Showing posts with label my games. Show all posts
Showing posts with label my games. Show all posts

Friday, April 4, 2014

Into (and Out Of) The Belly of the Beast

you know, i'm a strong woman. i'm realizing this more and more every day. i don't care what anyone else might have to say to me about it.

i'm a woman. whatever objective definition may or may not exist of that word doesn't matter at this point, because that's how i'm seen now. that's the role i embody. and i actually feel a lot more comfortable with it, as arbitrary as it might seem at times. and now i'm standing in the middle of a swanky apartment in SF holding a rum and coke in a room full of women (and some non-binary people) who work in the game industry or connected fields, wondering what the hell this is all about. i only got into this party because i was in the right place at the right time the night before - and the guy at the front didn't even see my name on the list, but he let me in anyway, saying "i'm just out here as a formality, honey" warmly and laughing. up until a couple years or so ago, i'd never felt like i'd been at the right place at the right time for anything.

i spend so much time and energy just trying to stay human, and yet i usually feel like the token alien lifeform in any given group of people. the whole week of GDC 2014 i'm occupied with thoughts of my impending homelessness at the end of the week. it seemed like a bit of a cruel joke, with more potential offers for money and work coming my way than ever before. everything was falling apart, but something new was also coming together. i feel so hopelessly inept at living my life in so many ways, yet so extremely confident in others. and now, suddenly i'm a part of a community. suddenly everyone seems really nice to me and tells me they respect my work. suddenly i feel much less guarded towards them, and, for the first time, believe they're being sincere. and yet i still don't know where i'm going to sleep at the end of the week.

i'm spending the week incessantly handing out my obnoxious business cards to everyone i meet, advertising my obnoxious game - the game no one's supposed to like. a game about upsetting shit a lot of people never want to think about. i was secretly hoping that i'd push some of them away or offend them. and nearly everyone is saying "wow, this is so cool!" i doubt they'd feel that way if they spent serious time actually playing the game, of course. just yesterday Cara Ellison told me "your games make me feel really bad" in (presumably) the most flattering way she could muster. it's a hard thing to hear from anyone, but it's what i've gotten used to hearing.

being a woman - defining and reevaluating myself as a woman, leaves me in uncertain territory. there are less examples for me to look to. buildings previously built up by all the things i've looked to in the past crumble, and now i see how flimsy they were in the first place. i struggle to feel i'm really occupying the same space as these women, but i'm definitely feeling a positive vibe i didn't expect to feel from them. maybe it's that women in games are so intensely targeted and marginalized, they couldn't help but emotionally support each other and try and birth something new and interesting. not that those women aren't often equally lethal towards each other - a reality i'd became increasingly acquainted with all too well in the past year. or maybe this is just how things really work in creative communities - that just because i'd never really heard many stories of women in male-dominated worlds didn't mean they hadn't existed all over the place.

presumably i'm some sort of Game Designer or Game Thinker or whatever, but i don't pretend like there isn't a lot i don't know about games. so i go to heavily praised talks like The Experimental Gameplay Workshop at GDC and i see boys with toys. i talk to highly educated, articulate academics who've spent their careers studying videogames and i see boys with toys. i see boys with toys everywhere. i see them skimming along the surface, endlessly posturing. and i just can't get myself to care. but a lot of people seem to love to throw money at them. so i guess i should care. a few of the younger men - ones i've met before who seemed nice enough, if naive, are being hit with walls of paranoia and depression from all the unexpected attention directed at them from their massive commercial successes. they don't seem particularly wise or powerful, they just seem like insecure young people. and there's nothing wrong with that. but because of that, they don't have psychological mechanisms for dealing with the increased scrutiny placed on them as newly successful 'indie game' celebrities. they seem guarded, and not in good emotional places despite their new-found wealth. meanwhile others who i might respect, who are used to relative marginalization or obscurity next to these celebrities shrug their shoulders and continue doing what they do. no amount of demographic breakdowns and marketing analysis can mask the fact that it's all so deeply arbitrary, and more people seem to be realizing it.

