• "So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.

    You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" — you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.

  • "…he still remembers his frustration at encountering "sliced-up ghettos of thought" – sculpture, architecture, fashion, embroidery, metalwork, product and furniture design all in separate departments – "which I don't believe are absolute. It's just the way we categorise things and the way we chose to educate people."" Quite excited to see the Heatherwick show.
  • "Super-simple baseline .mobi templates. Here ya go."
  • It's basically a satellite that's an external Android peripheral, and they're chucking it into space with a phone attached. Impressive.
  • "In publishing we now talk about immersive narrative, mainly because we are tense about the future of books. People who love reading are in it for exactly that: to soak themselves in story. To forget whenever possible that there even is a story outside the book, particularly the bubble-busting story of how the book was made. As a reader, I cling to the sense that this all but transcendent experience comes directly to me from one individual imagination. The feeling I have when reading fiction—of a single mind feeding me experience and sensation—is seldom articulated but incredibly powerful. As a reader, I don’t want fiction to be a group project." But, as the article points out, the role of the editor(s) means it always is. A lovely article about books, publishing and fiction.
  • "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.

  • "Very soon after starting the book in the 1960s I dreamed of its use as an oracle, and it has taken 40 years for technology to make that possible." He is so pleased with the outcome that: "I've become my own consumer. Each night after midnight I consult, somewhat furtively (even though alone), the Oracle I have made. I'm often surprised by pages made long ago and almost forgotten, as well as by the sometimes uncanny predictions they offer their maker."

    Yep, I still love Tom Phillips.