighting can often be a bit of a dry topic, so I felt it was important to pair it with some sweaty studs to help the medicine go down. It'll be fun for the whole family.

IndieCade East 2016 runs April 29 - May 1 at the Museum of the Moving Image in New York City, and thank god it's no longer in the dead of winter.

Wednesday, March 23, 2016

"The game industry needs to get laid and just chill already" @ GDC 2016


This is a lightly edited transcript of the 5 minute microtalk I delivered as part of a panel at GDC 2016. Thanks to Bennett Foddy and Richard Lemarchand for their advice and assistance.

CONTENT WARNING: I'll be showing and discussing some sexual content.

I’m an indie developer, and I make small experimental games about sex and intimacy. Games about spanking, about sucking, about dick pics in your mom’s bathroom, about showering... you know, things we all enjoy. I also try way too hard on my graphics. My shower game Rinse and Repeat is the most technologically advanced male shower sim on the market -- I waste so many draw calls on physically simulated refracting water particles BUT I DON’T CARE, it’s clearly worth it.

I kinda feel like I have to make these games because few people do. By and large, even AAA games you might associate with gay sex -- they aren’t really about gay sex. I firmly believe we can all do better in the future. (To learn more about sex games, see my sex games talk.)

Sunday, March 13, 2016

GDC Microtalks 2016: "Everybody Loves to Play", March 17 at 4 PM in Room 135, North Hall

It's GDC season again.

I'm going to be delivering a 5 minute microtalk on Thursday as part of MC Richard Lemarchand's impressive lineup, alongside Jenn Frank, Bennett Foddy, Steve Gaynor, Mathew Kumar, Christina Norman, Henrike Lode, Brian Allgeier, and Aleissia Laidacker. If you're busy around that time, don't worry, I'll probably put my slides up at some point, and you can also check out the video recording later too. For more info, see the GDC session scheduler -- "GDC Microtalks 2016: Everyone Loves to Play"

I'll also be around at various places / parties, so feel free to say hey.

Monday, March 7, 2016

A history (and the triumph) of the environment artist: on The Witness and Firewatch


This post vaguely spoils random bits of Firewatch and The Witness. I wouldn't worry about it.

Only a few years ago, hiking games (first person games with a focus on traversing large naturalistic landscapes) were rather fringe. Early indie masterpieces like Proteus and Eidolon abstracted the landscape into pixelated symbols, with a special interest in simulating weather and wildlife to make it feel real. But it took "mid-period" hiking blockbusters like The Vanishing of Ethan Carter, Everybody's Gone to the Rapture, and Dear Esther (2012 remake) to monetize the genre with all their glossy near-photorealistic graphics.

Now we are entering a later period of hiking games, epitomized by The Witness and Firewatch's less realistic visuals. It represents these environment artists finally asserting their control over a project and their identities as artists, within older traditions of gardening and landscape painting. To better understand this latest shift, let's think about the social and technical history of the environment artist in 3D games.

Monday, February 29, 2016

Identity, camerawork, and time in games; on "Into" by Audrey Moon


This post spoils Into, which is about 5-10 minutes to play. You should probably play it first, if you care about spoilers and such.

Ingmar Bergman's film Persona (1966) is about two people who kind of merge into each other. Maybe this happens because you share a lot of interests or temperaments, or you're in love, or you're family, or whatever. In Persona, this merging process is often difficult, confusing, awkward, and/or painful. It inevitably takes on sexual overtones, but this sex feels violent.

Into (2016), by Audrey Moon (Animal Phase), pushes the opposite tone. It is a short "interactive" about two people who are kind of joining into one another, but the joining is not particularly unsettling. There's a risk to it, but it also feels right to take that risk. Why does it feel more right than wrong?

