Hint: Use 'j' and 'k' keys
to move up and down

onlyfoolsandvikings:

this happens to me every single time i am sick to death of seeing the same thing

This. All of this. :) Nothing really to add, just gonna drop it here for thought.

(Source: ofools, via pizzaboxgranteyrac)

pkmike:

Hey guys,
I don’t usually do this but here’s a process video for the sketch “Final Boss”, took me 30 minutes in total
hope you like it! I’d love to hear your opinion WOOOO

(Source: youtube.com)

Depression Quest Donations!

ohdeargodbees:

Just to try and make up for the stress the #gamergate folks have placed on the wonderful people who work for these organizations, I’d like to state that 100% of the proceeds of Depression Quest in the next 24 hours will go 50% to iFred, 50% to the National Suicide Lifeline. If you’ve already bought the game, please consider making a contribution on your own behalf. And yes, I will be posting those metrics too. Gladly. 

(via hob-thrush)

Girls Who Code

equalityingames:

The challenge in today’s environment isn’t just ensuring better representation for women in the games themselves, but also getting more women into the game industry workforce. There are a variety of reasons for the current gender imbalance in the game industry (click the #Women in Games tag below for a number of stories on this topic), so we wanted to highlight an initiative that is working to bring more women into engineering.

Here are the mission statement and vision from Girls Who Code:

Mission: Girls Who Code programs work to inspire, educate, and equip girls with the computing skills to pursue 21st century opportunities.

Vision: Girls Who Code’s vision is to reach gender parity in computing fields. We believe this is paramount to ensure the economic prosperity of women, families, and communities across the globe, and to equip citizens with the 21st century tools for innovation and social change. We believe that more girls exposed to computer science at a young age will lead to more women working in the technology and engineering fields.

While their efforts are focused on the technology industry as a whole, their work can certainly be applied to games as well. So check out their site and see if there are ways you can support Girls Who Code!

(via hob-thrush)


Aveline de Grandpré  ByChristopher Dormoy 

Aveline de Grandpré  ByChristopher Dormoy 

(via gamingfeminism)

Jennifer Hale's Take on Games and Misogyny

Commander Shepard has spoken! I love this lady. :)

Listen in at 2:45 to listen to Jennifer Hale speak about recent misogyny and how that silences people like her in the industry and how that is not okay. 

As a small aside, I recently got back from a convention for game developers (PAX Dev) where there were numerous round tables that were functionally safe spaces for other game developers to talk about this stuff without fear of retribution. There is a lot…A LOT…of game developers publicly gagging themselves because the problems with harassments, threats, and doxxing. And it’s not okay. From AAA industry veterans, to long time indie developers, to up and coming designers, this is recognized as a problem. It was very good for me on a personal level to have that safe space for discourse. I wish that we didn’t NEED a safe space to talk about women like they are people without a significant amount of fear/risk. 

Mouse doodle in Alchemy. Fun way to idly scribble while skyping with my bro. Also yay for gradient maps.
Check out the program here, it’s free! 

Mouse doodle in Alchemy. Fun way to idly scribble while skyping with my bro. Also yay for gradient maps.

Check out the program here, it’s free! 

anidragon:

John Epler’s twitter, though.

Yes this. All of this. I just got back from PaxDev (conference for developers) and Pax, and you know what? SO MANY PEOPLE IN INDUSTRY FEEL THIS WAY. Many of the people making games (including myself) have a ton of stake in games and how they’re made. It’s what we do all day. The infighting, sexist, ablist, white supremacist bullshit is a problem that restricts our creativity. Including more demograpics than the  white middle class dudebro has benefits with creativity AND sales.

The toxicity of these gatekeepers is the most disheartening and dangerous thing right now. They’d rather destroy games than share them.

(via gamingfeminism)

"

The problem here is that these squealing man-children, so desperate to keep women out of their precious games, want it both ways. They want gaming to be taken seriously as a culture and art form, while at the same time throwing an unbelievable tantrum when subjected to serious criticism. This is ludicrous and immature on so many levels. Gaming isn’t for you, anymore. Gaming is for everyone. Everyone gets to have their say, to make their criticism, and gaming doesn’t need you to defend it.

The only thing left for these people to do is put their toys back in the pram and huddle together as the tide rises against them, until they wake up in five year’s time and realise that Assassin’s Creed 7 was actually a pretty good game, even though they had to waste three precious seconds flicking the gender over to ‘male’ on the character creation screen so they can feel comfortable again. Change is inevitable, especially when half of the freaking gamers in the country are women and actually want to play some games that don’t treat them like disposable trash.

So, here’s another change for you: if you really think feminism, or women, are destroying games, or that LGBT people and LGBT relationships have no place in games, or that games in any way belong to you or are “under attack” from political correctness or “social justice warriors”: please leave this website. I don’t want your clicks, I don’t want your hits, I don’t want your traffic. Leave now and please don’t come back.