i don't have any respect for the videogame industry as an entity. i have no respect for its labor practices, nor its artistic aims, nor the imagery it worships, nor its treatment of women or other minorities, nor the parasitic relationship it has with its consumers. i think it's disgusting and abhorrent. so i can't say that i respect GDC, as a business conference that stands to represent the values of the videogame industry. nor do i support the IGF, in its endless hype and favoritism, nor in its aim to award 'indie' games with (for the most part) already the highest levels of cultural exposure. but individuals often start to change, even when the worlds they occupy remain as stubborn and stagnant as ever. i appreciate when Brandon Boyer says onstage in the IGF awards that he supports people involved in games fragmenting off and pushing in whatever directions they want to push in, even if he doesn't understand it. i appreciate it when i can have an honest conversation with a deeply professional woman who's spent much of her life in the game industry, even if she might not ever really understand what i'm trying to do with a thing like Problem Attic.

a small one-day conference called Critical Proximity, the day before GDC, mostly made up of young people, seems to be much more interesting and relevant than nearly anything at GDC - despite the appearance of a "videogame criticism" conference sounding like a comically narrow focus from the outside. there was a lot of talk about how to maintain supportive communities, yet in the final talk Ian Bogost (or "Old Man Bogost" as i've come to call him) still seemed intent on breaking up any kind of delusions of community love that might have been held over the course of the conference, or anything that distracts videogame critics from doing the thing videogame critics are presumably supposed to be doing. and fair enough - maybe there is no community. maybe we don't want community. others, like Samantha Allen, made this point too. maybe things will continue to shift and fall apart unpredictably. but even if there is no community, there is a lot of genuine sincerity, and genuine desire to support other people - and that's a thing that doesn't just materialize out of thin air.

then - walking into Moscone Center for the third year in a row, i knew enough to know what i was going to get this time around. i knew the way places like the Bay Area or LA or NYC like to mythologize themselves. i knew that the interesting stuff is most often happening outside of these events, and outside those cities. that is, unless maybe you're David Kanaga or Pippin Barr and you're doing genuinely exciting, genuinely cutting-edge experiments at the intersection of performance art and games. and then, a lot of people are probably either very confused by or very indifferent to you. or if your name is Tale of Tales, and your sustained visibility over the years hasn't done much of anything to move you out of a strange, liminal, heavily marginalized space between the overly stagnant, overly stuffy art world and the overly commercial, overly nasty game world.

i don't know what will happen with videogames in the next ten years. i don't know to be excited about what will happen in them or not. i almost don't care. so much ground is gained, so much ground is lost. so many things have been changing surprisingly quickly, so many stay the same and show no signs of ever being different. i still don't understand why people who make videogames need to separate themselves out from other creative communities creating other forms of digital media, and justify why videogames are more exceptional than them. nor do i understand why those other worlds continually seem to fail to seriously engage with videogames. either way, a lot of people who make videogames are certainly here, and certainly don't seem to be going anywhere any time soon. and neither am i - nor am i homeless anymore, by the way. thank you, patreon!

i'm a woman and a human being who wants to make art. i never saw this as being particularly controversial. nor do i see my need to not limit myself to one medium as being particularly unusual, in an age of easy access to a plethora of different digital tools. and so i'm always shocked to see how much confusion seems to come from that. either i'm overextending myself, or i'm ruining my chance at a establishing a real career by going too far up my own ass. but here i am, still strong as ever. now able to pay rent. and i'm not changing, nor am i going anywhere. and whether or not my need to feel human makes me an alien to others, i'm happy to receive all the support and love i have from this community - strange as it may be, nonexistent as it may or may not be.

and so i say this sincerely, from the bottom of my heart: we might not always understand each other or be on the same page (or even in the same book!) as each other. i might find game culture endlessly infuriating and puzzling. but i know your support is genuine. and i'm really, really flattered. thank you so much, everyone. =)

Sunday, December 29, 2013

2013: my year

in 2013 i did 3 things i'm particularly proud of:

1. Problem Attic. i'd never done a real, honest-to-god project i felt proud of. finishing this lifted that weight off me. it also confirmed a lot of things i already knew. there were a lot of things that hurt me in the past year, and a lot of drama that caused ripples and split a lot of people i've been around apart. the time when i finished the initial version of PA felt like the epicenter of all of it. it's been really hard for me to deal with that feeling, like you have something you're trying so desperately to say but you're being ignored and swept under the rug by everyone around you because you're not as loud as them.

all this led me to feeling suicidal for maybe the first real time in my life. i guess the price you pay for doing things your way is feeling increasingly alienated from people around you. i spent several months being upset that many people i knew didn't even seem to want to go near my game, let alone entertain the idea that there might be something more there. the IndieCade rejection form was another blow, especially when a couple judges assumed i made the artistic choices i did in the game because i was inept. i'm also preparing for the inevitable disinterest from the IGF. i'll probably submit it to the Experimental Gameplay Workshop at GDC next year, if only because it's free, but i'm not hoping for much. and then i'll probably call the whole "attempting to get exposure for it" quits.