Tuesday, February 16, 2016

In-progress: Radiator 2 for Steam



I'm putting Attract Mode (the gay bar game) on hold to re-think the core social sim system, and Maven (my open world Thief-like) is on hold until Unity 5.4 ships (I tried bringing it into the 5.4 beta and that was disastrous) -- so now I'm trying to get this Steam release for the first three gay sex games out the door instead.

I'll hopefully finish development in a week or two, and then ship this on Steam before GDC. We'll see how all that goes...

Friday, February 12, 2016

Oculus Rift DK2s kind of (secretly) do work on laptops (sometimes) and you can make VR stuff in Unity (maybe)

This is a rant + technical guide about how to get an Oculus Rift DK2 to work with Unity 5 so that you can make stuff with it. Maybe.

I'm teaching two virtual reality classes this semester, and I was dreading having to tell all my students that Oculus (in all their wisdom) has a public policy of no longer supporting Mac OSX, or any laptop, for the foreseeable future. Even now, when I tell my colleagues about this, they react with incredulous shock. With this single move, Oculus basically alienated the entire creative coding / technologist community, and basically 99% of the design / programming community in New York City.

The core of the issue is in how Oculus wants to synchronize (a) the image in the VR HMD (head-mounted display, or headset) with (b) the very subtle motions your head makes. If these two sensations aren't synchronized, then people usually suffer "simulator sickness." So, the VR industry generally wants to make sure these two things are synchronized as closely as possible, to make sure people don't vomit when using this glorious new technological medium.

In order to synchronize those things as fast as possible (90 frames per second is the minimum, 120 fps is the ideal) the HMD needs "direct access" to your graphics card.

Most laptops are engineered purposely to cut-off direct access like that, mostly because they have two different graphics processors -- one weak energy-efficient GPU, and one higher performance power-hungry GPU. For day-to-day non-VR use, the weak one is more than good enough, so that one is in charge.

From a VR developer perspective, we were early adopters and happily making Oculus prototypes for years, and our "weak inadequate laptops" were good enough. Then around runtime 0.5, Oculus discontinued OSX support and began insisting that all laptops were just inherently inferior and didn't deserve any attention. From our perspective, Oculus basically took away something that seemed to be functioning fine, for basically no good reason. It's really really really annoying.

If you search "oculus laptop", it's mostly going to be forum posts from the Oculus community manager telling people that laptops aren't supported... so I was pleasantly surprised when I was prepping to teach these VR classes and it turns out runtime 0.8 actually does work on my Windows laptop! My suspicion is that the GPU vendors Nvidia and AMD both updated their drivers to give Oculus what they wanted... well, kind of.

Thursday, February 4, 2016

Radiator World Tour, spring 2016

Here are my current games event plans for the upcoming 2016 games event season. It's pretty packed. If you'll be around too, feel free to say hey if you see me.
  • GDC 2016 in San Francisco, California (March 16-18)
    Originally I wasn't planning on going (I've attended GDC for the last 4 years straight!) but then I got invited to give a microtalk, so I couldn't pass that up. My micro talk will be entitled, "Are Games Art?" The answer may surprise you!!!!!!
  • Different Games in Brooklyn, New York (April 8-9)
    I've always liked the eclectic mix of artists, community activists, and academics here, it's like the east coast version of the Queerness and Games Conference in Berkeley. I'll also always be grateful for the arts grant they gave me, which more or less jumpstarted my current gay sex games streak.
  • AMAZE in Berlin, Germany (April 20-23)
    I'll be presenting my recent work and research on gay sex games... I think? I've never been to Amaze, or even Berlin, before, but I hear many good things about both, so it'll be nice to finally see what all the fuss is about.
  • IndieCade East in New York City (April 29-May 1)
    I put in a talk submission, about video game lighting and Magic Mike / male strippers, which I think many people will enjoy on multiple levels. Even if I don't get in, it'll be nice to just float around with no responsibilities. I usually try to make it for Night Games, at the very least.
  • Games for Change in New York City (June 23-24)
    I put in a talk submission to G4C as well, a more basic primer to video games and sex games, a bit like my talk at GaymerX3 but shorter and with less assumptions of the audience -- traditionally, tech industry types and "social innovation" entrepreneurs... we should give them at least one last chance, right?

