• "The problem with ideas ís, the idea is often simply a way to focus your interest in making a work. The work isn't necessarily, I think-a function of the work is not to express the idea…. The idea focuses your attention in a certain way that helps you to do the work."
  • "This is just an image dump of marvel approved stills and screenshots of my work on the film. I'll do a proper post soon – this is a fraction of the work – But I had the distinct pleasure of working with Cantina Creative, leading the design of the glass screens for the Helicarier in the Avengers. I also led the design and animation of the all new and upgraded Mark VII Hud…

    Included are some partial explanations of how the HUD diagnostic functions
    Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.

    The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.

    I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."

    Lots of lovely detail in the work on all the fictional UI in the Avengers – looking forward to it being unpacked.

  • "This TV is playing a built-in MPEG of static, instead of just displaying solid blue or solid black like they used to do. I think that's kind of awesome. The map has become the territory." Blimey.
  • "When I started writing this post, I didn’t have a conclusion in mind, but now that I’ve got to the end, the thing I want us to remember next time is just that: all the scales matter. Every part is important. The two days Sarah and Brian spent moving small pieces of vinyl, Ivan’s 4am printing-and-cutting, FOUND’s jumping-up-and-down to see if crowd movement broke their tech, last-minute shopping trips for slightly larger balls, all the things. Worry about it all. Fix everything." Lovely write-up from Holly of the big thing we did in Edinburgh. Also: good about the nature of the huge, and good about the nature of work. Worry about it all. Fix everything.
  • "However I am just as impressed but the extent in which Scarry’s work has in fact not dated very much at all. While the book covers an almost bafflingly broad range of occupations and includes sections on the extraction and transformation of raw materials, there is one notable omission: large-scale manufacturing. And without industry, from a Western perspective the book seems in fact almost presciently current. Some of the jobs the author describes have evolved, very few of them have all but disappeared (you can’t easily bump into a blacksmith, much less one who sells tractors); the texture of our cities has changed and those little shops have given way to larger chain stores; but by and large we still do the things that occupy Scarry’s anthropomorphic menagerie: we fix the sewers and serve the meals and cut down the trees and drive the trucks and cultivate the land and so forth. It’s almost as if Scarry made a conscious effort to draw only the jobs that could not be outsourced overseas, and had thus future-proofed the book for his domestic audience." I read this when I was very small, and loved it; fond memories, and sharp analysis
  • "This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
  • "Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
  • "Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
  • "I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"

This is BERG

20 August 2009

Two short notes about work.

A little over six months ago I joined Schulze & Webb on a six-month contract, working four days a week, as a developer and writer.

That turned out pretty well, both for me, and for the company. So much so that, as of the end of that contract, I am both full-time and permanent. I am both pleased and excited by this.

That was note one.

Note two: as of today, we are no longer called Schulze & Webb.

We are BERG.

Matt’s written an excellent blog post on the new site detailing a little history, and a little of the present, which should explain the rationale behind the rebrand, and which, I think, marks the change very well. I am very happy and very proud to be part of this.

Exciting times ahead. I’m looking forward to them a lot.

(photo by Fiona Romeo)

What good shall I do this day?

16 August 2009

Benjamin Franklin’s daily schedule, as reproduced on Flickr by Nick Bilton. There are worse ways to structure your time than this, that’s for sure.

I should spend more time addressing Powerful Goodness. That’s where I’m going wrong, I think

  • "YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
  • "So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
  • "Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
  • "Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
  • "No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
  • "This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
  • "What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.