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A generous $20 tip from work earlier today (at a performance job that doesn't typically yield them) led me to the local taqueria. It's a convenient 5-minute walk from my apartment. I proudly wear my PJs to local haunts and did no differently today. Partway there--my pockets stuffed with my wallet, phone, keys, and airpods--I realized I wasn't going to end up needing half my things.

Dependence on technology is an insidious thing. It slithers over and into us, controlling us without us even knowing. Through all tech's benefits, it's critical to keep those downsides in mind. I can't say I would have pondered them so thoroughly tonight had I not already born a headache.

I decided not to use my phone the entire outing. I already had a headache, and I really wouldn't need it regardless. It's not like anything urgent was hovering over me; at least, not at that exact moment. But we are so deeply linked to our devices that the act of pulling out a phone is an unquestionable instinct. That is: you don't question your instinct. Instincts are designed to allow you to thrive in the world you have built. But is that the only world there is?

It's kind of incredible just how much there is to see when you actively stop to notice things. Sat at the outdoor tables with my food, I ate slowly. I loosely dropped in on nearby conversations and wondered at how separate my life is from theirs, that their talk concerns people I will never know. I noticed the way the trees in the parking lot lined up with one another. I noticed the clover-looking leaf that hung beneath the brush in the nearby pot. I noticed all the people walking to and from their cars and how they engaged with one another; how they paid their unrelated peers no mind. I noticed how strangely self-aware I inversely became just by noticing these things, and I noticed the backwards kind of comfort I found within that sort of terrifying feeling.

At least once a week I am struck by the reality of this universe we live in. That we live on a giant rock spinning through space, and my day-to-day concerns are centered on whatever the made-up concept of "Illinois" is. We live within such small and simple regards to a universe that extends wider than our minds are equipped to handle. That said, we really do contain multitudes, if we are able to notice those things at all.

I understand the same as anyone that it often feels impossible to put down the phone. It's a tool designed to make our world more bearable, condensing our experience of it into something algorithmically sifted and easier to sit within. But the longer we live this way, the harder it becomes to fight our instincts: the ones we know are detrimental, but "cannot help."

Not everything you notice will make you uncomfortable. Some of it will. But isn't that discomfort what makes existence interesting? It's our gift to notice, to think, and to feel. Why waste it?

(For what it's worth, I did pull out my phone, once: to update my team on what I'd accomplished that day. It could have waited until later, but the threat of losing one's current thought to the aether is real enough to inspire a reasonable break of metaphorical immersion.)
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Today's Layoffs - Epic Games

It's so terrible that this is the new norm. This industry is not a structurally stable one by principle: it's the nature of work that is project-based and relies on quantifiable success. But I've heard so many horror stories about people receiving this news out of basically nowhere. Somebody in my circle said they had been speaking to someone who had just been introduced to their new team yesterday, only to receive this message today.

As Epic's statement details, the industry is in a worse place now than it has been in many years. It's unclear when it'll end, but one thing is becoming abundantly true: indie is gradually becoming more stable than AAA. Indie, which is far more inherently unstable than AAA ever has been.

At GDC, I got to hear from an educator at the University of Utah (a school and program I did not end up deciding to go to). He talked about how they are beginning to shift their program towards preparing students for establishing their own indie studios. Utah's whole selling point for years previous was that their program was a reliable funnel into AAA. It's gotten to a point, for them, where that no longer feels achievable. This industry grows riskier and riskier: a terrible condition considering how many new wide-eyed and bushy-tailed students are being pumped into it. Are devs really going to be cursed with this eternal struggle? Pushing for months-upon-years to find work, just to be laid off a month later? How will we cope?

All this is a big part of the reason why I decided not to go to a dedicated games masters (on top of the fact that I could probably teach myself those skills largely for free). It just doesn't feel worth it. I think, in this moment, the only way to cope is to return to basics: make games because you love it. Remind yourself what you're in it for and feel your way through the haze.

