Sunday, August 5, 2018

Radiator Australian Tour 2018

As I've mentioned before, I'm going to be visiting (Melbourne) Australia in a few days as part of the Artworld Videogames event series. Here's are the finalized dates in my event schedule, hope to see some folks for at least some of them:
  • "Ruck Me" installation premiere. Thursday, August 9 - Wednesday, August 15, 6:00 PM @ Bar SK (free)
    August 9 is the opening night party for my commissioned gay Aussie rules sports game installation "Ruck Me", and also maybe probably the one single opportunity in history to ever play or witness it??? also featuring various other sexy games by NYC-area designers throughout the weekend!... I might hangout on other nights too, but I'll definitely be there on Thursday
  • Democratic Lighting Workshop. Monday, August 13, 5:30 PM - 6:30 PM @ RMIT City Campus, Building 80, Room 002 (free)
    a talk about level design and lighting design, followed by a "democratic" workshop that focuses on audience participation, in which we all light a game world together... the goal here is to demystify lighting and 3D world design, and maybe even have a little bit of fun
  • Masterclass: Sexuality, technology, and video games. Wednesday, August 15, 6:00 PM - 7:30 PM @ Australian Center for the Moving Image ($40 AUD / $28 AUD concession)
    long format introduction to sex and eroticism in games, current state of the art, research directions, and obstacles / institutional barriers, with some ideas and guidelines for "how to design a sex game"
I hear that Melbourne's been really cold and rainy lately. Can't wait!!

Wednesday, August 1, 2018

My gay Australian football game "Ruck Me" and its inspirations


I'll be premiering a new game "Ruck Me" on Thursday, August 9th at 6 PM at Bar SK. As per usual, I'll eventually publish a more thorough artist statement that spoils the game's systems and imagery, but for now I'd like to talk about its general themes and inspirations.

Ruck Me is a game installation specially made for Bar SK in Melbourne, Australia for the Artworld Videogames event series. Because it's designed specially for this installation, Ruck Me will never be made available for download (because it simply wouldn't work without the right setup)... so if you want to play it then I guess you better go visit Bar SK!

For this commission, I wanted to do something site-specific that accounts for the local Smith Street / Collingwood neighborhood around Bar SK, while also stepping out of my comfort zone and trying something new.

To that end, I've made a homoerotic Aussie rules football league (AFL) game which makes heavy use of video footage starring the local Collingwood club, to be played using a custom-made blow-up doll alt-controller by Louis Roots (designer and Bar SK proprietor).

Wednesday, July 18, 2018

Darner's Digest, vol. 1


Darner's Digest is a series of occasional posts about the game dialogue system Yarn.

As I've written before, there are a variety of different narrative system plugins to use with Unity. Fungus is a full visual scripting solution ideal for beginners, Ink is great for text heavy games with huge word counts (like 80 Days), and Yarn / Yarn Spinner is a lightweight extensible Twine-like dialogue system for games about occasionally talking to characters (like Night In The Woods).

I don't know what's going on in the Fungus community, and I loosely follow Ink -- they are running an upcoming Ink Jam to encourage new users, and the maintainer Inkle Studios is doing exciting dynamic narrative research in Inkle with their upcoming game Heaven's Vault.

However, I can definitely speak to more detail about what's happening with Yarn these days though, so here's my attempt to recap:

Thursday, July 12, 2018

Tips for working with VideoPlayer and VideoClips in Unity


Traditionally, game developers use Unity for real-time 2D and 3D games and shun any use of pre-rendered video, partly out of design dogma but also because the MovieTexture system was a nightmare. However, the recently overhauled VideoPlayer functionality means that *video* games are now much more doable. You can now feasibly make that Her Story clone you always dreamed of!

I'm currently making a video game that makes heavy use of video, chopped into many different video clips. It's been fun trying to figure out how to build basic video functionality like playlists and clean transitions between clips, except in Unity.

The thing they don't tell you about re-inventing wheels is that it's fun and exciting to re-invent the wheel, and it gives much more appreciation for the craft that goes into wheels. It was fun to think about how a live telecast cues up video footage on multiple monitors, and how a real-world broadcast works, and I learned a lot about why they do it like that.

Let's talk video in Unity.

Friday, June 29, 2018

The Forgotten City (Skyrim mod) as dense quest


This post kind of spoils (but not really) some of the Skyrim quest mod The Forgotten City.

Bethesda open world RPG games have developed certain quest tropes. One trope is the conflicting stories quests like Two Sides of the Coin (Oblivion), In My Time of Need (Skyrim), and A Business Proposition (Elder Scrolls Online) which present two NPCs with conflicting stories and no real way to discern who is right, so you just have to pick a side and hope you feel good about it. Naturally, this provokes heated debates among fans, such as this epic two year 500+ post multi-thread argument about which NPC was ultimately truthful in Skyrim.

