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I enjoyed this, in part as analysis of the unique role of masterclasses as opposed to lessons or crits. Also, useful to think about the _many_ ways feedback can exist, and how 'changing it up' can sometimes just be useful.
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"Learning to play music is an long exercise learning to to be kind to yourself. As your fingers stumble to keep up with your eyes and ears, your brain will say unkind things to the rest of you. And when this tangle of body and mind finally makes sense of a measure or a melody, there is peace. Or, more accurately, harmony. And like the parents who so energetically both fill a house with music and seek its quietude, both are needed to make things work. As with music, it takes a lifetime of practice to be kind to yourself. Make space for that practice, and the harmony will emerge."
Yes.
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These are all excellent lessons for any industry, not just games.
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"I view ValhallaPlate as being closely related to an SM57. Or a hammer. No need to be delicate with the tool. No need to think about things too much. It just works." I liked this line on toolmaking, especially when it comes to music technology.
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Much more Illustrator-like than Sketch is, in many ways, and affordable. Certainly leaps ahead of Inkscape in not being rubbish. Going to use this for lasercutting/frontpanel work, I think.
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Really good article on the realities of installing iBeacons, and, secondarily, the way you develop your own internal processes just to solve workflow. I liked the trolly; I felt for the BKM very much as I read this.
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Translating Gender: Ancillary Justice in Five Languages Alex Dally MacFarlane | Interfictions OnlineFascinating article capturing how various translators worked around their languages to translate not only the absence of gendered language _suggested_ in Ancillary Justice, but also the author's deliberate use of the feminine as a generic case. (Also, how to translate things for different cultures – what they expect and what they intimate).
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Yes, it's a bit heavily focused on copying/emulation, but there's some useful stuff in here and some interesting starting points.
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Thoughtbot's engine for Rails admin UIs, sans-DSLs. Filed away for reference.
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Corrie Corfield on Peter Donaldson. Lovely.
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[this is good] and I will remember more of it in future.
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Wonderful, dense, three-part study of one of GTA V's renderer. I like Adrian's posts because he focuses on the art of the technology, as well as the technology of the art; a reminder that game art isn't just plonking OBJ files into a world, but relies on a whole host of developers, maths, and drawcalls.
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Interesting; the wrapper Github used for Atom, as a platform. Makes building desktop applications for web-folk like me a notch easier, though as ever, I find the Javascript ecosystem baffling.
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Wonderful article from an architect who worked on "The Witness" about the role of architecture practice in game design, and all the rough edges architects see within game worlds. Good on spatial design principles, too.
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"Every gallery project needs an Andy" – and other insights from Tim Hunkin on installation design, following his work on 'The Secret Life of the Home' at the Science Museum. All rings very true for me, and glad to see it's not just me that finds this sort of stuff challenging. Also: very interesting on museum culture.
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Lovely interview between Jeff Bridges and Roger Deakins – on film, and how they get made, and feel. Lots of deep knowledge and affection in this; I really enjoyed it.
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"Show up for the work. For me, this means sitting at my loom every day and weaving for at least a few hours no matter what else might be pulling at me in business or in life. I was given this advice early on, in both my studio art education and in writing workshops I attended over the years. This commitment is the gateway to developing a habit, and in turn, a creative practice. The simple repetition of throwing the shuttle across the loom for even an hour has never failed to open up my thinking, ground my anxiety and, ultimately, move the work forward. Even if my thoughts don't dramatically shift, I can walk away from the work and see tangible evidence of a woven yard or two. Affirmation." As if I didn't need reminding. (I bookmarked this primarily, though, for the beautiful photos and workplace.)
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"A rats nest of wires on a breadboard is not a finished project, it is an easily damaged mess." So true. Some good examples about designing your hobby projects for maintenance and simplicity.
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"Agile is like teen sex: Everyone wants to do it, many say they're doing it, only some actually are, and very few are doing it right." Yup.
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A somewhat geeky – and swear-free – Downfall adaptation, but pretty spot-on nontheless.
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A better way of handling TextMate projects, or so I'm told. Giving this a crack.
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"…what is user experience design by itself, those areas that aren’t filled up with other bubbles? I tried to answer some of that in an earlier post, but the short answer is: not much, aside from coordination between the various disciplines, or what used to be called creative direction. It’s about the joining of the different disciplines, and not particularly a discipline in and of itself… Without the “raw materials” of the disciplines that make up UX, UX would be empty indeed." Some nice thoughts, clearly delineated, from Dan.