I'm interested to see where the industry is going... and when people suspect it'll finally begin to turn around. How many more losses will it take?
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There's something kind of awesome about how, in this day and age, new vocabulary can be coined by a tweet. You've probably heard by now of the "friendslop game:" take PEAK, R.E.P.O., Lethal Company, or Among Us. Wikipedia defines friendslop as follows:

"[...] a subgenre of cooperative video game that focus on a low barrier of entry and social interaction. Created as a portmanteau of "friend" and "slop", [sic] these social games tend to be low-budget, low-cost indie games intended to attract entire friend groups to purchase copies to play together online."

Nothing puts the recency of the field of video games into perspective as much as the irrevocable fact that this subgenre could not have existed without its sociopolitical context. Taking Among Us as the first true (or, at least, popular) friendslop game kind of puts this into perspective. I'm immensely interested in how the COVID-19 pandemic shifted the way people around the world engaged with the internet and digital media, and this is a great case study for that.

Multiplayer video games are certainly nothing new. They've been around since the beginning, starting at arcade cabinets before jumping to home consoles with shared controllers. But friendslop is set aside from the typical multiplayer game by the very nature of that multiplayer engagement. Friendslop is what it is, and works how it does, because players do not share the same physical space. Friendslop games rely on that wireless connection, using the game itself to bridge that gap. It's about playing with the artificial feeling of connection we get when we are virtually in the same digital space as our peers. During the pandemic, this form of connection was invaluable, and it's why Among Us exploded in popularity in 2020.

It's no wonder that following such a drastic social shift in the world, these types of games would stick. Though of course we are now able to go back to playing in-person with our pals, there's something simple and comforting about hopping into #vc and booting up a game or two of PEAK with the boys. It's accessible, it's familiar, and it's something you can do from anywhere, no carpool coordination required. It goes hand-in-hand with the rising prominence of Discord as a platform for the average person. I had Discord for very specific purposes in 2019, and that was as someone who already spent a lot of time engaging with people on other online platforms. But through using Discord servers for courses and group chats in university, I noticed more and more people (including those who would otherwise not have been as "online") engaging in these spaces. Lines could be drawn to the expansion of fandom spaces from 2020 onward and the repeated commentary I have seen about what happens when "offline people" find and begin engaging with these longstanding internet fan communities. It's a merging of worlds: a natural symptom of what happens when a society at large becomes more and more deeply engrossed in the digital sphere.

Friendslop as a term comes with supposedly negative connotations given how we understand "slop" as it stands alone. The frequent association with AI doesn't help matters much. The use of "slop" is meant to indicate a cheapness behind development, or an implication that it's nothing more than a cash grab. I don't think the former is a bad thing, and I don't think the latter is necessarily true. I'm unsure why the very concept of a game being cheaply made is automatically detestable. If it works, and it clearly grabs an audience, then what's the harm? Is it so bad that a group of indie developers--or sometimes a solo dev--would see success from something simple they cooked up on their weekends? The more these digital engagements bleed into the mainstream, the more the "gamer" side of the equation really sees the "developer" side. Game development as a practice has seen a major boom over the last decade largely because developer practices are more accessibly publicized. It's not a secret practice of wizardry: these are real and tangible skills that you could learn, that you could apply. Why feel threatened by that fact? There are only going to be more and more games releasing every day, anyway. Could that really be such a bad thing? (The discussion of an ""oversaturated"" indie game market is a discussion best left for another day.)

All that is to say: I really love how developers have co-opted the term "friendslop" and used it for their own gain. At GDC this year, there was a talk titled "Putting the 'Friends' in Friendslop: The Story of 'PEAK.'" Needless to say, this freaking rules. I didn't see the talk and I'm not familiar with what it discussed, but the fact that friendslop made it into the title of a GDC talk is nothing short of great to me. In the face of a struggling industry, we are seeing an indie boom unlike anything we've had before. I love the fresh new takes and practices studios like Aggro Crab are bringing to the table. That mentality will save the industry someday; it's already begun.
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Choice paralysis... aha... what a silly thing. A silly, crunchy, awful, paralyzing thing. The thing that has basically ruled over my entire life. We may have reached a sort of stalemate, the two of us. I don't really know where it'll lead.

