PICTURED: An intimate scene between Roman and Jacqueline from Opportunity’s fifth chapter.

One would think that “showing when sex happens” would be the easiest part of creating any kind of pornographic material. At the end of the day that’s the POINT of the whole thing, right? To make a piece of art where sex takes centre stage? Yes, but that’s also what makes it difficult – it’s the part that’s most important to get right. When you’re making porn, and particularly when you’re making a porn GAME, there are a great number of things that you have to consider before you start slapping meat together. One thing to note at the top: although this segment does talk a fair amount about the decisions I made regarding the porn in Opportunity, it’s mixed in with much more general thoughts about porn and porn game development. Fair warning!

Continue reading “Opportunity Retrospective Part 8: Getting Sexual With It”

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PICTURED: A snippet of Ren’Py script from the first chapter of Opportunity.

Fair warning up top: this portion of the retrospective will likely contain very few surprises if you’ve got an experience or familiarity with game development. It turns out that making video games is still making video games even when there’s porn in them! Nevertheless, I’m going to do my best to show you how a game like Opportunity might come together from start to finish (I’ll note that I’m also using a very similar flow for the updates on Monstrous Liberation, although obviously those aren’t EXACTLY analogous due to their differing story structure). I promise to also try my best to make it entertaining, though I’ll say up top what anyone who’s ever made a game knows: making games, even porn games, is pretty hard and boring almost all of the time. However, to paraphrase Defunctland‘s Kevin Perjurer: the only thing I hate worse than making a game is NOT making a game.

Continue reading “Opportunity Retrospective Part 7: The Development Process”

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PICTURED: A very important button.

Just a quick update, as promised in the last proper update. If you take a trip to the Monstrous Liberation Steam page, you’ll see that we’ve launched the demo for our very-nearly-released-in-early-access monsterfucking isekai sandbox VN! The demo takes you through the full prologue, introducing you to Sasha (our new leading lady), Civitas Imperito (and all its perils), and our first offering of fuckable monster-people! All told, it’s about 30-60 minutes of content, all yours free of charge! So, why not head straight to the Monstrous Liberation Steam page and give it a try? And check out all the other great demos in the ongoing Steam NEXTfest while you’re at it!

That’s all from me! See you on March 17th for both the next proper update and the Monstrous Liberation early-access launch!

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PICTURED: Finished sprite of Regla Shatterskull, a new character set to appear in Monstrous Liberation’s first update.

Happy February, everyone! It’s been a cold, miserable month here in Vancouver – sometimes, the nicest thing one can say about February is that at least it isn’t January. Let’s get to the update. (This update is crossposted from the monthly BP Games newsletter.)

Continue reading “February 2025 Update: Exciting Stuff Coming”

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Pitch submissions for the third issue of the Adult Analysis Anthology have been closed as of Saturday, February 15th! Thank you to everyone who pitched! I’ll be getting in contact with writers whose pitches are selected over the next week, and we’ll announce next steps for the 3rd issue once the table of contents has been finalized! Original post follows below:

Now that all of the web versions of both previous essays have been republished on this blog, the time has finally come for the big announcement: the Adult Analysis Anthology is planning its third issue! This means that pitches are now being accepted for essays to be included in said third issue. If you would like to jump right to pitching, you can do so via this form. If you would like to learn more about the anthology and the pitch process, read on!

Continue reading “Adult Analysis Anthology Issue 3 Submissions Now Open!”

PICTURED: Jacqueline, Sasha, and Olive cuddling in a hotel bed after an impromptu hotel-room three-way.

Sasha

Sasha might not have been originally envisioned as the character who would go on to become the protagonist of BP Games’s next title, but it’s not hard to see how we got there. Sasha exudes Main Character Energy, bursting into Opportunity with probably the most going on of any of the secondary characters. She’s a cosplayer! She’s also a popular streamer and internet personality! She’s got a bunch of weird messy roommates! She’s got pronouns AND blue hair! She does a little >:3 smile! How could Pacha and I NOT want to spend more time getting to know her?

Functionally, Sasha came about as a character when I realized that since the anime convention Jackie and Olive were attending in chapter 5 was all about Jackie reconnecting with one of her youthful passions, it made sense for that reconnection to be personified by a younger woman who might remind Jackie of herself. It also gave me someone to put into cosplay of an off-brand Nanami from Revolutionary Girl Utena, which was important because Nanami is my favorite character from that anime by a wide margin. Finally, it gave us a fresh face to add to sex scenes in chapter 5, which felt appropriate given that chapter 4 hadn’t seen any new additions to the cast. Although the cast was PROBABLY large enough that we could have managed without her, Sasha wound up bringing out new facets of Jackie, Olive, and Rose during their respective scenes together, so I consider her to be a very successful late addition indeed.

Continue reading “Opportunity Retrospective Part 6: The Rest Of The Cast”

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This is ninth of ten essays contained within the second issue of the Adult Analysis Anthology, an experimental collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. I will be re-publishing the web versions of all essays from the first two issues of the anthology to this blog over the course of the next few months, but if you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!

Written By: Laney Norman

Growing up with unfettered access to the internet in the early 2000’s gave me an early introduction to the wide world of adult media, especially games. They’re engaging, creative, and sometimes taboo with how they depict sex and intimacy. The best part is that they’re interactive, giving the stories an extra level of immersion. Porn games aren’t often seen as therapeutic, but in my adult life they ended up being a strategy to repair my personal relationship with sexuality.