I heard about the popular Skyrim mod The Forgotten City after their E3 2018 retail remake announcement. After playing it, I think The Forgotten City exists within a different open world quest tradition of complex "dense quests" with many characters and possibilities in a small space. It reminds me a bit of Whodunit (Oblivion), Tenpenny Towers (Fallout 3), Beyond the Beef (Fallout New Vegas), and Diamond City Blues (Fallout 4)... the retail version of Skyrim conspicuously doesn't have any comparable dense quest, so The Forgotten City sort of fills this gap.

Sunday, June 24, 2018

The DreamboxXx Bundle


Me and my collaborators on The DreamboxXx project (the commission for my recent game Dream Hard) have launched a queer arcade bundle. In the tradition of past social justice oriented game bundles like Devs With Ferguson, the proceeds from this bundle will benefit local queer / trans / pro-immigrant nonprofits.

It's a limited-time offer, running from June 24 - July 24, and it consists of 8 games for $8, a 69% discount off the $26.23 retail value. (Nice!!) Here's the blurb / more info:
Most of these games are for two players, all can be played on the keyboard, and the majority are cooperative. Most of these games are also experimental, and don't really fit the standard idea of a traditional arcade game. These games include:
  • queer sex party simulator about lovingly eating cuties before the last train
  • stark auto-biographical explorations of social anxiety
  • a day at the beach, because you deserve it
  • an abstract notebook about migration and queerness
  • retro 3D brawler about fighting fascists, in glorious Playstation-era graphics
  • gay space RPG about fucking friendly aliens
  • a competitive arena game about gay orbs... I mean, it's orbtown, enough said
  • cooperative strategy game where you literally create a safe space large enough to rescue the entire planet
Most importantly, all these games were made by LGBTQ people to support their community! Proceeds from this bundle will go toward local social justice non-profits of each artist's choice, such as the Sylvia Rivera Law Project (local legal-aid organization serving low-income people of color who are trans, intersex, or nonbinary) and Make The Road New York (local grassroots organization dedicated to immigrant rights and working class communities)
We hope you consider donating toward these worthy causes, and thanks for everyone's support!

Thursday, June 21, 2018

Dream Hard as queer brawler defense



This post spoils the gameplay and ending of my game Dream Hard.

In collaboration with local arcade collective Death by Audio Arcade, me and several other gay / queer artists made games for a Brooklyn queer arts space called The Dreamhouse. My contribution was a retro low polygon 3D brawler called Dream Hard. If you ever find yourself around the Bushwick or Ridgewood neighborhoods in New York City, you can play this (and many other queer games) on The DreamboxXx cabinet at The Dreamhouse.

While making this game, I was interested in what it means to appropriate a game genre with queer intent, and I wanted to figure out why the brawler genre would be a good fit for this kind of aesthetic. Some of my early prototyping and design direction is already covered in an earlier post. I wanted something that recognizably belonged to the arcade era, while staying fairly simple and accessible to a general audience.

Much of my personal memory of arcades focuses on big licensed beat 'em up games like the X-Men brawler cabinet or The Simpsons arcade tie-in. I also liked playing old 16-bit console games like Golden Axe II or Streets of Rage 2 on the Sega Genesis, but neither of those franchises exists today. Other than a few notable indie releases, the classic brawler game is mostly dead. I wanted to channel my nostalgia for these games toward The Dreamhouse.

Sunday, June 17, 2018

PRACTICE 2018, June 21-23 in New York City


Hey all, just a quick reminder about PRACTICE 2018, a yearly eclectic game design conference put on by my employers and colleagues at NYU Game Center. It's happening very soon, during this coming weekend in New York City, June 21-23.

I go to stuff like GDC all the time, and I'm often frustrated by huge industry events' limitations -- they're huge crowded anonymous affairs that must cater to an entire field and assume a wide general audience, or they focus too narrowly on a technical detail without reflecting on deeper implications. At this point, GDC probably can't change itself very much, but what if there were a bunch of different events that could do what GDC can't?

So I think this is one way of making the game design conference we'd like to see in the world. The PRACTICE speaker lineup is tightly curated, seeking a variety of deep case studies as well as deep primers outside the niche world of video game design. Generally, there's usually at least one tabletop game design speaker and one sports design speaker, and this variety helps a lot. In the past, there's been professional poker players, race car data scientists, breakdancers, rock climbers, all going into the actual problems and examples they work with -- as well as AAA game designers talking about combat systems and indie developers talking about game feel. There are zero 101-level intro talks here.

Basically, this is a conference for working game designers who already kinda follow what's going on, but appreciate deep critical takes on what's happening. Unlike a lot of these types of events, the post-talk Q&A actually has some good audience questions and isn't terrible! It's also great if you want a more laidback environment where you can chat with everyone, instead of running to the next party and apologizing to the folks you missed.

If you live in the New York City area, I hope to see you there -- and if you live outside NYC, maybe you should look at some last minute airfare deals... and the city is especially lovely this time of year too, you know...