i've felt increasingly like everyone i know thinks i'm crazy and self-absorbed for harping on this game so much and just wants me to give it a rest. but i'm a stubborn person, and that deep stubbornness is what made that game, and is what motivates in general me to keep going and doing what i do. so that's what's i'm going to do.

i'm very proud to have made this game, and i think it's probably one of those things that will gain in reputation over time. i felt really overjoyed to see that there are some people (people i don't know at all, too!) who feel the same way. it makes me feel like i'm not so crazy for believing this after all. my dream is still to make it as an electronic musician, but maybe i'll keep trying to give this games thing more chances.

2. the three extended tracks i did on the MirrorMoon EP OST. i've struggled a lot with music for many years, and these have felt like by far the most cohesive things i've done in recent years. though if you want to give me money, you should do so on my bandcamp.

3. the two talks i gave: Re: Fuck Videogames and The Abstract And The Feminine. the former is a response to a bunch of different things going on in games around 2013, and i think more people need to read it if they can deal with eye-fucking and a few typos i'm too lazy to fix. the latter talks about a lot of issues surrounding gender (gender and art in particular) that a lot of people seem to ignore, so i think it's important to check out.

i'm not really a natural-born speaker and i still have a lot of dysphoria about my voice, so speaking at both conferences was a real challenge. at No Show in Boston, where i gave Re: Fuck Videogames, Courtney Stanton (the organizer) was nice enough to cover my flight and her and her husband Darius Kazemi were gracious hosts for someone like me who otherwise never would've been able to afford flying out to the east coast. unfortunately for the talk itself, i wrote everything in my talk out in article format, which makes for better reading than it did saying out loud. aside from that, i think No Show was an excellent and well run conference and i may attempt to submit a talk there next year .

my QGCon talk went a lot more smoothly, and i think i was able to convey all the thoughts i wanted to in the time allotted. i hope it came off for the people watching it. the conference itself i was happy to see exist, especially really close by, and meet some new faces. there were also several really good talks! but it also felt a little more jumbled and unfocused around several different ideas of what different people thought of as "queer", and some of the talks were basically just boring student dissertations (including a talk about Japanese representation of queer people in games that really bothered me and some other people). also, i hope they fix the audio on the stream next time around so people can actually hear most of the talks!

and of course, GDC and IndieCade were in 2013, both of which i have the benefit of being close to. both were, in themselves, a whirlwind of interesting people and experiences (IndieCade moreso than GDC), even if i feel less than enthusiastic about their overall aims as events, to put it lightly.


other notable things:

- i'm still broke as hell. if anyone likes my work and wants to give me money or help me find gigs doing music for games or whatever else, email or paypal me at liz dot ryerson at gmail or buy my stuff on bandcamp.

- you should play A.L.T., which is the best Doom mod i've ever played. also read my article about it on Unwinnable if you need convincing.

- a few articles i wrote on this blog ended up becoming pretty popular or whatever. i still like this one called "why should i love them?" the most.

- SCRAPS is an album of a lot of old kinda-embarrassing stuff of mine hopefully made less embarrassing by the super cryptic format

- i did the music and sound design for Crypt Worlds and Triad, which was fun.

- i got interviewed in RPS, which was pretty neat.

- i do plan on finishing my Doom videos eventually, but they're not a priority.

- speaking of that, apparently people kinda like it when you pretend to talk about whatever big current AAA game, even if what you're saying is not related at all.

- i wrote a couple more Wolfenstein 3d level design articles early this year, for anyone who might have missed them.

- i made Responsibilities w/Andi McClure at the very end of last year but you should still play it!

- i finally updated my website (ellaguro.com), which is still very much a WIP. i'm fond of the icons.

- i'm posting assorted other bits (like the glitch art stuff i've been doing the past couple days) on my tumblr, ellaguro.tumblr.com

Thursday, July 18, 2013

articles on Problem Attic

just wanted to give a shout out to the lovely people who have taken it upon themselves to write about Problem Attic. here's a list of several i've found:

I played: Problem Attic by Joe Wreschnig
a short article with some great observations about the overall feel and intent of the game

- Problem Attic Thoughts by Kim D
some thoughts on how the game is played, and on the music and visuals

- The Creative Veil by Eli Brody
cool article not specifically about Problem Attic that talks about art that creates a sort of veil which hides the underlying process of how it was actually constructed.