Friday, January 29, 2016

Spring 2016 semester in game development

Hey, what's up, long time no blog -- I've been busy prepping game development classes for the Spring 2016 semester. This season, I'm teaching four (4!) courses across 2 different universities, which is considered a really heavy teaching load in academia. (Full-time professors usually teach maybe 2-3 courses a semester, on average.) So I'm dying a little. But I'll be ok. I think.

Here's a bit about the courses:

Friday, January 15, 2016

Two 2016 NYC games conferences to submit talks to, like, right now

What kind of games conference do you run after an IndieCade conference co-chair confesses that games conferences aren't "working"? Well, uh... let's do a bunch of conferences to try to figure it out!

Different Games is a diversity-focused games conference in the beginning of April, run by organizers based in Brooklyn and Atlanta. DG, in particular, holds a special place in my heart for administering the original arts grant that began my current track of gay sex games, so you could say they were kind of on the bleeding edge of indie sustainability. This year, Different Games 2016 (April 8-9) has several different tracks / themes:
  • Affective Play (i.e. feelings, emotions, bodies)
  • Video Games in Latin America
  • Video Games and Indigenous Culture
  • Accessible Game Design (i.e. making the field more accessible to new designers)
  • Participatory Game Design (i.e. game design as a workshop process, Freire?)
  • Race and Culture in Games
  • Player Agency, Mods, and Glitches
DG 2016 session submissions close on January 22nd. They also accept more traditional academic paper submissions, and game submissions for their arcade as well. (Huh, turns out they were all closed already, and only game submissions are open now? That was fast!)

IndieCade East, held in the sinister shadow of the academic-ish NYC games scene, has always been the slightly less chill / more intense of the twin IndieCades. (More ideas! More e-sports! More beer!) Its relatively young age also means that it's more open to experimentation. This year, IndieCade East 2016 (April 29 - May 1) is trying out some very interesting changes with their format:
  • It's now in the middle of Spring instead of the middle of Winter. (Yay!)
  • The conference chairs are Jennie and Henry Faber, developers and community leaders from Toronto (!) which is in Canada (!!) and NOT in the United States (!!!)
  • The three conference tracks recognize a post-indiepocalypse world: (a) design lessons from fields outside of games, (b) economic sustainability for games, (c) future tools and technology.
Of course, you aren't necessarily limited to those themes, and the only real criteria is that you can say interesting things about games -- either way, session submissions close on February 3rd.

* * *

Hopefully you, dear reader, will be at one (or both) of those events? See you in April!

Wednesday, January 6, 2016

New years resolution, 2016: some more gay sex, and "Maven"


... so, my 2016 New Years Resolution is to make a double-A 7/10 open world stealth game. It is tentatively called "Maven."

Part of my motivation involves wanting a break from my current cycle of sex games, part of it comes from wondering what if I made some gamer-pandering stuff for half of the year and then fiercely not-gamer stuff for the other half of the year and that's a funny contradiction... also, a bunch of stuff has suddenly aligned in my head to make this feasible.

Wednesday, December 30, 2015

Radiator Blog: (belated) Sixth Year Anniversary


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.

For 2015, I promised myself I was going to blog more regularly than in 2014. I started pretty strong for the first half of the year, but then my output began plummeting toward the end. (Oh well.) Here's to a bloggier 2016!

TALKS / PUBLICATIONS

Sunday, December 27, 2015

Sex games, part 2: sex as gesture / sex as poking

This post is part of a series about "sex games."

There were so many games about sexual poking that I had to give them their own category. I mean, poking is a very distinctive gesture. It's a very brief moment with a very small surface area, but we place so much significance on it anyway.

