-
"I did a set of four walks in Austria; two long ones, two short ones. I did some "daystreaming" where using bits of technology I was updating my location, status and pictures as I walked." Ambient information gathering, whilst taking in the outdoors, and all for charity. Lovely.
-
And it just worked first time. Awesome!
-
"The list is the origin of culture. It's part of the history of art and literature. What does culture want? To make infinity comprehensible. It also wants to create order — not always, but often. And how, as a human being, does one face infinity? How does one attempt to grasp the incomprehensible? Through lists, through catalogs, through collections in museums and through encyclopedias and dictionaries." Eco on lists.
-
"Today, the UK government's Department For Transport unveils a new browser-based MMOG, created by New York-based developer Area/Code. Designed for early teenagers to learn principles of traffic safety, it's probably the largest 'serious games' project ever to be created for the UK. Code Of Everand is the result of over two years of work with the Department For Transport by Area/Code principals and designers Frank Lantz and Kevin Slavin, not only because of its size and ambition, but also because of the complexities of developing it for a government body… We spoke to Lantz, Slavin and Simon Williams, who led the project at Carat, the Department For Transport's media agency, about what Code Of Everand is, how they pulled it off, and why they think it could prove that games can be a powerful platform for learning." Edge interview.
-
Wonderful, wonderful interview with Eggleston. So much care and attention in the work and the way he describes it; so many lovely illustrations. The "color scripts" alone are great, but really, it's all worth your time.
-
"Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the like." My old URL for this no longer works, but fortunately, this one does.
-
"The commercial worked on Lucas but a few years later, the computer graphics group at ILM was sold by Lucas to Steve Jobs for $5 million and became Pixar. Loren Carpenter is still at Pixar today; he's the company's Chief Scientist." Marvellous.
-
"slideViewer (a jQuery image slider built on a single unordered list)". Which looks nifty.
-
"Flicking over to the old graphics — and I, for one, found it almost impossible not to do so on every screen — shows you the game as you originally experienced it, and it looks completely different. Suddenly you remember the old imagery too. Conceptual memory gives way to visual memory, in a clear illustration of how the mind functions on different levels. It’s an odd experience, first thinking you recognise something, then discovering that the original was in fact quite different, but that you now remember that too, as additional detail. In one way it’s a contradiction, and in another it’s sharper focus." Emmett on the Monkey Island remake, and the ability to dynamically swap between old and new interfaces.
-
"Even the platform holders are excited about the potential for social networking to tie into games. At E3, Microsoft proudly announced integration of Facebook, music network Last.fm and Twitter with Xbox Live. The latter pair are fairly irrelevant, admittedly. Last.fm is solely a music service, while Twitter isn't actually a social network at all – it's a one-to-many broadcast system, which isn't quite the same thing." Oh. But that's where you're wrong, Rob. Sorry.
-
'“The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”' Masses of good things in here – think I've quoted it elsewhere – but it's not on my Delicious, so in it goes.
-
"DFC's main takeaway from the study is that the flexible, quickly-adaptable nature of online distribution services like Steam allow for developers to use a broad variety of promotions and incentives to keep their game communities fresh; individual promotions like the Survival Pack had a positive effect on both platforms, but it was the one-two punch of that DLC plus the followup free weekend through Steam that had the most meaningful impact on the game at any point on either platform."
-
Art of the Title interview the chaps behind Wall-E's end credits, which knocked me out the first time I saw them, and still give me the loveliest buzz to this day.
-
Generates a tiny file to do the most basic things, from the looks of it.
-
"Finally, if one can wrap a game around a complex issue like the national budget and engage that many young people, we should be able to do the same with other important policy issues, from climate change to health care. The budget was about the most boring issue one could take on compared to Lost, Heroes, World of Warcraft, or playing Moto Racer on the iPhone." Really interesting set of conclusions from a large-scale serious game.
-
"There was once a world of living robots. But one day a bad accident occured in the main power generator. The world fell into a deep sleep. Bring life back to the world!" Wonderful animation and art design, and a charming little game. It'll take you about 10-20 minutes. It's brilliant.
-
Dustin Curtis didn't like the American Airlines website, and complained on his blog; a UX architect from AA gets back to him and explains how things are; Dustin responds. I need to write something longer on this, but in a nutshell: I understand Dustin's position, but it feels naive, and I think he confuses corporate culture with business practice. I want my airline to have a corporate culture of conservatism and fustiness, just like I want my bank to be severe and serious. That doesn't meant their website has to suck, but it also doesn't mean that their sucky website is their CEO's fault.
-
"ART & COPY reveals the stories behind and the personal odysseys of some of the most influential advertising visionaries of our time and their campaigns, including Lee Clow (Apple Computer 1984, and today’s iPod); Dan Wieden (“Just Do It”); Phyllis K. Robinson (who invented the “me generation” with Clairol); Hal Riney (who helped President Reagan get re-elected); and George Lois (who saved MTV and launched Tommy Hilfiger overnight). Directed by Doug Pray (SURFWISE, HYPE!, SCRATCH), ART & COPY captures the creative energy and passion behind the iconic campaigns that have had a profound impact on American culture." Sounds good – Scratch was excellent.
-
"I hope you find this overview of the future timeline of Facebook Usernames useful to understand where this exciting feature is going in the future, how our industry will adapt and respond to this sort of innovation, and how our tech trade press will hold the powerful company's feet to the fire as this sort of capability becomes mainstream in the years to come." Meanwhile, Anil Dash drops the awesome.