Earlier this afternoon, I had an online interview for a teaching assistantship at one of the grad schools I got into. I felt it went really well. They said they would get back to me "by the end of next week..." they ended up offering me the job not even four hours later.

Obviously this is insanely exciting, and a very cool opportunity! Should I choose to go there, it would cover tons of my tuition and all other fees. It's just forcing me to immediately confront this big change in my life that I had expected to have more time with. Like, a month more time. (The response deadline for the job is next Tuesday, but the decision deadline for the school is April 15th.)

I suffer a great, but terrible curse (which I have already discussed on this blog in depth): I am interested in far too many things. How am I ever meant to choose just one? I am interested in specifically digital archiving/curation with hopes to get into the video game preservation and/or website preservation sphere. Basically, anything digital and interactive. And while that passion is real, it's also something I hadn't been able to put into focus until fairly recently. Or is it? Maybe. I think so. Kinda? It's difficult to commit to following through on something this big when I often feel like I don't even know what it would mean for me. Like I could make this great leap and regret it all tomorrow.

But then I remember... is there really a "bad choice" here? I'd be moving into a fresh chapter of my life, in a new place like I've been wanting, with a new academic journey on my hands and plenty of possibilities. It's hard to commit in the face of all the current uncertainties in this world, but these two things are huge and undeniable:

1. This interest is not unfounded. I have over two years of library experience: it's not a far shot in the slightest, and I know I would enjoy it.

2. Nothing lasts forever.

Should I change my mind, should I decide it is time to entirely pivot my career? There will always be that option. I could always choose to go back to school afterward and get my PhD in a related field; game/media studies, or something else. But my interests undeniably lie within this one common area, and just because I get an MLIS doesn't mean I can't practice other games scholarship by my own volition, and my life doesn't begin and end at my degree. So many people pivot. So many people redefine their lives at 30, 40, 50, 60, and beyond. I am fine. This will be fine. I might even be great.
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This week has been a little wild in terms of graduate school discussions. My last application was submitted at the beginning of January. That period of my life was so unbelievably stressful. I struggled so badly to get the ball rolling on my applications, especially the statements. Most of them were written in the one or two days before the deadline and while I felt okay about most of them, I was sure it wouldn't be enough.

I was in kind of a dark and doomy attitude about my future at that time, which is exactly where I was when I was applying for undergrad in high school. I am sensing a pattern...

That said, despite only applying for four schools, I am thrilled and absolutely shocked to report that I have actually been admitted to the three I have heard back from. What? What?

It feels weird to celebrate knowing I've gone about things the wrong way, so I haven't really been celebrating. I've been told my whole life that my reactions to wins like these have been strangely subdued, and I'm feeling that now, too. It is exciting, and certainly worth celebrating, but it's a whole new host of stressors, too. Most of all because getting into these different programs means I have to choose one.

Back in the fall, when I was meeting up with some of my mentors (and letter writers) for advice, one of them warned me not to rush into this and to be very sure what I wanted to pursue before applying. If I applied to very different programs and got into more than one of them, then it would be about more than just choosing a school: it'd also be about choosing a specific career path. Back then, I acknowledged that they were right, but I went ahead and did it, anyway. I was so stressed, fresh out of undergrad, and needing a new direction in life like water. Today, as expected, their advice rings very true. I applied to two library science programs, one academic/research program, and one game production program. How is one meant to choose a path under such insane pressure?

I often struggle to know what I want. Or, maybe deep down I know what I want, but it's an entirely different challenge to honor that desire. For the past year I have been taking every possible step to establish myself as a game producer. But the more I think about it, the more I realize that the very nature of the role may be antithetical to how I work. I chose production a year ago simply because it seemed like the role most able to employ my wide variety of skills. But there is very little flexibility in a role like that: a reality that I think would kill me in a professional setting.

I'm sure that studying Game Production in Utah would be a hugely illuminating experience. I can't stop thinking about all the incredible scholars I would be working with and alongside. (C. Thi Nguyen: a philosopher with focus in games and games as agency, whose book I recently checked out from the library. Jose Zagal. And many others.) That program would make a AAA job in the industry much more likely, and I'd gain the skills necessary to thrive in that environment.

