gewgaw

                                                               . . . a splendid plaything

10/5/2008

Long week = sleep

Yet another crazy week - this time, possibly nuttier than most. I was glad to see Friday arrive.

I slept all day on Saturday - partly recovering from a terrible, horrible headache that just would not quit. Woke up today to piles of landry, bills, a crazy kitten and too many “projects” to count. Prioritizing my notes, designs, photos and reciepts… I did find time to catalog a few photos and dig out the thesis.

It’s true - I’m actually attempting to graduate! Don’t hold your breath - but say a prayer for me. I need to get this puppy put to bed! Off to eat and then read through the damn thing… chunking it in is the first step.

For your enjoyment in the meantime: Part II of the Spiders of Casa de Rojo series!!

Yes - we’ll de-web before our housewarming. Promise!!!

10/3/2008

Note

I am starting notes in a new notebook - one I bought in Japan, last year at TGS. I won’t be going this year - for which I’m a bit sad. I will miss seeing friends, new games - and Keita’s “Sense of Wonder” event. On the flipside, I’ll be helping my team get to Alpha - which will kick ass in it’s own, special way.

The notebook has a quote on the front that goes like this:

He who makes no mistakes
makes nothing.
Fingers were made before forks
and hands before knives.
A fool may ask more questions
in an hour than a wise man can
answer in seven years

Indeed.

9/26/2008

MaBoShi

A big congratulations to Rumiko and her entire team for shipping MaBoShi on Wii Ware! She’s translated an interview with the president of her company - which presents and interesting perspective on Japanese development - one more aligned with the “box of chocolates” talk I gave at TGS last year:

Around the time I was seeing more and more games focusing on “more and bigger.” But I was against the trend. I thought:

  • We can’t continue faking qualitative change just by adding more and more contents. Players will see the truth in time, and they will get bored of such games.
  • Striving for more and bigger won’t make people happy.

Have you ever heard of this Japanese word: Karōshi? It means “death from overwork.” I had to witness such cases. Shocking events for a high school boy to face, don’t you think? I knew without improving the work environment, these things would happen again and again. However, people around me did nothing to stop it, and crammed employees with more works.

In the end, I made a company myself. This was mainly because I couldn’t find any other company that would try to change the situation.

It’s nice to see Japanese developers speaking publically about the need for scope and a focus on the aesthetics of game experiences. Really cool - and I hope the game is a success!

9/16/2008

Armature

Crazy week - so much going on that at times I can actually feel my brain growing muli-tasking neurons. In addition a couple of projects I’m helping Lou teach a game design class at USC! First demos will happen on Thursday - very much looking forward to what the students turn out.

Also wanted to give a shout to our friends down in Austin and welcome them to the Blueprint lable!

PS: They’re hiring!!!

9/8/2008

Spiders!

My new house is full of spiders!!

They are everywhere. They are in the entryway, in the wells that lead to the crawlspaces under the house. They are in the back garden, the side yard - the porch eaves and the laundry room. It is impossible to go anywhere, or do much of anything, without a near web experience.

Today - one of the bigger ones had babies - dozens of them climbing all over my kitchen! Juli made milkshakes today while we were watching (!!!) football (PS: OMG she is going to teach me how to play Craps!!)- and by the time we went back into the kitchen, the babie spidaz (it’s a gang, we think) had colonized the blender!!

We are under attack.
Here are 3 from this weekend - two from TODAY!

*shiver*

While in Bhutan, I had started to come to terms with spiders, and bugs, in general. I considered myself nearly over what is probalby an irrational fear of those with 8 legs. But now - my inner peace is seriously being challenged. Perhaps meditation is in order?

On that note: to clear the mind of creepy crawlies and other bad thoughts: pictures of the darling young Mika, who has grown alomst 2 inches in length since I last looked. She is the most adorable SPAZ in the house by far (no offense, Jules).

SO CUTE.

