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"If reinterpreting Ryu is a character design test, remaking Tatsu is like a designer’s Kobayashi Maru — you’re going to fail it no matter what, but the way you fail might teach you something." I enjoyed all of Patrick's post in this series, but this quote really leapt out at me.
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Good stuff on prototyping and development – especially around the _pace_ of prototyping.
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[this is good]. I particularly liked "one damn thing after another", because yes, that's how I tend to think about these things, wrestling an essay into something that makes sense as a told narrative.
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"The lesson games have for design is not really a lesson about games at all. It’s a lesson about play. Play isn’t leisure or distraction or the opposite of work. Nor is it doing whatever you want. Play is the work of working something, of figuring out what it does and determining how to operate it. Like a woodworker works wood. By accepting the constraints of an object like a guitar (or like Tetris), the player can proceed to determine what new acts are possible with that object. The pleasure of play—the thing we call fun—is actually just the discovery of that novel action." Not just this quotation, but all of this article, really. So good. Immaterials, again.
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This chimed with me, and I enjoyed it – it nails much of why I enjoy the game, why I haven't really enjoyed other survival/crafting games, and I particularly nodded along with its more nuanced take on NMS as a post-colonial artefact.
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"The campaign’s second big lie was that the UK would be able to have access to the single market without accepting the free movement of people from the EU. No country has this arrangement, and there is no reason to think it is possible. If Britain were to secure a deal whereby it had access to the single market and control over EU immigration, it would be the end of the EU – because other countries would leave the EU and demand the same. Leave campaigners don’t seem to understand that Continental elites feel just as strongly about the continued existence of the EU as the Leavers feel about Brexit. For the EU to survive, it will be important for the UK to be seen to pay a high price for leaving. We don’t know what that price is going to be, and I don’t look forward to finding out." Strong stuff from John Lanchester – a delight to read as always – but god, I don't half feel queasy doing so.
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Alex's column on game mechanics is one of my favourite new RPS features – they're all cracking, and a good example of understanding games by going to the source, rather than guessing – and also highlighting the fact that games are made by *people*, not just conjured out of thin air. Really good stuff.
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"The result is a rhythmic meditation on the tonality inherent in her instrument. To hear bits of the viola on repeat is to hear the organic turned into a machine, as nuances are frozen into employment as compositional elements." Yep.
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It's great to see Omata leaking into the world, and I enjoyed this for the early sketches, the playful renderings, and the box of prototypes, as much as the interview.
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Wonderful – graphic design from an unreal 197X. Eurostile agogo!
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God, this is horrendous: the awful state of the 'cheap smart home'.
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Bookmarked mainly for its unpicking of that William Morris quote at the top – where it comes from, what he meant, and what he was talking about.
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"I view ValhallaPlate as being closely related to an SM57. Or a hammer. No need to be delicate with the tool. No need to think about things too much. It just works." I liked this line on toolmaking, especially when it comes to music technology.
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Much more Illustrator-like than Sketch is, in many ways, and affordable. Certainly leaps ahead of Inkscape in not being rubbish. Going to use this for lasercutting/frontpanel work, I think.
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Really good article on the realities of installing iBeacons, and, secondarily, the way you develop your own internal processes just to solve workflow. I liked the trolly; I felt for the BKM very much as I read this.
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Translating Gender: Ancillary Justice in Five Languages Alex Dally MacFarlane | Interfictions OnlineFascinating article capturing how various translators worked around their languages to translate not only the absence of gendered language _suggested_ in Ancillary Justice, but also the author's deliberate use of the feminine as a generic case. (Also, how to translate things for different cultures – what they expect and what they intimate).
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Yes, it's a bit heavily focused on copying/emulation, but there's some useful stuff in here and some interesting starting points.
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Thoughtbot's engine for Rails admin UIs, sans-DSLs. Filed away for reference.
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Corrie Corfield on Peter Donaldson. Lovely.
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[this is good] and I will remember more of it in future.
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Wonderful, dense, three-part study of one of GTA V's renderer. I like Adrian's posts because he focuses on the art of the technology, as well as the technology of the art; a reminder that game art isn't just plonking OBJ files into a world, but relies on a whole host of developers, maths, and drawcalls.
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Interesting; the wrapper Github used for Atom, as a platform. Makes building desktop applications for web-folk like me a notch easier, though as ever, I find the Javascript ecosystem baffling.
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Wonderful article from an architect who worked on "The Witness" about the role of architecture practice in game design, and all the rough edges architects see within game worlds. Good on spatial design principles, too.
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"Every gallery project needs an Andy" – and other insights from Tim Hunkin on installation design, following his work on 'The Secret Life of the Home' at the Science Museum. All rings very true for me, and glad to see it's not just me that finds this sort of stuff challenging. Also: very interesting on museum culture.
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Lovely interview between Jeff Bridges and Roger Deakins – on film, and how they get made, and feel. Lots of deep knowledge and affection in this; I really enjoyed it.