- Absurdism in Games by Solon Scott
interpretation of Problem Attic as an "absurdist game", along with a couple other indie games.

- Glitch This: Problem Attic by Chris Priestman
article on indiestatik that went up the day i released the first version. i wish the author would've waited to reach the latter chunk of the game when things change up, but i appreciate the article nonetheless.

knowing that some people have had an intense enough reaction to be compelled to write about the game makes me feel very good. thanks again to everyone for sharing their thoughts!

Tuesday, June 25, 2013

Problem Attic news

first of all, the game's soundtrack is available here:


it contains 15 tracks (5 hidden to avoid spoilers) and several extras. it's 3 dollars or more.

second, the final, definitive version of the game is available here:

http://ellaguro.com/gams/problematticfinal.swf

6/30 UPDATE: the jump key in the above version is now the up arrow key, at the suggestion of a few people. let me know if that's easier.

right click and "save target as" if you don't want to play it in your browser. the mirror is updated, and it's here:

http://touch.gg/_stuff/problem-attic/

i also put the game up on gamejolt for the hell of it

http://gamejolt.com/games/platformer/problem-attic/15532/

=========================================

what's changed? well, i decided to add another section to the game, which requires the player to go through some previously optional story elements. i felt it was too important for the understanding the overall experience not to have them in the game. the ending is also different - the sequences are more or less the same, but there's different music and the mood is different. it's a little bit more emotionally resonant and less cryptic for me.

save game transferring from a previous version is difficult. if you downloaded it over top of the previous file, then it should save your game. if you play from the mirror it also might save your game. otherwise, it won't. that's unfortunately how it works, and i can't really do anything to change it. i'm sorry there isn't a better option.

i felt like i wanted people to see those things in order to beat the game, though i understand it may be too late for people to want to play it through again anyway. at the very least, i have it updated in time to be judged for indiecade in the form i'm most happy with.

i'm officially closing the book on this game. i hope you've enjoyed it.

Friday, May 31, 2013

thoughts on Problem Attic

note: this post is spoiler-free. if you're looking for the download link/instructions, they're here.


i swore to god i would never make a fucking puzzle platformer.

2d mechanics-based platforming games are a punchline now. they're the cliche of indie games, best demonstrated by each of the three games covered in Indie Game: The Movie, which all fit very snugly into the category of what my friend Anna (Anthropy) calls "white dudes trying to remake Mario". i love Mario but am personally tired of all Nintendo did to establish games as consumer products marketed at kids and then the subsequent stranglehold Nintendo holds over any and all gamer "nostalgia". it strikes me as a disrespectful, abusive, parasitic relationship to have with the loyal fans of your (often really neat, admittedly) games.

i still felt like there was some interesting territory to explore with a 2d platformer, but it's been mined so heavily by so many games that i felt like other avenues needed to be explored so much more and i didn't want to touch it any time soon. honestly, it just felt a little boring and pedestrian of a way to present a game. i feel like the short era of the dominant indie puzzle platformer is, if not dead, at least on life support - and i am fine with that, honestly.

i would like to say i had some divine change of heart that led me to working on a 2d platformer, but that's not true at all. i've been trying to phase out of indie game stuff and into some sort of music career because i'm finding the environment of indie games as one that has many serious holes in terms social or artistic or human enrichment for me. and i say that having met a wonderful support network through people involved in games, and having met several wonderful, talented people who are taking things in the right direction. but i'm tired of seeing of people go apeshit about the supposed deep meaning in things like Bioshock Infinite, or even supposed socially progressive crap like A Closed World. i understand that making a socially aware game is at least one step in the right direction in a culture that's so hostile to it, but i think we could do so much better. and that's what motivates me to keep trying.

making anything vaguely larger-scale was not something i had any plans of doing. i made a game with my friend Andi McClure for last ludum dare called Responsibilities that i liked, but it never went anywhere after that weekend. i have so many friends who make games, and i knew i had interesting ideas and could do it, i was just anxious about learning the tools. it felt kind of insurmountable. and i've made levels and stupid little small games, so i'm not inexperienced. i wanted to prove to myself that i could make a game all by myself for ludum dare, and that was really it. i started to learn stencyl and quickly discovered the thing i could do the most effectively was a platformer, so i went with that - and it ended up fitting in well with the idea i had for an art style from some random ms paint sketches i'd made.