Now if only she would stop biting my toes at 4 am - and go for the spiders!!!

9/6/2008

Mika Plays Braid

Could I have asked for a cuter, better, more wonderful cat?

I don’t think so.

8/21/2008

*sigh*

No Muxtape to listen to while I crank on my scheduling and UI docs this afternoon.

Poopie!

8/14/2008

20X200 and Movable Type

Great article on Jen’s 20×200 site - which is a favorite of mine. Thanks for the link, Carley!!

8/12/2008

Bugs!

I took some CRAZY macro photos this weekend - mostly spiders but also flies - and flies that are about to become part of spiders!

Nothing is creepier to me than giant spiders. This one is living behind my friend’s house - in a giant jasmine bush. It’s probably - 3 inches across (it’s body is the size of a quarter).

*shiver*

8/11/2008

My Boom Blox Ranch

Surreal, awesome movie created with Boom Blox by a Japanese player!


Tip: To achieve this effect (odd music as background for your movies) - go into the options menu on the front screen and turn the in-game music all the way down. That way you get the sound FX but can have your very own soundtrack!

:)

8/7/2008

Global Game Jam

Hey kids! The IGDA Education SIG (formerly EduCom which we did the cuirriculum work with) is organizing a Global Game Jam - to be held between January 30 and February 1st 2009! If you know someone who would like to host a site, fund it or participate - pass on the word!

GO GO GO Game Jammers!!

8/6/2008

Braid is LIVE!

WOOT! BRAID is officially released on XBLA so go on ahead and buy it already!!

CONGRATULATIONS to Jon, Dave & everyone who supported Braid over the last few years!!!

8/5/2008

Welcome Mika!

Every end makes room for a new beginning. As Seth pointed out here - each creature that leaves the earth is in some way welcoming another to join us here. And so…. I have made room in my heart for another kitten - nearly a year since Sabine passed away.

Hello Mika!

Mika was found about a month ago - abandoned by her mother. Starving, lonely - she appeared on my friend Stuart’s back porch - and mewed at his own cats through the window. Malnourshed and infested with fleas - she was taken in by my other friend Jen (who makes it a personal mission to rescue cats - including the strays that make a home here on the EALA campus from time to time).

Of course - Mika began to make regular appearances here at work, as Jen nourished her to health and began looking for a home. After several weeks I could no longer resist the pull of this cuddly, adorable soul. She’s the calmest, sweetest lap cat one could ever ask for and I cannot wait to bring her home at the end of the month. I need all the cuddles I can get.

Thank you for making an appearance in my world, Mika! I will give you a good life.

8/4/2008

Emotion at Work

This month’s U of C magazine has 2 great pieces in it that I wanted to share.

The first is on my friend Lauren’s work re: The Female Complaint.

Berlant first conceived The Female Complaint two decades ago, when she realized that Erma Bombeck, the late-20th-century newspaper and magazine columnist who satirized suburban family life, was “writing the exact same sentences” as Fanny Fern, a mid-1800s humorist who skewered marriage and middle-class domesticity in her weekly New York Ledger columns. Both women drew large and loyal readerships: Bombeck’s books were best sellers, and Fern became the nation’s highest-paid newspaper writer. Berlant found it “depressing” that two women living 150 years apart would churn up the same struggles, “but I was also curious. It meant something wasn’t changing.” Her curiosity yielded a 1988 Social Text article, “The Female Complaint.”

The article conceptualized what she calls female complaining: a mode of self-expression that simultaneously protests “patriarchal oppression” and concedes its inevitability. “What’s interesting,” Berlant says, “is that from its origins women’s culture has a big critique of male dominance, both in the political sphere and at home, but it also wants something like the good version of that normativity to be the condition of happiness. It’s like Julia Roberts at the end of Pretty Woman saying, ‘I want the promise.’” But time and again women find that promise to be fantasy. “In subordinate populations’ intimate publics, the presumption is that the general world is not organized around their flourishing,” Berlant says. “So hip-hop culture is about police, and women’s culture is about being disappointed in love and with children and at work.”

