Tuesday, August 21, 2018

No Quarter 2018 @ DUMBO Loft in Brooklyn, NY on November 30, 2018

We've just announced No Quarter 2018, a games exhibition staged by me and the team at NYU Game Center, with a big fun one-night premiere exhibition for the games at DUMBO Loft in Brooklyn, NY on November 30th (Friday, the week after Thanksgiving). The loft is a big warm space next to the Manhattan Bridge plaza; we ran No Quarter 2015 there and I loved it, so I'm jazzed to return to it for my fourth and final year in my term as curator.

This year, we're commissioning new work from: Meg Jayanth, Ethan Redd, Brianna Lei, and Ivan Safrin. All these folks have proven themselves as experienced artists and designers, and we're excited to fund a platform for more of their work.

Here's a short little curator's note I wrote for this year:
The 9th No Quarter Exhibition marks the end of my four year term as curator. During my tenure, I wanted to explore what “public games” means — games designed to be played and witnessed in the public sphere. But with the rise of game streaming and let’s plays in game culture, perhaps any game can be made into a public game. Maybe “public” is more like a verb.

So this year I’m prompting the artists with something more specific: to make a “mural game.” Murals are traditionally large format paintings, painted by more than one person, aspiring to represent collective ideas and values — and I think the mural is an excellent tool for thinking about how to “public” a game.


For more info about No Quarter check out our event website, including artist bios for this year as well as info / archives on past years. RSVPs will open a few weeks before the event, probably in late October. Until then, you're encouraged to subscribe to the weekly NYU Game Center newsletter so you get first dibs.

Hopefully see you all there! (PS: hotels and airfare in NYC are a bit cheaper around that time of year too, just sayin'...)

Saturday, August 18, 2018

Grinding as repetition as savefiles as insistence


In "Portraits and Repetition", Gertrude Stein argues that repetition is better understood as "insistence":
"... there can be no repetition because the essence of that expression is insistence, and if you insist you must each time use emphasis and if you use emphasis it is not possible while anybody is alive that they should use exactly the same emphasis." (PDF)
This rings true to me for basically any activity. Woodworking, cooking, dancing, guitar-playing, painting, writing, welding, negotiating, swimming, typing -- everything requires practice, and in practicing, we insist on the continued value of that activity each time. We can never repeat any performance or action exactly, by virtue of memory and time. Each repetition always means something slightly different, and changes the meaning of all the repetitions before it.

Game design theory formalizes this repetition as a "core gameplay loop" or "mechanic" or whatever, but let's keep following Stein's insistence on insistence for a minute:

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!