when i started out i had a fair deal of disdain for the "clever mechanics" style of design and knew that i wasn't going to have time to come up with puzzles that would make sense anyway, so i decided to focus more on the environments and the feel of the game. it ballooned up into something much bigger than i expected, but it ended up fairly self-contained thing that i was pretty pleased with, given the time constraints. 

after ludum dare was done i decided i wasn't really happy with how the game ended up. it felt a bit shallow. sort of like you were getting a nibble on little pieces of candy, but i wasn't providing enough nutrients to anchor the experience. i initially decided to make a "lost levels" version where i just took a figurative dump all over the carefully constructed mood of the previous levels, but then realized that it would make complete sense to make them part of the same game. and, one very long month later, i managed to finish it in time to submit to the IndieCade deadline today. i am very pleased with this, given the time constraints and everything else.

===============


i feel like a lot of us go through our lives pushing all the fear and negative emotions we experience back into a very dark corner of our consciousness, like old junk we want to forget about collecting dust in the attic. those things might not be in our immediate field of view, but they're always there coloring our experiences. this is a game about exploring those spaces. 

the game has a lot of puzzle elements, but it's in some ways what i'd like to characterize as an anti-puzzle platformer. the puzzles make sense in an overarching narrative context, but not necessarily outside of that. and that's the point.

i don't want to say much more about the themes of the game, because the game is really about the experience you have playing it. i'm tired of the culture of endless talk and i don't really like that we expect people to talk at length about why their game is meaningful to get people to even be interested in it. i will say that issues of gender roles, rape culture, and the destruction of the environment, among other things, are very important to me and therefore a part of the game.

so the game is not up front about its intentions like Cart Life or Unmanned (winners of this past year's IGF and Indiecade, respectively), but it's not meant to be taken as completely weird, crazy randomness. it may not look like the image many have of a "meaningful game", but it is still a game about humans - just in a more abstract, ambiguous, videogame-like format. the most conscious inspirations are probably the films of Stanley Kubrick and David Lynch (particularly The Shining and Inland Empire). both of those filmmakers are excellent at structuring scenes where the viewer has to interrogate what's being shown to them onscreen virtually every second in order to form their own sort of narrative understanding of what's going on. this is a thing i barely, if ever, see in games, but want to strongly encourage players to do with this game. hence the pun in the title (on the word "problematic"), which hopefully provokes some people to question what they're seeing in the game.

the more videogamey inspirations were the strange otherworldly platforming of Jill of the Jungle, the exploration horror and huge geometric environments of Yume Nikki (my favorite game, and one of the few examples of a game that's story is buried under the surface in abstract environments), and the puzzles of Braid. the visual feel of Problem Attic is partly inspired by cryptic atari/c64 games and glitch art.

i'm not sure if people will find the game insightful or dumb or pretentious or whatever. i just released the game and am already feeling weird about the fact that i inadvertently made the kind of game i'm trying to push against (2d platformers), but i at least got an opportunity to make fun of some of the cliches of the genre while still making a fairly artistically ambitious game. i am also very happy that several of my friends really seemed to dig it. i don't know how well it'll be understood, or if it will permeate beyond my immediate sphere, or if people really want to care about another fucking puzzle platformer (i wouldn't blame them for that at all). either way, i'm glad at least some people are getting something meaningful out of the experience.

thanks for playing!

- liz

Wednesday, May 29, 2013

Problem Attic


Problem Attic is a game about prisons, both real and imaginary. it was originally for ludum dare #26, then i took the idea a lot further. you can play it HERE MIRROR HERE (the mirror is recommended esp if you're getting super slow downloads). if you're only seeing a purple screen for awhile when you open the file it's because stencyl is dumb - but rest assured, the game is loading.

it's a 2d platformer made in flash (with stencyl) and takes 1-2 hours to complete (OR MUCH LONGER DEPENDING ON HOW LONG YOU TAKE I DUNNO). it runs in your web browser. the game will save your progress, but it will start you off at the title screen each time.

note: if you reach a screen that you think is the ending but you're not sure, you're not at the end. you haven't reached the ending until the game literally tells you it's the "end" =)

controls:

arrow keys to move
UPDATED 6/30: z or up to jump
r to ??
x to start

if you played the original ludum dare version, note that this game is kind of a different beast now and a lot of the control issues have been fixed.

the soundtrack will be forthcoming on my bandcamp page in the next few weeks. in the meantime, you can help me out and show your appreciation by getting my album SCRAPS, which is pay what you want.

enjoy!

