Tuesday, June 7, 2016

Working with custom ObjectPreviews and SkinnedMeshRenderers in Unity


Unity's blendshape controls -- basically just a list of textboxes -- were going to cause me a lot of pain. After wrestling with broken AnimationClips for my previous attempt at facial expressions in my game Stick Shift, I decided to actually invest a day or two into building better tools for myself, inspired partly by Valve's old Faceposer tool for Source Engine 1.

To do that, I scripted the Unity editor to draw a custom inspector with sliders (based on Chris Wade's BlendShapeController.cs) along with an interactive 3D face preview at the bottom of the inspector.

The workflow I wanted was this:

Sunday, May 22, 2016

Progress report: Moses


Now that summer vacation is here and I don't have to teach, I now have a lot more time to put into some projects. Here's one of the new ones I'm doing for the summer:

"Moses" (tentative title) is a collaboration between me and Eddie Cameron for the Power Broker game design challenge. It's kind of like 80 Days plus SimCity / Cities In Motion -- you are famous urban planner Robert Moses and you have to drive around New York City and visit various locations around the map, but to make commuting easier, you can also build public works projects like highways, bridges, public housing, a UN building or two, etc. which all interacts with the traffic simulation and public approval. Maybe there will be little narrative vignettes and conversations along the way too.

Eddie has been doing all the complicated math simulation stuff, while I've been writing a lot of the basic game code and UI. We're still basically in the early prototyping stages, trying to figure out a lot of the game as we go along. Here's some of our thinking...

Tuesday, May 10, 2016

new game re-release: Cobra Club HD


Itch.io is celebrating Itch.io Week, and on Tuesday they featured a short interview with me and the creator of Emily Is Away. A bunch of indies are also doing random sales or non-sales of their games on itch too, so I thought I'd join the fun and re-release my free downloadable game Cobra Club as "Cobra Club HD."



This is basically the new build that has been going around at some events and festivals, like Now Play This and A MAZE -- it features a completely new rebuilt penis, pubic hair support, strap-on mode, and various other tweaks. Unfortunately, I couldn't get foreskins working 100% properly all the time, and dudes kept straight-splaining "what foreskins actually look like" to me, so I decided to just disable that feature entirely. Happy now? NOW NOBODY GETS FORESKINS!!

As always, if you encounter any problems, just follow the troubleshooting instructions on the game page, and send me an e-mail with your logs. Have fun!

Tuesday, April 26, 2016

Report from the field: A MAZE 2016


I was told to look out for things that are stereotypically representative of Berlin -- a poster for a "party against racism", a nearby music venue called "Suicide", a group of children walking a large dog on a rope. Berlin seems a bit like the nostalgic ideal of San Francisco or New York City that 30-40-somethings routinely mourn to any nearby insolent millenials -- because Berlin is relatively cheap, young, and raw. It's basically the place for young creative people to be right now.

A MAZE 2016 began with festival director Thorsten Storno decrying the business-ification of indie games and dominance of commercial attitudes in festivals, and arguing for the necessity of non-commercial spaces in games. Then, literally, flamethrowers began shooting up pillars of fire behind him.


This is a very different tone from most US games festivals, which often try to accommodate monetization-types and commercial indies alongside non-commercial artists and students. There is no such pretense here. Here, there are no posh "meet with Sony" events, no chicken caesar wraps sponsored by Microsoft, not even any bored attendees clutching their Nintendo DS -- instead, that kind of stuff is at "Quo Vadis", a nearby industry-oriented conference that's named after the final dungeon in a Final Fantasy game.

So there's a funny "purity" to A MAZE. It knows what it wants to be, and it has the space and resources to actually be that thing. And apparently that thing is a bunch of artists and game makers huddled around a garbage can fire, clutching tepid 3 dollar beers as the distinct smell of ambient-disco-trance wafts through the air at 3 AM...


I think I kinda miss it already.

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.