Early Facebook was witness to "poking wars" where Facebook friends exchanged pokes with each other -- but you couldn't just poke anyone, right? There was just something so so wrong about parents poking their children on Facebook. Instead, poking seemed tailor-made for situations like when you poked that cute boy from your biology class, and then he poked you back, and now you have to decide What All This Means. ("Well, he waited two whole days before poking back, so I guess he hates me?")

Poking is immature, yet also tantalizingly ambiguous and demure. It's the stuff that meet cutes are made of. But the sex-poking games I'm going to discuss now? They're still immature, utterly rolling around in their immaturity and silliness, but they are definitely not ambiguous -- instead they are gratuitous and deliberate gestures all at once, like some exaggerated caricatures of poking.

Saturday, December 19, 2015

Sex games, part 1: sex as bodies


This post is part of a series about "sex games", based on a talk I gave at GaymerX3.
(CONTENT WARNING: these posts have sexual images and content.)

One definition of sex that I'm going to use here is "a negotiation between bodies." The shape and form of that negotiation will obviously vary, but so can the shape and form of the bodies themselves. Which bodies do we sexualize, and which do we de-sexualize? And if we are sexualizing a body, is it with the body's consent and knowledge?

To a certain extent, every game in this entire blog post series is about bodies. Just because I put a game in this category doesn't mean it doesn't belong in other categories. I selected these games based on the story I could tell around them, and in this post the story is about how these different games think about bodies. Because bodies are made of carbon and water, but they're also made of ideas.

Let's start with the amazing game that inspired the name of my talk ("That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve") ...

Wednesday, December 16, 2015

Sex Games, part 0: the sex games awaken

This post is part of a series adapted from my talk at GaymerX. No, I don't know when the video recording will be uploaded, sorry.

So, let's talk sex games. As a possible "GAYmer" at GaymerX, maybe you're thinking of games like Mass Effect or Dragon Age, or hot Ryu, or Mario and Luigi, or maybe even some games like Fallout which have specific game systems that support gay roleplaying.

These are OK, I guess, but none of these games are primarily about sex. In fact, they are mostly about jumping around and killing shit... which isn't bad, but it's not gay sex. Now, where am I going with this?...

Thursday, December 3, 2015

"That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" at GX3 on December 12 in San Jose, California

I'll be in San Jose next week for GX3, a video game expo, to deliver a talk entitled "That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" about my recent gay sex video games as well as many other peoples' gay sex games.

The talk is motivated a lot by my experience as an independent game developer who sees countless players plead for more diversity from the triple-A game industry. Mainstream representation is important, but why limit your support only to the mainstream? Also, my industrial peers are good at many things, but gayness is definitely not one of those things, so why should people look to them for artistic leadership on this? Answer: they shouldn't, but they might because they're not aware there's an alternative...

You don't have to beg for gay scraps. You don't even have to settle for a game with a gay side dish, with some token gays sprinkled on top -- real people are already making real games where gayness is the center-stage MAIN ATTRACTION, and these games exist right now in the present, not in some distant future dream utopia.

In my talk, I'll be talking about 20+ different games that think about sexuality outside of a standard cis-hetero-monogamous-missionary paradigm. If you follow me or my peers, you'll probably be familiar with some of them -- but I'm betting I'll discuss at least a few hidden gems you'll have never seen before -- and to the majority of the GX3 audience, I'm guessing a lot of these games will be mind-blowing.

See you there, and feel free to say hey.

Wednesday, November 25, 2015

That's why they call it the Diamond City Blues


WARNING: This post "spoils" an early quest in Fallout 4 and a later quest in Fallout 3.

The "Diamond City Blues" quest, one of the better quests of Fallout 4, begins at an upper-class bar in Diamond City. Most of the bar patrons are snooty rich one-percenter caricatures who will categorically refuse to talk to poor people like you, even though you're richer than God and they literally sleep on filthy mattresses in trash shacks, so you basically kind of hate these people from the beginning.

