Rinse and Repeat by Robert Yang
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Rinse and Repeat by Robert Yang
HARD LADS: A downloadable masculinity simulator
In 2015, the video "British lads hit each other with a chair" went viral across the internet. Hard Lads casts the player as the cameraman and director. Be a proper hard lad or a surreal soft lad. The choice is yours!
this June i highly reccomend that those with any interest in gay history and its intersection with police brutality give The Tearoom by Robert Yang a try. keep in mind, it’s obviously very much not for kids, and it may not be everyone’s idea of a “fun” game, but i think it’s a very personal piece of art that combines a record of American history (and homophobia) (and police violence) with critique of the hyper-scrutiny of the sexuality of gay men which persists into the modern day
https://radiatoryang.itch.io/
or at the very least, please read Yang’s artist statement, which functions both as a fascinating write-up of game design and a documentation about the history of cruising, race relations, homophobia, and police brutality that lead him to making The Tearoom
This post is based on a talk I gave at A MAZE Berlin 2019, as part of the Dev.olution "Games as Gardening" summit. When I think about g...
Rinse and Repeat by Robert Yang & Co.
One of my favourite games of 2015, freshly reborn from V&A canonization as Rinse and Repeat HD. Simultaneously hilarious, technologically impressive, and a sweet swan song for The Hunk, a character sadly out of the spotlight in Yang’s future gay sex game projects.
Full disclosure: this GIF was actually made using a previous, “non-HD” version of the game. See if you can spot the differences!
Baby, please don't go.
fanart for this Half-Life2 mod. I cried after played it.
Spoil alert at keep reading
To prepare for the big GDC 2018 Level Design Workshop on Tuesday, March 20th, a handful of the speakers wanted to warm up by chatting (via email) about some of the finer points of level design.
How would you design an open space that draws the players attention to landmarks in the context of environmental storytelling?
Chris: When I want to draw player attention to a specific place on a map, I try to think not only about the environment art used to make that destination distinct, but also how environment art around the destination supports it and guides the player’s eye. If I want a player to go to a tall mountain, for example, I would frame it with shorter mountains or objects that get taller as the player’s eye navigates to the mountain I want them to notice. I’d also maybe use color to emphasize the mountain against the rest of the environment (sunset behind the mountain, fire coming out of it, light emanating from it, snow on top when others have none, etc.) Think of it as a relay race: each time the player’s gaze reaches an interesting object, their eyes will run to the next more interesting object until they hit the visual “finish line.”
Heather: Players are much more likely to notice motion in an environment than things that are still. This can be achieved in a number of ways, from pumping machinery above a door to a quiet stream of fireflies floating across a field. You can use continual motion, specifically that line of motion, to draw attention to more still things in the environment.
On level design strategies.
What’s up GaymerX fans?
Did you follow along last week for our daily announcements of Bosses of Honor on Twitter and Facebook? It’s okay if you didn’t, because we’re going to share that all with you now in cased you missed it!
We held off from having Bosses at GXEast last year since we wanted to make sure we could do a good job setting up a new event, but in our second year we felt it was important to give East more of the elements of West that you all have come to love.
We’re really excited about the incredible folks who are coming together to represent #GXEast17! We really believe in the work they’re doing and hope you’ll join us to support them in a little more than two weeks.
Don’t forget to grab your tickets. See you soon!