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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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"A videogame is a staggeringly beautiful canvas. It's a window into another world. A world that lives only as long as the machine is on. A living breathing world with depth and soul that actually exists, right there onscreen, limited only by the vision and imagination of its creators. Seize that thought, and don't let it go." Less talk, more rock. (And: I am enjoying the BB one-off feature art).
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"I got my Miranda. I also found out how many times I'll kill the same person in order to get my way, which is also helpful." Great stuff from Dan on Mass Effect 2, and the hoops we go through to make NPCs like us.
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"No huge surprises, except maybe that I changed to dark toolbars. No multi-column reading, no fake book-page animations, and no giant newspaper graphics." Great explanation of Instapaper on the iPad from Marco. And: I'm sure it'll be great; in the past two months, I've become a total Instapaper convert.
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"By decoupling their data to minimize exporting, they said their polish actually became fun, not to mention efficient. I think many projects would benefit from finding a way to similarly decouple their tunable data." Yup.
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"How does it work? Just put your image size after our URL and you'll get a placeholder." Nifty!
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"Those of you who watch a lot of Hollywood movies may have noticed a certain trend that has consumed the industry in the last few years. It is one of the most insidious and heinous practices that has ever overwhelmed the industry… I speak of course, of THE COLOR GRADING VIRUS THAT IS TEAL & ORANGE!!!" Oh dear. An entertaining follow up to that great Stu Maschwitz post on 'porange'.
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"10 years ago, on this Friday in March of 2000, the Dot.Com bubble burst in the UK." [This is very good, Simon Wistow!]
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"Institutions are platforms / Sketching in things". Chris' introduction from the #mbsp SXSW panel; really good stuff, and that was only the introduction! Would have loved to have seen the whole thing.
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"Somewhere in the future, a picture of David Minor—in jeans and a tie, face beatific under a studio light, sleeves rolled up to expose the Eugene Debs quote tattooed on his arm—is berthed in a database table in off-system storage, waiting to be remade." Lovely, sharp, writing from Joel Johnson.
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"I see Valve Software today holding the same position in the overall media landscape that Marvel Comics occupied in the early-mid 1960s. In both cases, we have two experienced studios, neither the mainstream-recognized giants of their fields, who made an unusual decision: they chose to spend the creative capital gained from prior commercial success to quietly revolutionize their respective medium's dominant genres, rather than take the safer path of grinding out more derivative sameness."
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Ben Zeigler's notes on Bunge's Jaime Griesemer's talk at GDC, all about balancing. Sample quotation: "It can be tricky to balance, because designers can misinterpret competence (getting good at a weapon) with the weapon being balanced. We CANNOT use our intuition at this stage because it will lie to us. Changes will have to be done in larger batches, and we need to avoid bias effects." Really, the whole thing is jampacked with interesting stuff (not all of which I agree with, but most of it is very good indeed).
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"…let's not kid ourselves. If you sell a game that's a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player's mind of "What happens if I shoot this person?" And that's our own fault! We've sold the player that; we've made a contract with the player that says it's okay to kill people. Why would we then chastise them for exploring that?" Patrick Redding is brilliant. This interview, with Chris Remo on Gamasutra, is great – Remo asks some smart questions, and Redding gives some really smart answers.
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"The game insists that I focus, even for mundane activities like carrying groceries, on carefully following directions delivered to me visually on-screen. The simple act of carrying groceries is subsumed by the mechanical procedure of executing a series of prompts _for no apparent reason_. This, for me, is the primary disconnect in Heavy Rain. My mechanical game-directed actions don't amplify or add meaning to the in-game behaviors they execute. They don't pull me in; they keep me out. " Hmn. I've been thinking about something similar recently. Time to fire up the blogpostmatron…
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Lovely, lovely article explaining just how the PeepCode Blog works. The blog itself features unique layouts for every post. There's no CMS, no database, but what's going on under the hood is at least as clever – and the flexibility makes the beautiful and clear pages much easier to build.
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"…for reasons that baffle me, my TV can only receive the four terrestrial channels, plus a grainy feed from the building’s security cameras. Easy choice."
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"“Notput” is an interactive music table with tangible notes, that combines all three senses of hearing, sight and touch to make learning the classical notation of music for children and pupils more easy and interesting."
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"I had been studying this style of letters on similar buildings in Washington, D.C., and something about them always felt a little dull. But in the Claremount letters I found life in the charming way the awkward proportions and loose spacing came together. So I set about designing a Claremount typeface." Nice article on designing a typeface, and, I must admit, it's rather good-looking (especially for something named after me).
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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.