Over at the bar counter, a woman is drinking to forget her unhappy marriage, while the grizzled bartender-owner dude implies he's having an affair with her. Suddenly, her weak jealous husband tries to confront the two but he ends up getting humiliated.

When you run into the jealous husband again, outside of the bar, he wants to hire you to help confront the bartender. So you go back to the bar...

Monday, November 9, 2015

"Rinse and Repeat" technical post-partum / how to do over-complicated wet skin shower shader effects in Unity


This is a technical overview of how I built certain parts of Rinse and Repeat. It spoils the game, so you should probably play it first if you care about stuff like that.

Rinse and Repeat took about 1-2 months to make. For these sex games, my development process can basically be summarized as "art first" -- my very first in-engine prototypes are usually about establishing mood and texture, and setting up the character you'll be staring at, and these are by far the most important parts of the game.

Saturday, October 31, 2015

The limits of a conceptual VR student game; and what would a "better" game about 9/11 look like?

The internet has been abuzz about "8:46", "a narrative driven experience designed for virtual reality, which makes you embody an office worker in the North Tower of the World Trade Center during the 9/11 events."

The game itself suffers from a lot of problems. If I were to ignore the politics, there's plenty of production values to critique -- the characters have blobby sculpts, inconsistent lighting, and stilted voice acting -- the particles are really really awkward -- and the one thing I like is the floorplan, especially the cramped corner office you begin in, which feels like a pretty authentic detail of old NYC office buildings.

But who are we kidding, this game is totally a political work, and it is much more generous to the developers to interpret it that way. Most people are just going to talk about this game instead of actually playing it, which is OK, and that's what compels me to write about it: I think this is a very flawed conceptual work, and I want to talk about why that is.

(1) TECHNOLOGY. Using virtual reality was not a good idea for this project, especially in this early generation of VR where it is mostly positioned as a nascent platform and consumer market that desperately needs to prove itself. Anything using VR in these early years is, inherently, saying, "look at me, I'm using VR!"

That's an OK thing to say, but it centers the technology instead of what you're saying with the technology, which is probably not what you want to do for a 9/11 game that's supposedly about respect for the dead rather than how this cool new peripheral? To be clear, I think you could make a game that powerfully critiques Western attitudes toward the dead and who is allowed to talk about the dead; I don't think this is that game.

Wednesday, October 21, 2015

"Psycho-material geographies" of 3D spaces, and The Beginner's Guide by Davey Wreden et al


This post gives vague conceptual SPOILERS for The Beginner's Guide, and spoils a few specific moments. You really shouldn't worry about it, I mostly just talk about me in this.

I was one of the people who secretly played The Beginner's Guide long before its public release. Why was I given access, and not someone else? Well, that's kind of what the game's about: a "Davey" who is talking through his relationship with another designer named Coda. Who did Coda want to play their games?

In her own excellent post about TBG, Emily Short argues that the game has a very spare "personality-light" kind of style compared to what Short regards as more distinctive contemporary experimental designers like "Stephen Lavelle, Michael Brough, Pippin Barr, [... or] Robert Yang." That shout out (thanks!) is what stirred my memory...

I remember playing this seven months ago (back when it was simply codenamed "The Author") and suddenly thinking... wait, is Coda supposed to be me?

Sunday, October 18, 2015

Radiator 1 notes, memories, and regrets.


NOTE: This post talks about Radiator 1, and spoils much of what happens in it.



I've cleaned up and re-released an old single player Source Engine mod of mine called Radiator. It is free, and anyone with a Steam account (Windows, OSX, or Linux) should be able to play it.

It consists of three standalone chapters -- Polaris, Handle With Care, and Much Madness -- the first two chapters were released in 2009 on-schedule, but the third chapter has lingered unreleased for the past 6 years. Each passing year I've threatened to actually finish it, and today, I've finally made good on my threat.