"
"I think that we shouldn’t be portraying senseless abused women and I think that if I could go back and hop in a time machine I would have done things differently. I think it’s fair to be called out on your shit. I think that it’s a sad man that can never be self-reflective. I think that we tried to go and carry ourselves with respect, and try to respect sexuality and respect gender as much as we can, and sometimes we fail but hopefully we’ll do better and continue to get better."
-

Saints Row IV developer acknowledges sexism in games, says things need to change (via dantesbooty)

I’d rather see a failed or problematic effort to treat players/characters with more respect than no effort at all.

(via gamingfeminism)

  • male game designer: hey maybe we should treat women like people
  • male gamer: how could you say these things... i trusted you... i have lost a hero on this day<p>I wish this were an exaggeration. </p>

micdotcom:

She pointed out the sexism in video games, so men threatened her until she fled her home

On Monday, Anita Sarkeesian posted a segment titled “Women as Background Decoration.” It examined how gratuitous sexual abuse and violence permeates contemporary video games. By the next day, she had received so many violent threats that she had to flee her home. And these weren’t idle Internet threats — some contained accurate identifying information about Sarkeesian’s home and family, enough for law enforcement to get involved.

But she’s not wrong | Follow @micdotcom

(via gamingfeminism)

chameleonchild:

pumpkinonline:

VERY IMPORTANT ANNOUNCEMENT!!
We have a backer who gave to the $3000.00 tier. And while that is exciting and great for us, this is really important what she wants to do with her reward. She wishes to remain annoymous but this is what she wanted to say.

One in ten Americans has a disability. And yet one of the hardest things to deal with, being disabled or ill, is isolation. The people in your day to day life suddenly don’t understand, or maybe you can’t leave the house, to reach those that would. So you turn to the internet, and social media, where you can talk to people dealing with similar issues, and find a place for yourself.

Even in support groups, sometimes, it can be hard, because the only thing you have in common, the only thing you talk about, is illness.

I had an idea. I wanted to create a haven, a place where everyone could go, sick or not, able or not, and exist together. A place where people can gravitate together, and share similar interests, with no pressure. With no judgement, not a place just for us, but a place that we could be, and relax, together, and also with others. I saw Pumpkin Onlines Kickstarter, and I wanted to play the game immediately. The more I thought about it, the more I realized – maybe we could join forces, and bring my dream into Pumpkin Online, a perfect platform for us all to play and be together.

Thanks!”

—-

Wait but that’s not all she also said this.

You have no idea how much this means to us. Personally I have Chronic Fatigue Syndrome and Fibromyalgia. I am on the severe end of things and I am on bedrest 23 hours a day. It is hard for me to sit up for any length of time most days. So all of my social interaction is done on line. Most of the people I know aren’t in such an extreme place, but many are not far behind.”

Her village seed reward allows the backer to create their own village, with 4 NPC families with shops. As well as be a producer with an active role in the game development. 

Her idea is to create an island in the game inspired by the Spoon Theory

The spoon theory was created by Christine Miserandino which explains to able-bodied people what it’s like to live with a chronic sickness of disability. You have to read the article in the link to understand.




SO GUYS if you read all that. We need to make this happen. Like we need to make this backer’s idea come alive because her tier makes her apart of our team now. If we can make our goal she can create this place in our game. The team is already discussing ideas and concepts for this place in our game map that will created by her. And will also bring awareness in our game for chronic illness. 


So ONCE AGAIN. We have 2 weeks left in our Kickstarter. If you want this happen any kind of amount would help push us further. We’re so close. We can do this. The teams is ready and willing to start working and go forward. 

image

Pumpkin-Online is a Harvest-Moon / Animal Crossing inspired mmo currently in development by indie game company, Pumpkin Interactive, we need a lot of support to make this happen so please follow, and spread the word about us
PLEASE SUPPORT OUR KICKSTARTER! IT ENDS SEPTEMBER 18th.



Spoonie signal boost needed! There could be an actual spoonie island in a video game if this gets funded!! So wish I had a PC so I could play it.

(via heartartandfart)

gamingfeminism:

geekstuffandranting:

mrdappersden:

Buy all of these people’s products to make shitbabies mad.



Games to add into your game library.

gamingfeminism:

geekstuffandranting:

mrdappersden:

Buy all of these people’s products to make shitbabies mad.

Games to add into your game library.

The End of Gamers

dangolding:

The last few weeks in videogame culture have seen a level of combativeness more marked and bitter than any beforehand. 