-
"This is what Tim O’Reilly warned about in his definition of Web 2.0. He said that one of the new kinds of lock-in in the era of [cloud computing] will be owning a namespace." Chris Messina, being thoughtful about the Facebook Usernames issue…
-
"…when I am busy, I feel that I am not fighting with my works, I am fighting with those post-it notes and deadline." Lovely stop-motion, involving pixel-art made of post-it-notes. Made me smile this afternoon.
-
"We couldn't believe it either, but as it turns out, from the launcher screen of your Pre, simply type in the phrase "upupdowndownleftrightleftrightbastart" and up comes a hidden app called "Developer Mode Enabler."" Let's face it, every device has to have a cheat code.
-
Alf's spotify searches for independent record labels. Super, even if the Ninja Tune list is a bit Cinematic Orchestra heavy. (I like the Cinematic Orchestra, but I like other things, too).
-
Castronova's paper on whether the Law of Demand, as it works in the real world, also works in the virtual.
-
Ryan North makes a little poem dedicated to the COALESCE function in MySQL. He's right: it's super useful.
-
"Local devs, running local services, but how to share with everyone in the room?" Answer: rebuild all your tools to work across Bonjour. Slightly bonkers but very cool.
-
"When we assembled a focus group of Xbox Live players, they immediately asked for one feature we hadn’t even considered – in-depth tracking of the groin area, for post-kill celebrations. We were proud to help them find a new revolutionary way to teabag – and believe me, these ain’t no waggle controls." Hardcasual goes for the soft targets, as usual. Ahehe.
-
Seriously, Harmonix' character design is just amazing, and this movie – just the _intro_ movie to Beatles Rockband – is making me care more about that band than anything in my life has. Harmonix are gods.
-
"…what I'm hearing is the actual drum line recorded by the song's drummer, and I'm triggering those sounds by playing notes within the designated timing window. And that timing window, even on Expert, is quite a bit more generous than real life. It's the difference between truly playing a beat and merely invoking a beat. When I play Rock Band, though, that difference is camouflaged so subtlely and so well that I never even notice. That's a beautiful bit of design, isn't it?" Yes, it is. Bill Harris on the magical quantize that you forget exists in Harmonix' games. This, incidentally, is something I'm convinced Neversoft never got right, especially in the horrendous Guitar Hero 3.
-
"Introducing the Dice-O-Matic mark II, now generating the dice rolls on GamesByEmail.com. It is a 7 foot tall, 104 pound, dice-eating monster, capable of generating 1.3 million rolls a day." They roll real dice. They roll lots, and lots, of real dice.
-
"This is my dedication to the creative team behind Pixar's movie The Incredibles. I loved the depth of the world, the buildings, the gadgets and most of all I loved the chairs. Enjoy!" Collecting things is important. This is lovely.
-
"Master of the mix Jaguar Skills provides a special soundtrack to round off Radio 1's Gaming Weekend. " Available until June 2. It's epic. Get it.
-
"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.
-
Jason Rohrer has a new puzzle game out, designed primarily for iPhone but also available for OSX/Windows/Linux as ever. The UI is very thoughtful, for something finger-driven; the game mechanic is complex, but I think I'll get a handl eon it soon. I hope.
-
"As I watched the gunfire on screen, I should have been wondering what it was like to actually be in the shoes of those soldiers. But as I sat staring, I instead wondered whether the Marines had bothered to observe that building for civilian inhabitants before demolishing it. I wondered how any Marine that got shot in Iraq could endorse a game based on Fallujah where you can be hit by a hail of bullets and walk away. By the end, I was left wondering what Konami was thinking." A strong article from Nick Breckon on the problems already showing with Six Days In Fallujah. Thoughtful, well-reasoned, and not at all knee-jerk. I, too, am already concerned.
-
Lovely: Creature Comforts meets "Hey There Little Fella". Totally charming.
-
Ocean Quigley has a blog, and whilst all the stuff on Spore and Sim City 4 is super-nice, what I really like are his paintings and sketches, which are just lovely.
-
"Daily deep-dive analysis of a specimen from the modern world's most exciting communication medium for penis humor."
-
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
-
"Tweenbots are human-dependent robots that navigate the city with the help of pedestrians they encounter. Rolling at a constant speed, in a straight line, Tweenbots have a destination displayed on a flag, and rely on people they meet to read this flag and to aim them in the right direction to reach their goal." And, it turns out, you really can rely on the kindness of strangers. If you're a cute robot. And boy, are the tweenbots adorable.
-
"Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics." A not half bad guide to the different kind of projections used in 3D – and pseudo-3D – games. And, of course, a reminder that most isometric games aren't, and that the projection in Ultima VII was *bonkers*.
-
Beautiful. And: insanely time-consuming; it's not just stop-motion, but two separate pieces of stop motion put together. I love it when they go swimming.
-
"I'm going to give you the answer right away and the answer is yes. The only difference between SimCity's 3D and a first-person game's 3D is that SimCity uses "orthographic projection" and limited view freedom. The intent of this article is to explain both of these differences and the reasons for the decision to implement them. Along the way I'll briefly mention some of the rendering techniques and used in SimCity 4 and the issues that come with them." Rather good article explaining about optimising 3D for fixed projections.