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This sounds great: Andrew Collins presenting a 30-minute documentary on a history of 3D – from perspective drawing through early stereoscopy to the present – on Radio 4 this week. Must remember to listen-again/iPlayer/huffduff/whatever it.
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Images captured via Google Streetview cameras; some are incredible, others, beautiful.
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"It’s different things at different times, a serious research tool, or a communication device, but it’s a toy, I can play with it and find things I didn’t know existed." Tom Phillips has made a version of A Humument for the iPad, and I am very excited about this new.
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Not a bad list, especially for sites needing hardcore, tight, front-end work, and that are going to face load.
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Mitu makes a series of interesting connections here, though the conclusion she came to isn't quite the same as mine – which is in the comments. But there's a mass of starting points here as to notions of the "abstract", and what it might mean for games. Something I shall be returning to, for sure.
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You know, it's thing like this that make me really wish I had the time to devote to properly grokking Dwarf Fortress, because sod the pictures, it's just a brilliant _story_.
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"An 11 minute documentary exploring the merits and impact of pixel art, animation and chiptune music." Nice interviews, careful, and thoughtful.
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"Our original inclination was to put game content under "~/Library/Application Support/Steam", along with the other support files Steam uses. The problem is that uninstalling an application is meant to be as simple as dragging it from the Applications folder into the Trash. However, uninstalling Steam this way will leave all of your game content on the drive, which could easily be quite a few gigabytes of wasted space. Our solution was to put the content in a very visible and often used location so users could easily find and delete the game data if they didn't want it anymore. That's right, we chose the Documents folder specifically because it was visible and often used — the very reasons users don't want it there." Well done, Valve, for explaining this in the short term, and providing a solution in the long term. (And: their thinking wasn't so woolly, really).
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"The route of the [Metropolitan] line between Paddington and Bayswater (opened in 1868) necessitated the demolition of 23 and 24 Leinster Gardens, situated on a long, upmarket terrace of five story houses, and it was decided to build a 5ft-thick facade which matched the houses either side of the break."
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Back in 2006, early on a Saturday morning, artist Julien Berthier installed a new door in the city of Paris—but it was a fake door, leading nowhere, on an otherwise empty wall in the 3rd arrondissement… Unbelievably, Berthier adds, "Almost 4 years later, the address still exists. Regularly graffitied it is even cleaned by the city service.”
Bigger Trees
26 April 2010
Several weekends ago now, I went to the Tate Britain to see the Chris Ofili and Henry Moore exhibitions. Both were good. I find sculpture difficult to “read”, as it were, although I found Moore’s stringed work very beautiful; the real highlight of his exhibition for me, though, was the central room of his sketches from the Blitz and from coalmines. The Ofili, similarly, wasn’t initially to my taste, but grew into a rather nice body of work, and the room of his blue paintings was wonderful; I enjoyed the catalogue of the Blue works I read later, although was disappointed to see how many of the Blue paintings hadn’t been selected for display.
But the best thing I saw in the gallery that weekend was a total surprise.
That surprise was David Hockney’s Bigger Trees Near Warter.
I glimpsed the painting through a doorway, not in its entirety, just part of it, already filling the doorframe and enticing me in. What greeted me on the other side was, in every sense, stunning.
Bigger Trees Near Warter is a huge painting, made of 50 canvases – 10 wide by 5 high – and, in this showing, duplicated on two adjacent walls of the gallery in scale replicas constructed out of fifty photographic prints. It dominates the room, filling your peripheral vision as well as your forward gaze.
(I enjoyed Hockney’s rational for making the painting so big – he didn’t want the Royal Academy to try to hang anything next to it, and so he ensured it would fill the wall it was intended for)
And, as the explanatory documentary running on a small television on the fourth wall explains, the artwork was only really possible because of modern technology.
Hockney’s a very technically savvy artist – something that often surprises people – and it was fascinating to watch him at work. The computer’s role in Bigger Trees was very specific – it enabled pre-visualisation of the larger work, showing how the initial sketches would be divide across fifty paintings, and by stitching together photographs of work in progress, hinting at how the artwork was developing. After all, there wasn’t nearly enough room in Hockney’s UK studio to hang all the canvasses.
But that was it: each canvas was still very much painted in the field, and the stitched image helped plan which canvasses to take out each day. It’s still very much a landscape painting made on location. I admired both the necessity of technology to the painting, and yet a lack of complete reliance on it.
Enough of the method, though, because even if you didn’t know that, it’s still a phenomenal work: subtle use of colour that’s unmistakably English countryside, detail in the tree branches that’s visible at a distance, but recedes as you get closer; a painting on such a large scale it never escapes your eye. It dominates you, keeps you in place, and then the shapes form into detail and draw your eye in.
