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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 )

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