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  • Seeding Utopias & Resisting Dystopias

    September 25, 2019
    Credit: Annette Nedilenka

    After editing the sci-fi anthology Toronto 2033 for Spacing, the group of writers I’d brought together were interested in working on another project. We chose the name The Multiversity Collective and proposed a political sci-fi event series at the Toronto Public Library. A few days ago, we had our kickoff event that started a full season of workshops, talks, discussions and performances!

    On the cusp of 2020, more than a dozen science fiction creators will be germinating wild ideas with free weekly events at the Oakwood Village Library. Novelists, hardware hackers, game creators, and more will be inspiring those who believe in social change and a diverse future.
    Check out the schedule at multiversitycollective.net!


  • Nurturing, Or How I Like Starting Fires

    June 13, 2019

    Like lots of teenagers, I was obsessed with fire. I never smoked, but I always had a lighter. I would singe my (recently acquired) arm hair just to revel in the terrible smell. I had a pocket-sized can of hairspray I used as a mini-flamethrower, and one day after school I used it to set my World Famous canvas backpack alight. I used the charred remains for months until it fell apart.

    At the age of fourteen, it was incredibly compelling to make wild things happen.

    (more…)

  • The Limits of Self-Discipline

    May 4, 2019

    I started to make movies out of spite. I had a number of exciting conversations around adapting my first novel that came to naught, and was left with an unsatisfied feeling. This idea of making a movie had been awakened in me, and then abruptly shut down. I’d never really seriously considered it before, but now the idea was a grain of sand in my brainfolds.

    (more…)

  • The Cost of Avocado Toast

    March 30, 2019

    Dude, I was part of the precariat before it was cool.

    I have been putting little income streams together for decades now while most of my peers got regular jobs. I’m well suited to it, I like the variety, and most importantly, I chose it.

    Not so the Millennials.

    (more…)

  • I Have A Guy in My Head

    February 15, 2019

    My first novel launched twenty years ago today. To mark the occasion I’m publishing the first of a series I’m calling the Fallow Essays, reflective pieces on art and cultural production from the vantage point of having spent two decades walking this path. Each will be accompanied by a recorded conversation with an artist peer.

    ***

    I have a guy in my head.

    I call him Niles. Picture a hulking acne-riddled teenage loser with a punk rock haircut, a white denim duster jacket and big boots, walking down the street muttering to himself angrily.

    For decades, when I heard Niles behind me, I’d walk faster. Or cross the street to avoid him. I resent Niles, and he despises me. Or at least it seems like it. I’ve never talked to him.

    (more…)

  • My Last No Media Kings Post

    December 7, 2017

    I’ve decided to stop using the No Media Kings imprint for my work. I started using it back in 2000, and the media context has shifted drastically: things are so much weirder now. Who knew back then that the kind of print media consolidation I was concerned about would seem quaint in the face of Facebook’s billions of users? That the self-publishing game-changer would be a kinky e-book that came in 50 Shades of Grey? That Rupert Murdoch’s machiavellian publishing manoeuvres would pale in comparison to his overtly pro-Nazi mouthpiece, Fox News?

    Originally I started NMK to self-publish my second novel Angry Young Spaceman. (more…)


  • VR is Weird — Let’s Go With It!

    August 21, 2017

    Consumer Virtual Reality is kind of dead, and that’s great news… It’s as though an alien spaceship fell on earth and all the aliens died… and now we have to figure out how to use this strange technology for our very human desires. (From Stranger Playthings: Remaking a VR Counterculture)

    VR is weeeird. So we made a weird game with it called Manimal Sanctuary. It’s a lurking simulator where you play a creature that’s part coral reef, part Cthulhu, who feeds off of the emotions of humans.

    It’s also weird to exhibit VR games: “Hey, mind strapping this box to your head in a way that effectively blinds you and makes you look silly?” And it’s boring for the people who aren’t wearing the headsets.

    We addressed those issues… by doubling down on the weirdness.

    (more…)


  • Manimal Sanctuary

    July 28, 2017

    The last six months or so I’ve been writing and designing a VR game prototype:

    Manimal Sanctuary is a lurking simulator. It leverages low-end VR technology to enable every player’s ultimate fantasy: to play a creature part coral reef, part Cthulhu, who consumes human emotions. Set on the Toronto Islands after the rest of the city is consumed by gibbering monstrosities, you eavesdrop on the survivors and their dramas involving things like bad potato crops and graffiti tags. And if those everyday emotions aren’t filling enough, you can always uncover some devastating secrets…

    UPDATE: The free demo is available now for iPhone and Android phones that can run Google Cardboard apps.
    Daily Vice did a 4 min vid on it filmed on Toronto Island.
    (more…)


  • Walk Away With Wonderland, for Free

    May 8, 2017

    Does your mom like puzzles and historical mysteries, and own an iPhone? Why not surprise her on Mother’s Day by installing Wonderland?

    Wonderland is an audio drama game set circa 1914, in Toronto’s rough-and-tumble Junction neighbourhood. The end of each chapter poses a puzzle — solve it, and unlock the next one. Stuck? Just put your iPhone in your pocket and go for a walk… every 100 steps, one of the letters in the puzzle is filled in.

    Just in time for the start of prime walking season, Wonderland is free for the month of May. Walking simulators are so 2012 — take our walking stimulator for a stroll instead!

    Install it for free here


  • Finding Authentic Agency in Black Rock City

    October 18, 2016

    Cover by Trish Lamanna

    You're at Burning Man, with six choices to make before the world goes white.
     Choose wisely. Or wildly. The dust storm won't care.
     [ PLAY BLACK ROCK CITY ]

    As a linear storyteller, branching narratives have been challenging for me. I usually have a story I want to tell, and in writing choice-based games I often found myself having to write a bunch of branches I wasn’t as interested in, and I always looped them back to converge with the main story. I preferred making parser games because it felt like I was giving the player more autonomy, even when new parts of the story were gated by puzzles.

    But upon reading Sam Ashwell’s “Standard Patterns in Choice-Based Games” I liked the idea of trying different structures, and was taken by what he calls Time Cave. In the past I think I’ve regarded this structure as inefficient somehow — inferior because it didn’t reuse writing in a clever way. But seeing a bunch of these typical structures side-by-side in the article let me drop the notion that there’s a “proper” way to do CYOA, and I decided to try the Time Cave. There’s something pretty beautiful about the way it spreads out exponentially. It does need a lot of writing, but I like writing a lot. (more…)


  • Texture is Born

    July 11, 2016

    Pretty Sure

    I’m very proud to announce the official release of our interactive fiction authoring tool, Texture!

    Logo design by Beehive Design

    At the top of the post is Jonathan Wyke‘s cover art for Pretty Sure, the first game I made with it. It’s about parenting after Earth is colonized. You can play it on anything with a web browser but it’s especially nice on a tablet.

    Juhana Leinonen and I have been chipping away at Texture for a few years, and it started with wanting to make an interactive fiction interface that was approachable and touchscreen-friendly. (more…)


  • Writing Every Day: Experiment Conclusions

    April 17, 2016

    credit: Jonathan Wyke

    I’ve never written every day. When I write novels, I write 1250 words 4 times a week — each session generally taking 3-4 hours — which gets me to 100,000 words in six months. When I’m writing I write on a schedule, but often I go months without writing fiction.

    Just to try out a new approach I decided to write a complete story in an hour every day. For a month I posted a daily story to Twitter, Medium, and Wattpad. Now I’ve also published them as a free ebook in .epub, .mobi and .pdf formats with a cover featuring Jonathan Wyke’s excellent illustration above. Below I share some of my qualitative and quantitative results. (more…)


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