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Normalizing the exceptional; the way the "control room" in films mirrors attitudes towards the control of technology – and control in its more general senses. This was good.
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Interesting article on sync / music for TV and film from RA.
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"A Thankful Village is a village where every soldier returned alive from World War 1. The term Thankful or Blessed Village was coined by Arthur Mee in his set of guidebooks, The King's England in the 1930s. Darren Hayman is visiting each of the 54 Thankful Villages and making a piece of music and a short film for every one focussing on village life. Some take the form of instrumentals inspired by location, some are interviews with village residents set to music, others are new songs with lyrics or found local traditional songs." Lovely project from Darren Hayman.
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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.
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An even tinier fantasy console – like a Gameboy colour, but coming with an IDE and scripting language, built around Lua. Really nice conceit.
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A "fantasy console" – a console AND ide/language/design environment inside it for making voxelly games.
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Lovely graphic design in the animations!
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About as formative as movies get for me, weirdly; and this is a lovely set of anecdotes and tales from ZAZ and cast members on making Airplane!. It's still great.
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"keep some parts of myself severely to myself, am thus able to maintain a deep fruitful disjunction between this real world & the real real world." (and: of _course_ the "Robin" commenting on MJH's blog is Robin Sloan)
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"The lineage of luxury in art – from lapis lazuli, to bronze casting, gold plating or diamond encrusting – extends now to graphics cards, ray-tracing, skin rendering, reflection mapping and to processor speeds, hyperthreading, render farms and the complex world of outsourcing, government subsidies or mineral extraction. It’s important and interesting! Curators take note!" This is good / the Ed Atkins also sounds good.
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Bookmarked for reference – Dan's lists are usually good.
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Beautiful. (via Denise).
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"King Lear would have killed it in Silicon Valley." More Maciej, and yes, it's great.
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These are also good. And funny.
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Seems like a reasonable set of tools to help out with this.
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"MailCatcher runs a super simple SMTP server which catches any message sent to it to display in a web interface. Run mailcatcher, set your favourite app to deliver to smtp://127.0.0.1:1025 instead of your default SMTP server, then check out http://127.0.0.1:1080 to see the mail that's arrived so far." Useful!
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"The reason I am able to make Twitter bots is because I have been programming computers in a shitty, haphazard way for 15 years, followed by maybe 5 years of less-shitty programming. Every single sentence in the big preceding paragraph, every little atom of knowledge, represents hours of banging my head up against a series of technical walls, googling for magic words to get libraries to compile, scouring obscure documentation to figure out what the hell I’m supposed to do, and re-learning stuff I’d forgotten because I hadn’t used it in a while." This paragraph also represents my experience of both programming and how I write my toys; a slightly round-about set of experience to get to where we are now, with lots of reading the manual and doing things in dumb ways occasionally. Programming!
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Yep, this all seems like a very good list to me. Filed away for the next time I have to do anything with maps.
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Enjoyed this a lot: Kim Stanley Robinson on California, SF, and the relationship between the two. For me, timely.
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"In this film I wanted to look beyond the childish myth of ‘the cloud’, to investigate what the infrastructures of the internet actually look like. It felt important to be able to see and hear the energy that goes into powering these machines, and the associated systems for securing, cooling and maintaining them." Looks beautiful: Timo's customary look in enveloping, three-screen 4K. Gosh. Also: the uses of stills-as-film is really interesting to me at the moment.
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"One-thousand dollars invested at a 20% discount with 5% interest (calculating interest every 3 turns, but simple, not compounding interest) means a player will have starting debt of $1000. After three turns the debt is $1050, 6 turns is $1100, 9 turns is $1150, etc. Totally manageable. The banker is your friend and wants you to succeed."
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A lovely game – almost a poem, but definitely Enough Game – by Holly Gramazio, about being a blackbird in a city. It made me feel many things, which is what the best writing does. Also, I shall now probably play it again.
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"We foresee an amazing future where not only can your household devices communicate with each other, they can also communicate with us over the same Internet lines. How cool would it be if your fridge could post a Medium here on Medium every time it needed you to buy more milk? And that’s just one idea." There are many more ideas in this post.
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This is a great reading of Insomnia; I loved Skjoldbjærg's original from the moment I saw it, and this review really neatly encapsulates why I hated the Christopher Nolan remake so much. It becomes about fundamentally different things, and they're not as interesting as watching Skarsgard fall quite so low and never really recover. Also: I'll take Norway over Alaska any day.
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"…we re-designed our lighting rigs in the computer to be very similar to traditional lighting rigs with bounces and blockers and things like that. The slight difference being we could make a white bounce card that was a kilometer by a kilometer if we wanted to bounce a light onto the ISS." Easily my favourite sentence from an excellent article on the effects work in Gravity – not just how they did it, but what their processes were like. I love this stuff, especially around the interaction between vfx and DOP.
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"…nothing really gets older online; the only aging of things here comes from the erosive force of changing human sensibilities. The black of that North Face jacket looks just as black, but the point of wearing it has faded a little. Here there is only the appearance of getting older because everything else has gotten much newer. The pixels do not outwardly become worn. They are like grains of sand. If one is destroyed, it’s too small for us to know it’s been annihilated. And there is so much sand."
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"I wonder if there’s a business to be gotten into where one shows movies the way everyone wants to see them: just the movies, from the very first second you start watching. It’s a naive thought; I understand that. But I can’t forget that when those lights went down, when that screen went up, and when that twangy riff kicked in, there were audible gasps and cheers in the audience, and someone behind me yelled out “whoa, awesome!” I want to believe that there’s a business to be gotten into that capitalizes on “whoa, awesome”."
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Stewart Lee's dark, self-referential Christmas tale from this year, for the New Statesman.
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"In other words, the more packages you send at once, the shittier job FedEx does of delivering each of them, with each package getting less and less of a delivery attempt. And the limit actually approaches zero, which means that if you somehow send me infinity packages through FedEx, they will not even knock on my door. They will take the infinity dollars and run. I did honestly not intend today to use math to prove precisely how bad FedEx is at delivering packages, but, um, here we are?" I love Ryan North.