What suddenly changed now? Well, I actually haven't finished Much Madness exactly... what changed was more my attitude. It proved difficult impossible to "finish" a game that I designed and wrote 6 years ago, from a very different time in my life. I don't have access to those moods or sensibilities anymore! So instead, I'm just going to release it in its pretty rough state, and accept how incomplete and unpolished it feels.

Tuesday, October 13, 2015

Tips for implementing / coding an in-game options or pause menu functionality in Unity

 

I recently implemented an in-game options menu in Unity. Mine looks something like the thing above. A surprising amount of the required functionality is already implemented in Unity, you just have to write some code to hook into it. In the cases when Unity didn't already have a static variable for a particular setting, like mouse sensitivity or menu language, then I'd implement my own static variable that worked with a specific PlayerPrefs key.

Anyway, here's a bunch of workflow / specific API calls that I found very useful when I did it...

Sunday, October 4, 2015

Not a manifesto; on game development as cultural work

So I've made quite a few sex games that have "gone viral" over the past year, and I'd like to talk a little bit about my experiences / practices. I would hesitate to apply these ideas to anyone else's situation, but it's what works for me, so here it goes:

Games are primarily conceptual / performance art; games are culture; it's more important to witness a game than to play it.

Most people haven't played most games. Conversations about games often start with "oh yeah I've heard about it" or "I haven't played that yet." Thinking about the vast intergalactic politics of EVE Online is so much more interesting than trying to play it, and watching high-level Starcraft play is much more interesting than drilling on a specific build yourself.

To "consume" a game, it is no longer necessary to play it. Rather, the most important thing about a game is that it exists, because that means you can think about it. (Or maybe, games don't even have to exist? Consider the endless press previews and unreleased games that engross so many people. These are purely hypothetical games that are often better than playing the actual finished product.)

Thursday, September 24, 2015

On my games being twice banned by Twitch


My newest game, Rinse and Repeat, was banned from all broadcast on Twitch about 4 days after it was released. It joins my previous game, Cobra Club, which was banned shortly after its release as well. I am currently one of the most banned developers on Twitch.

On one hand, it is extremely validating as an artist to be acknowledged as "dangerous" -- thanks, Twitch. On the other hand, the Twitch policy about sex and nudity is shitty and I'm going to complain about why I hate it and feel it's unfair, and also really unhealthy for video games as an artform.

Tuesday, September 22, 2015

NO QUARTER, 9 October 2015 in Brooklyn, NY

this amazing poster is by the incomparable Eleanor Davis
No Quarter is an annual games exhibition in NYC that commissions original works from designers. This year, I am stepping up as curator, and we will be featuring some exciting new games by Nina Freeman, Ramsey Nasser, Loren Schmidt, and Leah Gilliam.

Come join us on October 9th from 7-11 PM in DUMBO, Brooklyn at The Dumbo Loft, 155 Water Street, Brooklyn, NY 11201

If you'll be around New York at that time, please RSVP so I can get NYU to buy us even more beer. Thanks and see you there!

Thursday, September 17, 2015

Rinse and Repeat as cup runneth over

This is a post detailing my process and intent in making Rinse and Repeat. It discusses in detail how some of the game systems work and what happens in the end, and IT SPOILS THE GAME. You are heavily encouraged to play the game and draw your own conclusions before reading what I think.



(Again, SPOILER WARNING...)

It started with Le1f's music video for "Soda." In it, two hunks spray themselves with gushing fluids, suggestively shooting up from the bottom of the frame.

The scene begins as a sort of aggressive competition of machismo and staring down each other, but then one hunk can't help but submit and opens his mouth to try to swallow some of the frothy fluid. I think what makes this "funny-sexy" is how the soda gets everywhere and how messy it seems. It's pretty brilliant and got me thinking about how sexy a fluid dynamics simulation can be, and how I could put such technology to use.