Following an experience of sexual trauma, I wasn’t really focused on my own physical and mental safety when I pursued intimate relationships. This is a common coping response in those who have experienced sexual assault or other types of sexual trauma. According to the 2019 study “Navigating Sex and Sexuality after Sexual Assault”, victims of sexual assault often experience changes in sexuality in response to their assault. “Changes in sexuality included loss of interest in sex, increase or change in sexual partners, engaging in sex work, and increased sexual behavior.” (O’Callaghan) There’s no one way of coping with sexual trauma, so there are many ways this can present in survivors.

I would go on “Tinder binges” where I’d be on my phone for hours, swiping and chatting with almost anyone who spoke to me, looking for any sense of connection. Every time I’d get a notification, I’d feel a little thrill of potential and throw caution to the wind to pursue these kernels of intimacy. Dating apps are becoming more and more game-ified. In “The Brain and Swiping for Love”, Samantha Beck describes gamification of dating apps as “the idea of applying game elements to non-gaming situations—like dating. This unhealthy environment of unlimited swipes convinces users that there are always new people to meet and potential matches to be made, even if that is not necessarily the truth.” (Beck, p 111)

Disregarding my safety completely, I would go out, putting myself in risky and dangerous situations in an attempt to feel some sort of connection. Most of these encounters left me with more baggage to unpack rather than anything that felt like a fulfilling way to be intimate. I was hurting in many ways and how I was engaging with any form of intimacy or sexuality was harming me rather than helping me.

Continue reading ““I’m Game If You Are” – Reclaiming Consent Through Porn Games”

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This is eighth of ten essays contained within the second issue of the Adult Analysis Anthology, an experimental collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. I will be re-publishing the web versions of all essays from the first two issues of the anthology to this blog over the course of the next few months, but if you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!

Written By: Leo G.

It’s 2004 and you’re horny. So you type into Internet Explorer the naughty words “porn game boobs” and click the first result. It’s a Macromedia Flash game! And it’s using the crustiest jpegs of anime girls you’ve ever seen.

It’s 2007 and you’re horny. So you type into your Wii Opera browser the naughty words “porn game boobs” and click the first result. It’s an Adobe Flash game! And it’s using the most obviously traced vector art of anime girls you’ve ever seen.

It’s 2024 and you’re horny. So you type into your VPN enabled Firefox browser the naughty words “porn game boobs” and click the first result. It’s an HTML5 Unity game! And it’s using the most beautiful art of anime girls you’ve ever seen.

The game says it’s got 50 girls to romance, each with 9 unique sex scenes. That’s 450 drawings of women getting railed, not counting any possible portrait or talk sprites. And all this for only $9.99? Before, those adult flash games were free, but if there’s this much content maybe it’s worth shelling out a couple of bucks. However, maybe I’m an experienced shopper, but where one might see a great deal, I see nothing but red flags.

Then it hits: something’s wrong. Maybe it’s how the same girl never has the same exact design details. Or maybe it’s the way her musculature will be off that’s questionable. And whoever the artist is seems to only know a handful of poses despite their masterful grasp on painterly renders. No, your intuition is actually working, that feeling is your gut instinct taking a trip through the uncanny valley. A human didn’t make this, a machine did.

Continue reading “The Quality And Quantity Quandary Of Adult Games”

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PICTURED: Splash art from Opportunity of Juniper encouraging Jacqueline during a workout.

Juniper

My intention when setting out to produce Opportunity was for Jacqueline to be supported by a pair of her best friends: Olive and Juniper. In the finest traditions of fictional trios, if Jacqueline was our Fairly Average One and Olive was The One Who Is Short And Round, it naturally followed that Juniper would need to be The One Who Is Tall And Thin. I had originally planned for Olive and Juniper to have roughly equal prominence in the story, but things didn’t really work out that way – Olive wound up enjoying much, MUCH greater prominence than originally envisioned, while I think Juniper unfortunately fades into the background somewhat. In some ways, I think this perhaps mirrors the three women’s friendship. Yes, it’s true that Jacqueline, Olive, and Juniper are a group of three best friends, but I think they all privately understand that Jacqueline and Olive are the capital-B capital-F Best Friends in the equation.

(Reminder: significant plot spoilers to follow below the cut!)

Continue reading “Opportunity Retrospective Part 5: Juniper, Rose, and Kate”

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This is seventh of ten essays contained within the second issue of the Adult Analysis Anthology, an experimental collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. I will be re-publishing the web versions of all essays from the first two issues of the anthology to this blog over the course of the next few months, but if you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!

Written By: blit

Heads up: this essay contains mentions of bondage, transformation, extreme size differences, and complicated consent.

Coziness in Games; An Exploration of Safety, Softness, and Satisfied Needs was published in 2017, and still shows up in gamedev discourse today. The business part of the title (aafer the semicolon) tells the reader what’s up: we’re here to talk about feeling safe, satisfied and soft.

  • Coziness, to the authors, is safe. Cozy experiences are low risk, and often stress familiarity, reliability or openness to vulnerability.
  • Coziness is, to the authors, abundant. Basic needs are being fulfilled – things like shelter, food, and water. This gives cozy experiences the time to focus on other needs, like connection, belonging, and intimacy.
  • Coziness is, to the authors, soft. They’re talking about an aesthetic sense of softness here, the ways we use art to signal to someone that they can let their guard down, relax and move a little more slowly. Communication is authentic, sincere.

So, then, how do porn games help foster experiences like this? I’d like to talk about three adult games I’ve played and how I’ve found them cozy:

Continue reading “This Abundance Of Sex Is Kinda Nice, Actually”