In The Female Complaint, Berlant returns to the “discourse of disappointment” in 19th- and 20th-century women’s culture, analyzing it through close study of literary, theatrical, cinematic, and political works and histories of psychoanalysis and liberal public theory: Uncle Tom’s Cabin; Show Boat; Imitation of Life; Now, Voyager; Landscape for a Good Woman; The Life and Loves of a She-Devil; and Uncle Sam Needs a Wife. Most of those works have been remade, or else adapted to the screen or stage. “If people are returning to something many times, it means it has a story to tell that isn’t finished,” she says. In her book’s preface, Berlant asserts that the “unfinished business” relates to an unresolved question—”the desire for and cost of feminine conventionality.” Women return to the same stories, she says, “for a re-encounter with the problem of survival.”

I’ve had a couple of gender-related experiences at work lately - one relating specifically to the scarcity of female designers in our industry - and the second, to statements about how openly emotional communication styles that some women have can make some men uncomfortable in the workplace. Neither of these was a fun conversation - both had their frustrations. So they have been on my mind for the better part of the weekend.

Before I saw the article on Lauren’s new book, I was toying with the idea of writing to a few women I know personally- to see if they had any advice about my current train of thought (essentially setting the stage for the Female Complaint). Instead, I decided to share the ideas here.

- - -

Question: Do the two gender/work conversations I had this week directly reinforce each other?

Specifically - emotion at work is a reality within both Game Development and Academia - realms where the main product of work are new ideas. Whether it’s a game, a business plan or a thesis - there are bound to be heated disagreements about design, features, schedules. The collaborative and creative nature of these environments (which attract so many core contributors) actually create tension on a daily basis. Emotional talk is bound to occur.

As Virginia Valian and others have shown - workplace responses to women (especially in the realm of conversation & idea exchange) are not always equal. In heated debates where a women is passionately engaged, men may follow-on or reinforce patterns of dismissal that damage the woman’s relationships with others in the group - however inadvertenly.

And as the conversations, publications and years accrue, even a small discrepency in the way women are evaluated leads to unfortunate results.

- - -

Now consider the other article I wanted to highlight - which covers Tanya Menon’s research into idea valuation and emotion in the workplace:

A behavioral scientist who studies organizational culture and decision-making patterns, Menon has spent more than a decade analyzing how businesses and businesspeople assess new ideas and why they often fail to grasp the value of innovations developed within their own ranks…

…Simple envy isn’t the whole explanation. Internal ideas are more easily scrutinized and picked apart than those seen from a distance. But personal motivation can be potent, Menon says. “In a business era that venerates creativity, novelty, and thought leadership, ‘borrowing’ knowledge from colleagues is not a career-enhancing strategy,” she wrote in a 2006 Management Science article. Bosses shower awards, bonuses, and promotions on innovators. Employees who learn from another’s idea may be perceived as followers, Menon says, and “managers reward the leader, not the follower. That gives me an incentive to cut down your idea and put my resources into promoting my own.”

Emotion also plays a role. People worry about losing social standing, looking like a thief, giving public deference to office rivals, and appearing weak or dependent. Corporate incentives and policies, Menon says, should ameliorate, not intensify, these reactions. In the Management Science article she and coauthors Leigh Thompson of Northwestern University and Hoon-Seok Choi of South Korea’s Sungkyunkwan University found that a simple “self-affirming” exercise, in which people listed some of their accomplishments—”even just ‘I’m good at art’ or ‘I’m a good tennis player’”—or described values they cherished, helped ease their sense of being threatened. “Afterward, they did not derogate an internal person’s ideas,” Menon says. “They felt more comfortable saying, ‘This is a good idea worth pursuing.’”

