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"In The Wave in the Mind, one of Le Guin’s many collections of essays, she wrote, ‘All of us have to learn how to invent our lives, make them up, imagine them. We need to be taught these skills; we need guides to show us how. If we don’t, our lives get made up for us by other people.’ When I met Le Guin, I was in outer space, hovering in that darkness. Cast out from my homeworld, I spent my days orbiting a new world, afraid to land." This is great.
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"When I was about a year old or so, my father took me into his office for the day. My father was a computer scientist, and he worked for a weird little startup that didn’t make any money. I remember going in there as a kid and thinking the people dressed strange.
At some point during that day, my dad played with me with a tennis ball. John Lasseter, an artist who worked with him, watched us, and suddenly the short film he had been trying to figure out was right in front of him. Using my actions, proportions and personality as a model for his main character, Lasseter created the short film “Luxo Jr.”" Via Jason Kottke; this is a touching story. I always love watching this film.
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On the real life Firewatchers. Lovely.
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"Once everyone got on-board with "anyone can make video games", then the weird leap in logic was, "who wouldn't want to make video games," and worse, "who wouldn't want to solely live off their video games?"" This is all lovely from Robert – especially noting that making art is not incompatible with, separately, working, and that creative endeavours do not have to be our sole life's work. (And: that doing things not full-time does not devalue them in the slightest!)
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All of this.
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"Shouldn’t games be an opportunity for players to wrap their heads around counter-intuitive truths?" Yes, they should.
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“I’ve found that your chances for happiness are increased if you wind up doing something that is a reflection of what you loved most when you were somewhere between nine and eleven years old. At that age, you know enough of the world to have opinions about things, but you’re not old enough yet to be overly influenced by the crowd or by what other people are doing or what you think you “should” be doing. If what you do later on ties into that reservoir in some way, then you are nurturing some essential part of yourself.” And now, I love Walter Murch even more.
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Depicted as a grid by artist Susan Wolf; to circumvent the large number of languages spoken in Joburg, taxi drivers have official hand signals to take you from A to B. This PDF shows all of them. (via Bobulate)
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"How does a game about killing people, the Old Testament, and the Borgias completely bore an Italian Jew?" Simon Ferrari didn't like Assassin's Creed II; he explains why. It's entertaining, for sure (but I'm still going to pick it up).
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Wonderful interview with Richard Mosse, who photographs (quite beautifully) plane wrecks.
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"I wonder what Tulon Ethabathel the Dwarf is doing right now." A US brain surgeon talks about his interest in gaming, the amount of time he gives it – very little – but the nontheless-important role it plays in his life. Lovely article, really; well-crafted and thought-provoking.
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"For Christmas 2009 the Really Interesting Group wanted to create a a gift comprising a series of 4 unique decorations based on each recipient’s use of the Flickr, Dopplr, Last.fm and Twitter. Having used a couple of the software APIs they were thinking about using (flickr and dopplr) and with experience of rapid prototyping we worked together to turn the data into something physical." Can't believe I haven't linked this already. Ours were wonderful; many thanks to RIG and Andy.
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"Jcrop is the quick and easy way to add image cropping functionality to your web application. It combines the ease-of-use of a typical jQuery plugin with a powerful cross-platform DHTML cropping engine that is faithful to familiar desktop graphics applications." Wow – snappy, well-made, and very impressive.
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"Slammer gives you any grid you want, anywhere you want: Typographic Grids, Golden Sections, Fibonacci series or Rule of Thirds. Thats not all, Slammer also has Rulers, Crosshairs, Magnifier, Measurements & Screenshots. Slammer is a must have for any designer."
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Bleak, stylistically lovely, flash game about the drudgery of existence. Not cheery, but some beautiful touches. And I loved the cow.
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"Welcome to the home of the Generic Syntax Highlighter – GeSHi. GeSHi started as an idea to create a generic syntax highlighter for the phpBB forum system, but has been generalised to this project." As seen on the Panic blog: very impressive, in particular, the clickable documentation of Objective-C keywords.
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"Players stand in front of a green screen while the game films them and creates a music video background while they sing. Their performance is then emailed to them or burnt onto a DVD players can take home." Awesome. Unfortunately, the project has been canned. Still, it's worth watching the slightly cringey videos of the developers playing it, because it's a nifty bit of code.
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"It all boils down to a Ruby script that runs on OS X only and uses OS X’s really awesome typography and subpixel antialiased font rendering. Why not tap into this to make those headline graphics? With Rubycocoa you can easily whip up a small app that draws some text, and save it into a PNG file." Um, blimey.
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Icebergs and Shorelines; I love the Icebergs series particularly. What a rich page for a gallery.
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"3. Take Notice: Be curious. Catch sight of the beautiful. Remark on the unusual. Notice the changing seasons. Savour the moment, whether you are on a train, eating lunch or talking to friends. Be aware of the world around you and what you are feeling. Reflecting on your experiences will help you appreciate what matters to you." All very good advice – and, frankly, what I knew already – but this one felt particularly appropriate, given Noticings.
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This is a pretty good guide – made sense, got me up and running fast, and nice and clearly written.
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"In a sense, a child, by definition, shrinks Scribblenauts’ scope: the game’s potential solutions are necessarily limited by vocabulary, so players with a smaller vocabulary have fewer options open to them. But, free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults’ reach." Simon makes a strong point about Scribblenauts.
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"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
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danah's PhD dissertation. I need to bookmark this, and have not read it yet, but am sure, at some point, I am going to plough through it, for work, recreation, or (most likely) a bit of both. Until then: just a bookmark.
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"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
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"It is a commonplace that if it weren’t for computers we couldn’t fly to the moon, or even keep an accurate record of the national debt. On the question of how it does what it does, however, the computer has always remained essentially mysterious—unfathomable to all but a small handful of initiates. An officer of one major computer concern guessed recently that not more than 2% of his employees really know how it works." 2% seems awfully high these days. Detailed, technical article from Life in 1967.
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"This is not intended to be a fun game. It has all the trappings of a LEGO game. It has the forgiving game mechanics. The ease of control. But it uses these elements to create a cognitive dissonance between the ease of the actions and the terrible nature of their real world counterparts." Corvus hypothesises what A Lego Clockwork Orange might look like. Thoughtful stuff.
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"So why not embrace it? That's why You Have To Burn The Rope is fantastic… for games to become art there must be an awareness and a conversation with its own history. Film, music, and literary critic call this allusion, but for the creators, this isn't just a word, it's a dialogue. Which means it should invite participants. For me, I'm far more intrigued by stop-motion artist Patrick Boivin's attempt at turning a linked sequence of videos into Youtube Street Fighter." I'm not sure I agree with Wang on YHTBTR, specifically, but this paragraph is reasonably sensible.
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65 years since the end of the siege of Leningrad, this LJ post shows photographs from the late 1940s merged with images of the location in the present. All are striking; some are very sad. Great contextualisation, though.