But then I stepped back and considered how much I have struggled and suffered throughout the development of Speakeasier. While I'm sure things would be much more manageable with a dedicated programmer (I make myself responsible for way too many things), a big project like that is a major expectation no matter what. Maybe game development is something better left a craft, not a major way of life. As with many forms of art, taking things too seriously often sucks the fun out of it. I love games so much, so I need to be careful how I engage with them. The last thing I want to foster is a jaded attitude towards a field I love so much.

On one hand, it's hard to say that I'm starting to move away from that career path. But on the other? It's massively relieving. After talking things through with my therapist Wednesday morning, I came away with the deep sense that maybe game production (on a large, professional scale) isn't for me. Having that clarity helped me a lot. That's one less potential path to worry so much about. And I certainly don't feel like the progress I have made there was in vain. There is still so much to learn from my experiences with production, and I will continue to seek out more opportunities to learn. Game development and production will still play a major role in my life. I just think that role will develop into something more casual and, dare I say, healthier. Because all art is better done on one's own terms. I don't think there's anything wrong with that, and I think the whole team will have a better time because of it.

That leaves me with only two major paths to choose between: games scholarship and library science. Either way, I would be focusing on digital media and games. My library science statements talked a lot about the increasingly necessary archiving of digital materials like websites and games (including indies). I have a definite focus within that field. I feel I will prefer engaging with the medium in this alternate way, and that way I can still have a place in their spaces, their conferences. As long as I can center creative work in my own practice, I'll be happy. And it's genuinely important work to be doing. For the first time in a long time, I'm excited to see what I might be able to work towards and contribute to the field.

I'm supposed to hear back from UCLA sometime today. Then, the real planning can begin. There are so many unknowns in this process, but for once I'm trying to be positive and trust that I can craft a life I'd really be proud of. For someone as infamously divided and indecisive as myself, that is a huge, huge step.
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Riding on the coattails of last week's post, I am back to musing on my process in general. Not just creatively, but with anything. I am now at a point where my non-creatively-oriented tasks are something of a breath of fresh air in my schedule. There's something sort of sad about that, but I'll take what I can get. And that's exactly what I did today. I got myself washed up and out of the house to do some work at a local cafe.

I was there for less than an hour and a half. All in all, I didn't push any huge markers around. But I did do 2-3 smaller tasks that, together, amounted to something that actually made me feel good for once.

There is something to be said about the "aesthetics" of productivity. The hundreds of YouTube girlies who cute-ify their workspaces have a point. I am specifically thinking of the people who wake up at 5 am to study before class. I'm sure that is entirely miserable. But you can trick yourself into enjoying those things because, surprise surprise, getting things done makes you... feel good? What the hell?

I'm not anywhere close to waking up at 5 am to start on work, because I'm actually trying to prioritize taking decent care of myself and giving myself the rest and grace I deserve (Crazy, right?). That said, one of the main things I miss about being in college is being forced to get things done, even to my own detriment, because they had to get done one way or another, and nobody was going to do them but me. I would happily wake up at 4 am to write an essay due at 9 because I needed that stress as motivation. For what it's worth, I was very good about submitting assignments on time. I wrote so many essays in the hours before they were due. And, worst of all, they scored well. Which led to me feeling frustrated that they weren't graded worse, because maybe if I were getting worse scores, I'd be more incentivized to take a step back and work on my papers the healthy way. I hate when a destructive method works because it is that much easier to neglect what begs to be attended to.

Nowadays, I set clear boundaries for myself. No work past 8 pm. I take the time between then and bedtime to do something fun like watch YouTube, draw, or play a game. And if I don't have work the next morning, I don't set an alarm, because I usually wake up before 8:30, and if I don't, then I probably needed the rest. This is all great, and I'm glad I've gotten into those habits. But at the end of the day I am still left unsatisfied, because it never feels like enough. My need to see clear progress hates that my progress on Speakeasier is so intangible, but there is very little I can do about that (I'm sure I'll snap and figure out some workaround eventually). I am a perfectionist since birth and so hard-wired to feel accomplished that I can't help but hyper-examine any instance where I feel I am not performing as I should. Basically, this is the worst possible build that an artist could have. This, plus my inability to settle on any one clear path in life, makes my life feel like a never-ending bullet hell.