Design is an inherently a communication-driven job, where passion and emotion are critical to success - as is the general ability to distribute and champion ideas. A strong designer at any level must be able to access, leverage and edit the creative ideas of an entire team - convincing them that these ideas can be shaped into an overaching, aesthetically pleasing whole. Creative collaborations take the issues mentioned in Menon’s studies to a whole new level - as the day-to-day environment is one of continual idea exchange, valuation and validation.

If there are inequalities in the way gender effects the perception of core communications re: ideas & thought leadership - we have a problem.

I’m not sure if the connection exists - but if it did, it could effect the promotion of female design talent - or even create a lack of supply. IE: Most designers come to the job from another discipline - working up from test or into it from production, art or programming. So in theory, any issues w/r/t promotion would impact womens’ ability to make that career shift and get into design at all!

Could the emotion-scape of the creative workplace be working against female designers?

It wouldn’t even have to be that female designers *are* inherently more emotional (I doubt they really are) - just that the perception of their behavior casts them in that light for some males - which has that small, but long-term effect of keeping them from achieving thought leadership within the field.

There has to be *some* reason that when I search LinkedIn for “game designer” I get page after page of male candidates. At ~40 to 1 based on my informal survey - it’s an uphill climb to find women who are experienced and affordable for working on teams within our industry. And that is not good.

7/25/2008

Morning Post

Great way to wake up #1: Gama’s post on BB’s chart-bashing performance in Japan this week! Super Sugoi!

And coming in at #2 - Scott’s Foe’s chat with Gama about his latest and greatest with Nokia. Congrats, SF!!

:)

7/24/2008

Shopping is hard

Let’s do math!

7/23/2008

Stick Figure Cool

It Works!

Katamari on Steam

Looks like fun. Whee!

7/22/2008

The return of Pink Software

but this time - it’s personal!

In Clueless: The Game, the player takes on the part of Cher trying to find the perfect boyfriends for all her pals. Players will need to figure out what kind of guy their friends want by noticing what clothes these potential suitors wear and what sort of interests they have. Once Cher knows what they want, she will have to pick out the right elements to make the perfect man for them. Players will have to be quick! Love waits for no one!

Mean Girls: High School Showdown, allows players to take on the role of a student trying to restore balance to the many cliques in their high school and to end the reign of the terrible “Plastic clique,” the prettiest girls and the meanest of the mean. To do this, players will need to unite the cliques by using a few tricks of their own. Players can choose to take the high road by using kind words and revealing important truths at the right time, or use the Plastic’s own evil tricks against them, by using rumors, pranks and put downs. A mix of both might go a long way, too!

The classic 80’s hit movie, Pretty in Pink, is known as a movie that defined a generation, and now players will have the chance to relive the story in an all-new entertaining game format. Through a series of beautifully rendered scenes, players will need to solve a variety of fun and challenging visual puzzles in order to experience the memorable story about love, friendship, the clash of social cliques and how to rise above them. Andie, Duckie, Blane, and the rest of the unforgettable characters from both “the wrong side of the tracks” and not, return to play out the romantic fairytale love story, but this time with a dramatic difference… their fate will be put in the hands of the player.

!!?? - a puzzle game based on a class-war teen romance fiction? Say anything, but that!

Seriously - can you imagine how sweet it would be to work on the PIP game… if they were really trying to build out mechanics that made players *feel* like an outsider teen! I have certainly fantasized about building that game (especially for web - where I think it would be so great to play with grown up friends). I will withold judgement till I have played it. Mostly.

General note: It makes me sad that so many juicy design problems end up on the cutting room floor! There are not enough products and enough time to pursue most of the ideas that really get my design geek worked up… but there are some. Goal for this year is to participate in several (more direction, less day to day doing) and see how that works out.

7/12/2008

Foo

What a wonderful place!

Cannot wait to start attending sessions in the AM…

7/1/2008

AUSTIN YOU RULE

SUPER SIMPLE AND SUPER AMAZING

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