• It's a digital clock made out of scrollbars; divs being resized to force overflow and generate a scrollbar make up the seven-segment display. Bonkers.
  • "Using a simple correlation scale comparing marketing spend and sales against Metacritic rating and sales, Divnich found that marketing influenced game revenue “three times more than game scores”… “There is no compelling reason to focus on quality, you should literally just spend that money and time on marketing.”" I'm not sure he's suggesting this is a /good/ thing, but he is pointing out that it's what the numbers say. It's still depressing.
  • Porting a short segment of Another World to Javascript and Canvas. Bonkers, but impressive.
  • "It is difficult and sad to leave Flickr but I have no regrets. If you asked me whether I'd do it again and what I'd do differently I'd tell you that I'd do it again in a heartbeat and the only thing I'd change would be to try to do it harder and louder and faster than we already did. The good news is that I've accepted a position to frolic around and play with the trouble-makers that are Stamen Design because "it seems like too good an opportunity and one that I would always wonder about if I'd said no"." This is awesome and exciting.
  • "If / when telly people complain that their industry was blind-sided by the internet/interactivity I think it might be fair to point out that this was made in 1990. And that it was shown – ON THE TELLY. Or would that be mean?" Douglas Adams' documentary "Hyperland", a crash course in hypertext written and shown pre-the-web.
  • "The best games communicate their systems to us in ways that feel satisfying, and the quality of this dialogue between player and game often determines the success or failure of the game." Michael Abbott's been playing Demon's Souls.
  • "Raphaël is a small JavaScript library that should simplify your work with vector graphics on the web. If you want to create your own specific chart or image crop and rotate widget, for example, you can achieve it simply and easily with this library." Looks really rather interesting, and potentially beautiful.
  • "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.