Saturday, September 12, 2015

Attend the 2015 Queerness And Games Conference at UC Berkeley, October 17-18

QGCon 2015 at UC Berkeley has just put up their list of speakers and sessions. If you'll be around the Bay Area that weekend (in about a month!) then I highly recommend attending, it's a compelling mix of game developers and academic theorists, and there's no other games conference quite like it. Here's some interesting-sounding sessions:
  • “Soft-Skinned, Hard-Coded: Straight/White/Washing in Video Games”
  • “Witches and Wardrobes: Femme Play in Games and the Development of Be Witching”
  • “Games of Death: Playing Bruce Lee”
  • “Sex Appeal, Shirtless Men, and Social Justice: Diversity in Desire and Fanservice in Games”
  • “Queer Avatar Construction Leads to Homonormative Play”
  • “Affection Games in a World That Needs Them”
  • “Masculinity in Late Final Fantasy”
  • “Infinite Play in Games of Love, Sex and Romance”
  • “Degamification”
  • “Writing and Selling Queer Bots: Sext Adventure Design Post Mortem”
  • (... and so many more!)
Registration is free and open to the public, and they also accept donations in the form of "sponsor tickets" -- please support the communities and institutions you want to see in games!

Thursday, September 10, 2015

Scripting the Unity Editor to automatically build to Windows / OSX / Linux and packaging the files in ZIP files.


I'm getting ready to release my next gay sex game, which means a lot of builds and testing. This game, in particular, has a lot of particular framework and infrastructure that involves copying over specific files directly into the built data folder. I don't want to have to copy over the files manually over and over, so I bit the bullet and decided to write an editor script that automatically does all this stuff for me, for all 3 desktop platforms that I'm targeting. This is really nice because it saves me a lot of time when making builds, and it also makes it more the whole process more foolproof since it prevents me from forgetting any files -- Unity is automated to include them for me!

Here are the main snippets + explanations of those parts of the pipeline, with the full script at the end of this post...

Thursday, August 27, 2015

On "The Loch" and anti-busybody small open world games


The Loch is a 2013 Scottish fishing RPG by Mitch Alexander. In it, you "fight" fish in turn-based JRPG battles symbolizing the experience of fishing. There's a variety of biomes to explore, each with different species of fish to catch, and it all takes place over a series of days with variable weather / variable NPC behaviors based on the weather.

It's pretty rough around the edges, partly due to short development time constraints (it was originally made for a 7 day Fishing Game jam) and partly due to the limitations of reskinning RPG Maker. There's very little tutorializing, and many core interactions don't feel very intuitive. No one really tells you you're supposed to go all the way south to advance to the next day and heal up, or that you have to equip X and then use skill Y to do Z... in this way, it departs a great deal from typical JRPG or RPGMaker game conventions.

But that departure from convention is also refreshing. Though "open world" carries connotations of large expensive 3D worlds, I'd like to expand the bounds of that genre and discuss The Loch as a "small open world" game. What marks an open world game is the repeated traversal of a space, and reflecting on how that space (or the player) changes over time. In this case, the world is a small Scottish lakeside village where everyone speaks in charming accents and encourages you to kick back and slow down.

Monday, August 24, 2015

Game Development Studies reading list, Fall 2015


In the vein of "Platform Studies" or "Code Studies", we might consider a "Game Development Studies" ("Console Studies?") -- a field of research investigating the technical and material aspects of video games, from early prototypes to production code to distribution. How have various processes of game development changed over time? How does that influence what games are, or how they are perceived?

Here are six books that, I think, do much of that work:

Thursday, August 20, 2015

"Pillow Talk" keynote with Naomi Clark and Nina Freeman, at Indiecade 2015, October 22-25 in Culver City, CA


Me and fellow designers Naomi Clark and Nina Freeman will be running a keynote session at Indiecade 2015 tentatively called "Pillow Talk" -- in it, we'll be discussing relationships and intimacy in games. (Press release is here.) If you'll be around, come over and say hey, even if I'll mostly be busy stuffing as many free burgers as possible into my pockets at the Sony party.