- liz

Monday, December 17, 2012

Responsibilities: an exploration game


my friend Andi McClure made a promise to me awhile back that she'd do all the coding for me if i decided i wanted to design a game of my own. i've always been really nervous about my minimal artistic ability, but the opportunity was too great for me to not finally take her up on it for this past weekend's ludum dare competition. half my motivation to finish this has been out of envy for all my friends who are game developers and have been doing stuff for years, but i've shied away from since the things i did in my teens. now i finally have something i can call at least 51% my own! though it would not have been in any way possible, if not for her complete patience in dealing with my utter confusion and lack of patience for any kind of technical fuckups.

i decided i wanted to make some kind of isometric action/stealth game kind of like D/Generation. out of crazy ambition she took me up on it and made an isometric engine from scratch past week. after looking at the limits of my artistic ability and all the things that it would be insane to try to implement into the engine to make any sort of action/stealth game possible within the time limit, and not being able to decide what kind of mechanics i wanted, i worked with what we had. it gradually morphed into a Yume Nikki-style exploration game (which is what i may have secretly wanted to do all along). some of the bug/features she added to the engine are really what made a lot of the coolest looking areas like the one above possible - and i've barely even scratched the surface for what's possible.

i won't talk much about the "story" of the game, because i think the mood is pretty apparent if you play it. i don't really think i could articulate it anyway. the experience is as much about the kinds of questions you might your friend in talking about your experience - "did you reach an area with a big blue tower?" "no, i totally missed that! did you interact with the eyeball in the beginning?" "oh, i didn't know you could!" etc, etc say more than i really could.

consider this v .001 of the game. there are a billion more areas i'd like to add, and some other changes i'd like to make in the next month or so, so look for that. in the meantime, though, enjoy what's there!

http://msm.runhello.com/p/644

and the ludum dare entry where you can vote on the game is here:

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4987

Monday, October 22, 2012

chemical warfare: a wolfenstein mod i did when i was 14



after finding out that the embedded youtube videos i was using for my adventures in level design articles here are gone, i thought i should do something to make up for it.

i came up with the idea of looking back at a wolf 3d mod i did over 10 years ago called "chemical warfare". it was my first and only real significant contribution to the small wolfenstein community before i started getting into doing remixes of game music. chemical warfare is supposed to be loosely based off of wolf3d episode 4, which i have written a bit about my fascination with in this blog. and indeed, there are levels which are basically "remixes" of wolf3D levels, in episode four and elsewhere, except bigger and better..er in the eyes of a 14 year old. the level in the above video has parts which are a fairly obvious remake of episode 4, level 2 for example. but it's also a mishmash of every other thing i liked or new idea i could come up with at the time, mixed with any new graphic i could take or any new source code change i could make without changing the feel of the game that much. the result is kind of jumble of a bunch of different ideas: some really slapdash or incomplete, some too complex, some boring, some over-the-top cartoony, some too cruel, and some surprisingly interesting.

i stuck with wolf3d editing partly as a way to understand and re-experience the emotions i felt from playing the original game (i talk about this in video part 22), and partly because it was easy to visualize - every bit of data in the level was on a single screen, represented by different colors or symbols making up a big 64x64 grid. by comparison, doom and other games that i was into were full of all kinds of incomprehensible (to me) technical details. i was too overwhelmed by all the things i had to tweak just to get something working, and too bad at visualizing what everything would finally look like in the game. with wolf3d i could exorcise the ideas for spaces i felt must get out without losing my mind in the process.

i'm about halfway through the playthrough now (with commentary). i can't attest to how interesting any of this will be to someone who's not me. but i'm at level 20 now, basically halfway through the mod (there are 42 levels). my abilities and enthusiasm increased exponentially the further i got into making this, so the best levels are mostly still to come. here's a playlist of my progress that i'm updating every other day or so:


i don't think this mod was a work of genius, or anything like that. there are many, many things wrong with it. but i'm someone who is very prone to relentless self-doubt and self-examination, and i didn't really have any friends in real life to share this with or talk about any design ideas with. i was (and still am to some extent) ashamed to reveal to other people that it was even an interest of mine. it was very personal to me, and hard to talk about at time. these things i did when i was much younger are still haunting me to some extent, and making it hard for me to move on into adulthood.

i'm hoping doing these videos will at least be some sort of snapshot of something that was a big part of my life for a little while, especially for someone who won't feel like playing through all 42 levels of a 10+ year old wolfenstein fan mod. i hope at least a few people can take something meaningful from it. if not, then at least doing it will make moving on a little bit easier for me.