I am utterly directionless, and that kind of sucks.

But.

It's also kind of great. I get to be my own boss, and my boss says, hey, go ahead and pat yourself on the back for sending one email, designing a website for forty minutes, and doodling on a few business cards in Sharpie. You even got to have an iced chai latte and a pastry as a reward. Now you're going to have to go home and open Unity, which you've been avoiding for the past five days, but at least you had an excuse to have a treat.

The treats are my trick. My trick is forcing gentleness. It's kind of pathetic, but hey. At least I sent my email. Now, I'll go back to not thinking about the future.
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Since I created this blog over a month ago, I have been back and forth waffling over my extensive list of post ideas. I even started writing one in-depth around a month ago, but I haven't touched it since. Even though I would like to see it finished, I can't bring myself to up and just… do it. Why?

The reality is, this blog—which I created for fun and zero pressure, entirely for myself—has generated its own insane expectations. Not for an audience, but for myself.

My wide display of interests is one of my most obvious traits, and the vast majority of those hobbies are creative in some way. This is both great and terrible. It's great because I possess an admirable amount of skill with so many different tools… and it's terrible because when you can do anything, how are you meant to narrow down which skills to hone?

I would like to call myself a "generalist," but the unfortunate truth is that I am trying to chip my way into an industry that doesn't take that title very well. On an individual level, publishers don't want variety. They want consistency and expertise. There is no reason to have a VFX artist who can also be the sound designer when one could just… find a sound designer.

A lot of people like me wind up working in the indie scene because it is more common for things to operate this way, and the smaller indie studios are managed pretty differently as a result. When you don't have hundreds of millions of dollars backing your operation, it's more of a necessity than a choice to make the narrative designer and the UI designer be the social media managers. They will do that work with much less background, guidance, and monetary compensation, but it will get done.

I find the rise in indie game studios inspiring, yet intimidating as someone whose skills beg to be applied in circles beyond games, as well. I wish making a career were as simple as just existing in space with all these people who are so dearly committed to their specialized work, absorbing all their knowledge and advice.

Maybe I shouldn't publicly post about how much I love being a generalist right before I head to GDC and an unknown number of people will potentially read this very post. The awesome thing is, though: I don't really care! I think it's an incredible thing to understand and appreciate all the angles that go into making something as objectively incredible as a game. Any good developer would concur.

Beside the good there is, of course, still the bad. Being a generalist at heart in every circle of my life can be difficult as someone with so many ideas across so many mediums. I am sure I would have an easier time keeping this blog active if I wasn't also… you know, actively developing a game, thumbing pages for my first comic issue, or making the odd song from time to time. I have an endless list of creative projects happening at any time, and since I can't bring myself to ditch most of them, I wind up chipping away at all of them slowly over time. Then it looks like I'm not getting anything done, so I feel like I'm accomplishing nothing while keeping perpetually busy. It's an annoyingly attractive spiral to fall into.

That said, I am often told that my accomplishments are much more visible than I often believe. I have slowly gotten better at recognizing all I have accomplished, even if I may never let go of the shame of where I've fallen short. My semblance of creative balance comes from making the intentional choice to believe progress is being made, even if to my eyes it looks like nothing is happening at all. It's a pretty terrible existence as a creative, but it's all I can do to get by, at least for the time being. Until I snap out of it and pick the perfect "dream craft" to lead the way to victory, I'm going to have to settle. Which is, you know, infinitely better than… not settling. I guess.

All that is to say…

I love the idea of this blog, and I love the long list of ideas I have for this blog, but I'm going to need to start taking a different approach if I want to see it actually used.

I have hundreds of words of a Silksong design analysis sitting in my drafts (complete with in-game screenshots! Wow!), but looking back at it now I can see it became far too bloated. From now on, I'm going to work on keeping my posts as short and sweet as possible with minimal amount of editing or hesitation.

Because the most unfortunate truth I have realized, uncomfortable as it is to accept, is that something is always, always, better than nothing.

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