Robert Yang makes surprisingly popular games about gay culture. He is most known for his historical bathroom sim The Tearoom, his homoerotic shower sim Rinse and Repeat, and his gay sex trilogy Radiator 2 has over 150,000 users on Steam. Previously he taught at NYU Game Center.
email: yang.robert.w {at} gmail {dot} com | blog | bluesky | twitter | mastodon | instagram | youtube | twitch
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Retro pixel gay cowboy romance about walkin', sheepin', and kissin'. (December 2022)
Queer gardening / crowd sim played in-browser, in collab with Eleanor Davis and aya for Manchester International Festival 2021. (July 2021)
British masculinity simulator about smoking, drinking, kissing, and pain. Based on the viral video British Lads Hit Each Other With Chair. (June 2020)
Male shower simulator about punctuality and submission. Give him a helping hand... when he says so. (September 2015, remastered November 2018)
Gay sports TV game / art installation inspired by Aussie rules football (AFL). Made with Louis Roots for Bar SK in Melbourne, AU. (August 2018)
Two player queer brawler arcade game made for The Dreamhouse, a queer community space in Brooklyn. Made with Death By Audio Arcade. (June 2018)
Historical public bathroom sex simulator about anxiety, police, and sucking off another dude's gun. (June 2017)
Short stargazing game about breaking-up and the possibility of advanced alien life in the universe. (September 2016)
Revamped threesome of past games Hurt Me Plenty, Succulent, and Stick Shift, "remastered in HD" for a grand debut on Steam. (June 2016)
Photo studio game about body image, privacy, and dick pics. Take pictures, pose your junk, chat with fellow members. (May 2015, remastered April 2016)
Experimental single player Source Engine mod about stargazing, gay divorcing, and Emily Dickinsoning. (July 2009, remastered October 2015)
Short driving game about pleasuring a gay car and bringing it to climax. Manual transmission as activist autoerotica. (April 2015)
Small 2-4 minute game about watching a dude slowly / erotically stick a thing in his mouth. An homage to late homo-hop. (January 2015)
Short motion-control game about consent, kink, and spanking the hell out of this dude. Get on your goddamn knees! (December 2014)
Short single player first person about gardening, chess, history, infinity, and a murder. Inspired by the short story "Garden of Forking Paths" (August 2014)
(unfinished) First person platformer about fragmented identity; collab with Ben Norskov, Mohini Dutta, Arca. (May 2012)
First person poem about death in space. Made for the 0 hour jam in only "zero hours", due to daylight savings time rolling back. (November 2011)
Silly single player tycoon / tower defense game about religion and money in Colorado; made in one month. A collaboration with Eddie Cameron. (October 2011)
Experimental board game on open-pit mining and organized labor. A box of dirt that uses chemical reactions to pollute and destroy itself. (March 2011)
I'm founder / editor of a free online book project to gather level design knowledge. (2019 - ?)
Colorful single player modernist complex for Quake Brutalist Jam. (September 2022)
Colossal single player tree temple for Quake Coppertone Summer Jam 2. (August 2022)
Large single player Mesoamerican temple complex for Quake Retro Jam 7. (March 2022)
Compact single player sci-fi industrial map for Quake Speedmap Snack Pack 2. (January 2022)
Cold castle single player Quake collab with MrTaufner for Xmas Jam 2021. (December 2021)
Snowy ruins single player Quake map for Sinister 625 map jam pack. (June 2021)
Grassy ruins single player Quake map for SpeedMap 210 "Overgrown" map jam pack. (September 2020)
Short modernist single player Quake map for Copper Tone Summer Jam (CTSJ). My first level since ~2010. (July 2020)
Level design, art, scripting for Black Mesa Source, a fan-remake of Half-Life 1 in Source Engine. Most of my work / ideas remain intact in the final version. (2008-2009)
I've contributed sample project code to Yarn Spinner for Unity, a free open source branching dialogue story plugin. (June 2020, ongoing)
Art tool for painting 3D ivy in Unity, simulates growth and sunlight with 25+ different settings to configure. Free and open source. (July 2019)
Narrative design tool for writing and testing branching stories / dialogue in Unity. Free and open source. (debut August 2018, ongoing)
3-part feature for Rock Paper Shotgun on Quake, its dev history, and ever-enduring 25+ year old modding community. (August 2021)
2-part feature for Rock Paper Shotgun on the popularity of fy_iceworld and a forensic investigation into its authorship. (April 2020)
A (practical) talk about designing sex as a gameplay system and intimacy as simulation. Part of the Sexy Microtalks sessions. (March 2019)
Introduction to lighting design for video games, three point lighting, general workflows. Part of "Invisible Intuition" for Level Design Workshop. (April 2018)
2-page illustrated level design analysis of d2_coast03 in "Highway 17" (Half-Life 2), commissioned for PC Gamer UK #310 (November 2017)
Essay about chairs in video games, with a brief design history of chairs. For the video game architecture zine Heterotopias issue 002 (May 2017)
A technical design analysis of the racism and sexism embedded in the code of Dead Island (2011), for the Queer Game Studies book (March 2017)
Micro-rant against the game industry's anti-sex censorship. For more, read "Why I Am One Of The Most Banned Devs on Twitch." (March 2016)
Hour-long talk on the history of level design, and where it could go. I've edited it down into a shorter essay called "Local Level Design." (March 2015)
A page on corridors and hallways in games, and how they play with space and time, for the Rem Koolhaas bookset "Elements of Architecture" (June 2014)
Collaborative interview project for Rock Paper Shotgun, culminating in an adventure game about clawing through multiple worlds. (December 2013)
3-part essay series on the Doom WAD, the Half-Life mod, and the engine-agnostic postmod, at Rock Paper Shotgun. (September 2012)
Collaborative interview project for Rock Paper Shotgun, culminating in an avant-garde Portal 2 mod about authorship. (Dec 2011)
Essay at Kotaku about how player-side modding to add a gay male context can radically transform an authored game narrative. (2010)
PRIVACY POLICY: There are no ads in my games or on this webpage. Most of the games on this webpage use a game engine called Unity; I've tried disabling as much of Unity's tracking when possible, but you can read the Unity privacy policy for more info.
One game, called Cobra Club HD, connects to a server; this server does not retain your internet address nor any personal data, other than the fake images and fake chatlogs generated by the game.