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  • Chris Heathcote: anti-mega: blown
    "I still consider glass to be an extreme craft – you’re working with and fighting gravity and momentum in those 60 seconds before it starts to harden – but you learn to take your time, even if there are lots of moments of extreme concentration to keep a piece from disintegrating." Chris writes up his glass-blowing course; sounds great.
    (tags: glassblowing chrisheathcote teaching course art learning glass )
  • GameSetWatch – Braid's Blow: 'How To Make Games That Touch People'
    "Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
    (tags: games art braid jonathanblow migs talk presentation challenge difficulty )
  • Future of Video Game Design – Jason Rohrer's Programming Online Games – Esquire
    "Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past — isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
    (tags: games jasonrohrer design writing esquire art )
  • Keith Stuart: Do game reviewers really understand innovation? | Technology | guardian.co.uk
    "The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
    (tags: games innovation criticism writing keithstuart review mirrorsedge )
  • Tabs, Pads, and Boards (and Dots)
    I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
    (tags: ubicomp interaction design hci )
  • Avant Game: These Games are Experience Grenades
    "Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
    (tags: education learning games pain pleasure play design experience )
  • chewing pixels » Second Hand Memories
    "Unknown games are always the best ones… They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
    (tags: games simonparkin writing retail shops purchasing anticipation )
  • rodcorp: All that is solid melts into lair
    "Steve Rose notes that the recent films have seen Bond visit and destroy as much villain-architecture as ever ("The villains are the creators; Bond is the destroyer. He's basically an enemy of architecture"), and suggests this can be traced back to Fleming's difficulties with Modernist architects." Rod on Bond is always good, and bonus points for the punning title.
    (tags: rodmclaren bond kenadam jamesbond architecture )
  • An ABC of R2 | Help | guardian.co.uk
    "A series looking at different aspects of guardian.co.uk's rebuild and redesign project, which ran from October 2005 to September 2008." Looks like there's going to be some good stuff emerging from this; great to see the Guardian making it so public.
    (tags: architecture software development design guardian publishing online blog )
  • “Man is only 90% water, but On The Hour is 100% news” | On The Hour
    "After a sixteen year wait, one of the most highly acclaimed radio programmes of the nineties, featuring a uniquely talented combination of acclaimed comedy writers and actors, will finally be released in 2008." Oh, yes please.
    (tags: radio chrismorris armandoianucci onthehour comedy satire warp via:brandonnn )
  • Prinny: Can I Really be the Hero – Trailer
    It doesn't get much more niche; long-suffering Prinny finally gets a break from being tossed around and exploding and given his own game. The first trailer is mainly about how much Nippon Ichi exploit him in their office. It's like one big in-joke… and it's getting properly localized! NIS are good to us, dood.
    (tags: prinny dood games trailer nipponichi funny )
  • How people really use the iPhone – SlideShare
    Some interesting user research, especially when it comes to understandings of the device, and perceptions of the App Store. It's amazing how people's attitude to price changes when you've got a small screen, a market saturated with cheap goods, and a product that isn't in a box.
    (tags: usability userexperience design interactiondesign research iphone interaction )
  • YouTube – 歯車のハート Gear's heart
    Just so beautiful. Now: I just need a video of it rotating on loop, please.
    (tags: wood engineering mechanics beautiful model heart gears )
  • Who Stole My Volcano? Or: How I Learned to Stop Worrying and Love the Dematerialisation of Supervillain Architecture. « Magical Nihilism
    "[The modern supervillain's] hidden fortress is in the network, represented only by a briefcase, or perhaps even just a mobile phone…. for a “4th generation warfare” supervillain there aren’t even objects for the production designer to create and imbue with personality. The effects and the consequences can be illustrated by the storytelling, but the network and the intent can’t be foreshadowed by environments and objects in the impressionist way that Adam employed to support character and storytelling." The network as fortress and ideology all at once.
    (tags: design architecture comics culture kenadam mattfraction gobag network infrastructure mobility )

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infovore.org is a weblog by Tom Armitage, 2003-2026.