Monday, August 17, 2015

Massive Chalice as pre-apocalyptic existential game industry dread


(SPOILER WARNING: this post has some not-really-that-important spoilers for Massive Chalice.)

Massive Chalice is a pretty OK game -- it's an XCOM with a much better base-building / squad-management component, where you can also convert squad members into resources -- collective XP buffs, faster upgrade times, bigger numbers. The same song and dance as any strategy game, but it also tries much more new stuff than the average strategy game. You breed your squad members like Pokemon, and when they age out of battles, you recycle them for new breeding stock or upgrades. It's an ideal commercial indie project, 50% old "solved" systems and 50% new systems.

So it's jarring to me that it averaged 6/10s 7/10s from games press (and probably not super-great sales) considering how much it tries to do and with relative success at it, this is at least an 8-out-of-10er, but I can also understand why gamers would look at this and think "it looks cheap." Here are all the checkboxes that Massive Chalice refuses to tick:

Friday, August 14, 2015

"Bodies, I Have In Mind" at ZEAL

My piece for Aevee Bee's micro-games-e-zine ZEAL is out. It's called "Bodies, I Have In Mind", and it's about my body, other people's bodies, video game bodies, gay marriage, physics, and a bit of Ovid quotation for good measure.

It actually took a pretty long time to write, because when I write about games I usually maintain some distance and don't include too much of my personal life, so it was challenging (but fun) for me to try to change my usual mode. I hope it's not too terrible of a read.

If you like my writing for ZEAL, and want to support more work like it by diverse authors, then please consider donating to the ZEAL Patreon, which commissions this work.

Thursday, August 13, 2015

"That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" at GX3, 12 December 2015 in San Jose, CA


Hello! My "Boss of Honor" keynote talk at upcoming gay game convention GX3 is called "That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" -- in it, I will be talking about my gay sex games (hopefully I'll be done with 2 more by December) and connecting it with a rich history of other gay sex games.

The implication is that we shouldn't beg for crumbs from the AAA industry in hopes that they'll allow "us" the occasional cutscene or NPC or crumb of representation... the games we want to see already exist, and they are made by queer artists that the community needs to support.

If you're interested in hearing about this stuff, come see me in San Jose on the Saturday of GX3.

(And if you're interested in repeatedly giving birth to fully grown wolves, play Eva Problems' excellent "Sabbat.")

Monday, August 10, 2015

The molten rituals of Hylics


Hylics, by Mason Linderoth, is one of the best RPGs made in the last decade. Imagine a game finely distilled so as to consist solely of the weird funk of Earthbound plus some David Cronenberg technoflesh plus the young dread of Gumby... and when you've completely imagined that, now look in your weathered dusty hands to find the freshest nugget you've ever seen.

You should make it your duty to play it, and it's (refreshingly) short for an RPG at 2-3 hours, so go to it. (WARNING 1: SPOILERS FOLLOW. WARNING 2: LOTS OF HYLICS GIFS...)

Wednesday, August 5, 2015

A game is a brain is a forest


I just read this article about how plants are intelligent. It's a classic philosophical problem. Is a brain in a jar any different from a plant, and what exactly is intelligence or consciousness? Recent articles about how "plants talk to each other using an internet of fungus" are in vogue with recent thinking that corporations are dystopian artificial intelligences that have enslaved human society, or that we have to generally decentralize human-ness in human thought. The argument here is that self-sustaining complexity, usually in a network structure that resembles a brain (not that mere human brains are so great or whatever) must produce similar effects, so a brain is at least as complex as the internet or a forest or global capitalism.

Once something becomes boring, it is no longer complex because you have reduced it to boredom. So maybe another word for self-sustainingly complex is "interesting"... and, well, I think good games are interesting. Maybe a game is like an internet, or a brain, or a forest, or some shit?