First, a developer—a woman who makes games who has had so much piled on to her that I don’t want to perpetuate things by naming her—was the target of a harassment campaign that attacked her personal life and friendships. Campaigns of personal harassment aimed at game developers are nothing new. They are dismayingly common among those who happen to be women, or not white straight men, and doubly so if they also happen to make the sort of game that in any way challenge the status quo, even if that challenge is only made through their very existence. The viciousness and ferocity with which this campaign occurred, however, was shocking, and certainly out of the ordinary. This was something more than routine misogyny (and in games, it often is routine, shockingly). It was an ugly spectacle that should haunt and shame those involved for the rest of their lives.

It’s important to note that this hate campaign took the guise of a crusade against ‘corruption’ and ‘bias’ in the games industry, with particular emphasis on the relationships between independent game developers and the press.

These fires, already burning hot, were further fuelled yesterday by the release of the latest installment in Anita Sarkeesian’s ‘Tropes vs. Women in Video Games’ video series. In this particular video, Sarkeesian outlines “largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds. These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players.” Today, Sarkeesian has been forced to leave her home due to some serious threats made against her and her family in response to the video. It is terrifying stuff.

Taken in their simplest, most basic form, a videogame is a creative application of computer technology. For a while, perhaps, when such technology was found mostly in masculine cultures, videogames accordingly developed a limited, inwards-looking perception of the world that marked them as different from everyone else. This is the gamer, an identity based on difference and separateness. When playing games was an unusual activity, this identity was constructed in order to define and unite the group (and to help demarcate it as a targetable demographic for business). It became deeply bound up in assumptions and performances of gender and sexuality. To be a gamer was to signal a great many things, not all of which are about the actual playing of videogames. Research like this, by Adrienne Shaw, proves this point clearly.

When, over the last decade, the playing of videogames moved beyond the niche, the gamer identity remained fairly uniformly stagnant and immobile. Gamer identity was simply not fluid enough to apply to a broad spectrum of people. It could not meaningfully contain, for example, Candy Crush players, Proteus players, and Call of Duty players simultaneously. When videogames changed, the gamer identity did not stretch, and so it has been broken.

And lest you think that I’m exaggerating about the irrelevance of the traditionally male dominated gamer identity, recent news confirms this, with adult women outnumbering teenage boys in game-playing demographics in the USA. Similar numbers also often come out of Australian surveys. The predictable ‘what kind of games do they really play, though—are they really gamers?’ response says all you need to know about this ongoing demographic shift. This insinuated criteria for ‘real’ videogames is wholly contingent on identity (i.e. a real gamer shouldn’t play Candy Crush, for instance).

On the evidence of the last few weeks, what we are seeing is the end of gamers, and the viciousness that accompanies the death of an identity. Due to fundamental shifts in the videogame audience, and a move towards progressive attitudes within more traditional areas of videogame culture, the gamer identity has been broken. It has nowhere to call home, and so it reaches out inarticulately at invented problems, such as bias and corruption, which are partly just ways of expressing confusion as to why things the traditional gamer does not understand are successful (that such confusion results in abject heartlessness is an indictment on the character of the male-focussed gamer culture to begin with).

The gamer as an identity feels like it is under assault, and so it should. Though the ‘consumer king’ gamer will continue to be targeted and exploited while their profitability as a demographic outweighs their toxicity, the traditional gamer identity is now culturally irrelevant.

The battles (and I don’t use that word lightly; in some ways perhaps ‘war’ is more appropriate) to make safe spaces for videogame cultures are long and they are resisted tempestuously, but through the pain and suffering of people who have their friendships, their personal lives, and their professions on the line, things continue to improve. The result has been a palpable progressive shift.

This shift is precisely the root of such increasingly violent hostility. The hysterical fits of those inculcated at the heart of gamer culture might on the surface be claimed as crusades for journalistic integrity, or a defense against falsehoods, but—along with a mix of the hatred of women and an expansive bigotry thrown in for good measure—what is actually going on is an attempt to retain hegemony. Make no mistake: this is the exertion of power in the name of (male) gamer orthodoxy—an orthodoxy that has already begun to disappear.

The last few weeks therefore represent the moment that gamers realised their own irrelevance. This is a cold wind that has been a long time coming, and which has framed these increasingly malicious incidents along the way. Videogames have now achieved a purchase on popular culture that is only possible without gamers.

Today, videogames are for everyone. I mean this in an almost destructive way. Videogames, to read the other side of the same statement, are not for you. You do not get to own videogames. No one gets to own videogames when they are for everyone. They add up to more than any one group.

On some level, the grim individuals who are self-centred and myopic enough to be upset at the prospect of having their medium taken away from them are absolutely right. They have astutely, and correctly identified what is going on here. Their toys are being taken away, and their treehouses are being boarded up. Videogames now live in the world and there is no going back.

I am convinced that this marks the end. We are finished here. From now on, there are no more gamers—only players.

(via gamersofcolor)