I looked at this one image for a good while – longer than I’ve looked at any single painting for a long while. My eyes occasionally darted right and left to check that the facsimiles really were identical, and not variants; quiet and still in one of the gallery’s larger single rooms, awed, and glad to have followed my nose – or rather, my eyes – through that doorway. I’ve been a fan of Hockney for a while, but this was just magnificent; if you’re passing Tate Britain in the near future, it’s worth the detour to find. Words and photographs can hardly do it justice.
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Joe Moran on Daniel Miller's "The Comfort Of Things", which has gone straight onto my wishlist.
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"For instance, when a film critic with a Twitter account says that video games are not art, the natural followup becomes, "Well then… what is art?" And suddenly we're in some goddamn flourescent-lit student lounge, sitting on a nine-dollar couch across from a dude whose shirt is self-consciously spattered with daubs of encaustic, hip-to-hip with the girl who stamped each page of a copy of The Feminine Mystique with an ink print of her own labia, hearing the guy over our shoulder mention Duchamp for the sixth time this week, and it all just needs to stop right now." Well said, Steve.
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Stanford's iPhone development course.
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"Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
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"The craftsman as hero is a consistent motif in Ruskin’s artistic and social theories. To him, mechanisation and division of labour dehumanise workers, enslaving them to execute exactly the specifications of others. The only way to recapture the humanity in labour is to put the designer back in touch with the tools of the craft and to unleash the creativity of the maker." A lovely metaphorical piece from Matt Edgar, reminding me of how much I need to brush up on my knowledge of the Arts and Crafts movement, if only because of how much I appreciate their sentiments.
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"At some point, I begin to feel that I am carrying entire Latin American forests home with me. Also, I am afflicted with a terrible need to stop and write things down, at almost every corner, slowing my passage through the city and impeding motion. I am locked in this ridiculous two-step, unable to travel more than half a block before sitting down and writing out more, papering over the last thirty feet, dripping more ink onto the street: this absurd project, this incomprehensible, incompletable urge, this terror of forgetting and compulsion to record." Beautiful writing from James, which has been sitting on the "to link" pile for far too long.
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"Here is an extraordinary piece of film. It is a live outside broadcast of a British army simulation of an attack on a train in Britain. It went out at prime time on a BBC programme called Saturday Night Out. And it happened in 1956."
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"Maps are having their F-64 moment, right now, which is important and wonderful but I don't think anyone really wants to live in a world with an infinite depth of field. It's an appealing idea but then something like the Hipstamatic comes along and we all get irrationally weak in the knees, all over again." As usual with Aaron, I could quote most of the article, but in this case, I'll pick my favourite piece of writing, rather than perhaps the most succint quotation; just read the whole thing. (And: I wish I could code or even write like this).
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"Instead of aiming to elevate the medium by making games that are more socially responsible – which by my estimation reduces quickly down to a feature driven approach that ultimately offers little more than cheap didactic moralizing, our aim should be instead to empower our creative visionaries to explore the human condition through their work." In a nutshell: rather than explicitly trying to make 'worthy' games, why not just let people make games about, you know, the human condition – ie, what every other artform does – than just about shooting dudes? (Disclaimer: sometimes, shooting dudes is fun. But I like Clint.)
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Very simple; very effective.
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"Golden Hook is an innovative fashion brand which allows you to create made-to-order beanies by choosing your beanie style, material, and color. You also choose the authentic grandmother who will knit your beanie from our gallery of grandma photos." Awesome.
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Some of these are very nice; many are likely to end up on posters for dubstep nights in Shoreditch soon, I fear.
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"Need a little excitement? Snap into a little Flickr game I just discovered called Noticings!" Noticings is on the internet telly.
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"Over the weekend, I wrote a web application that takes advantage of the new [EchoNest] APIs to make it easy to get a click plot for just about any track. Just type in the name of the artist and track and you’ll get the click plot – you don’t have to find the audio or upload it or wrestle with python or gnuplot." Echonest is bloody magic.
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"The premise is simple – it's the 1920's, and you're a guy on a decadent cruise liner, one of four you can pick from the outset. Something goes wrong, of course, and the ship begins to sink. You have one hour, in real time, to escape the ship, while rescuing as many survivors as possible. Halfway through the game, the ship begins to sink and floods with water. If the time runs out, you're dead." Wonderful sounding Clock-Tower-y survival game for the SNES.
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"This is my Sony Ericsson MBW-150 bluetooth watch, showing the next few SF Muni bus arrival times for a nearby stop. The code to fetch the arrival times is running on my Droid phone, and communicating with the watch using Marcel Dopita’s OpenWatch software for the Android platform."
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Dan interviewed Tale of Tales for Wired; this, published on his blog, is the full interview, and it's got lots of great stuff in it. I'm really not sold by them – indeed, I'm less sold by the firm than I am by their work – but it's interesting to hear something from the horse's mouth, as it were.