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Some amazing quotations in this interview with Hoefler and Frere-Jones; highlights include "most of our projects take about a decade" and "how do you embody Steve McQueen in a typeface?"
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"Though I lost the original notebooks, I still have the journal. It stood in a complex relationship with, and served as a feeder for, the actual writing of Climbers, which went on concurrently elsewhere; also as a record of one of happiest and most productive times of my life. The pages were carefully numbered. The photographs, especially polaroids, have become faint and dark-looking at the same time, tinged with purples and greens not present in the lived scene." Beautiful documentation of work in progress.
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"Truth be told, I’m a bit tired of pixel art, but work like this aspired to transcend mere pixels. And I think that’s why it still packs a punch for me today. It’s evidently not content with the paltry colour depth and resolution it’s forced to use. It’s not about celebrating its form, unlike today’s pixel art, which is all about the form and evoking aesthetics of the past without quite nailing their fundamental nature. Instead, these backgrounds are all about what they depict – little scenes, ripe with little stories and humour, and inflected with travel pornography." Great writing from Alex, and a lovely cherrypicking of the selection. I am not a huge SNK fan, systemswise, but I adore their background art – and have a particular fondness for the whole package of Garou: Mark of the Wolves. This post does a lovely job of explaining why.
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"I think recognising this – when there is a path from a crisis that involves risk but rewards you hugely – with something you wouldn’t have imagined, is at the very heart of design. It’s certainly an incredible feeling when it works, when the judo-flip flows just so, and you end up somewhere brilliant." Yeah. I really, really need to trust that more when I feel it.
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"Though adept at mathematics and engineering science, his inventions were all human-centred and focused on the experience and enjoyment of the user. He abandoned his design of a steam motorboat engine, for example, because once he had developed it to rival diesel power it lost its suppleness and "was not a nice thing any more". His car suspensions and the cycle developments were entirely aimed at providing a superior experience for the user. He was very taken, through his association with Bridgestone, with the Japanese sense of the "spirit" of an artefact, reflecting its origins and the care with which it was made. He liked the idea that by seeing and using something one can detect this "spirit", which fitted his own conviction that manufacture and industry are morally rewarding. "Man should make things … Make a profit, of course, but don't take the money gain as the prime judgment."" Great paragraph from this obituary of Alex Moulton.
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Wonderful article about Hackney – and, specifically, a natural history of the borough as it is right now. The history of social housing throughout the area is particularly interesting; also, I found the distinction between "gentrification" and "yuppification" useful. Ignore the title – it is a meaty piece, with about 2% of it being about hipsters.
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"…if any one of the participants at the meeting starts to deviate away from the subject, repeat themselves or get a little carried away with their topic, the "Scrum master" presents them with the baseball cap to wear – the idea being to "cap" the conversation at source! This indicates that the person presented with the cap is now prohibited to speak until asked to contribute again, or until the cap is passed to someone else during the course of the meeting." Iiinteresting.
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"I'm super happy with the resulting portrait of where the studio is now: 13 people, working in a garden in the middle of a vibrant city, a strong ethic, and maps and visualizations in active use by the public." A lovely description – it's a brilliant office to be in. Also, they totally have a piano. And: how lovely to see the maps laid out: seeing this issue, it reminds me just how beautiful many of them are, and how well they stand the test of time – Cabspotting, for instance, is increasingly iconic.
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"What was quite nice is seeing the piles of paper at the end of the day. It’s very visible that Work Has Been Done Here. The sawdust, as Bridle points out, that’s missing from software development. You get to see the failed experiments and the changing versions printed throughout the day which would normally be hidden away in git." It was a fun day, and this is a nice thought from Dan. I kept all my sawdust, which I'll be writing about when I get a minute.
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"Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
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"The process of going back and forth from painting to the computer became a continuous cycle. Midway through as I became more and more familiar with the outcome of how the actual texture would appear on the screen when tiled, my painting process became more specific to achieve the desired texture, color, darkness, stroke, range of value that I wanted for each feature on the map." Lovely stuff from Geraldine on painting, textures, and process.
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"Skateboarding, metal work, solitude, machining, precision, and practicality. That's where Roy began." Lovely interview with a chap who makes custom jeans, on his own, simply because he decided one day he wanted to – and then he got good at it. The photographs of his workshop at the end are lovely.
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Not a bad list, especially for sites needing hardcore, tight, front-end work, and that are going to face load.
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Mitu makes a series of interesting connections here, though the conclusion she came to isn't quite the same as mine – which is in the comments. But there's a mass of starting points here as to notions of the "abstract", and what it might mean for games. Something I shall be returning to, for sure.
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"Consider the process of writing the Readme for your project as the true act of creation. This is where all your brilliant ideas should be expressed. This document should stand on its own as a testament to your creativity and expressiveness. The Readme should be the single most important document in your codebase; writing it first is the proper thing to do." I like this: after all, a README is basically the story you tell about your software. Why not write it before the software exists?
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"This information describes how Free Range operates, both as a business and as a culture.<br />
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We're open-sourcing our business, from the site to the contracts to the philosopy. Value does not come from these things, but from putting these ideas into practice. These ideas are not assets – we, the people, are.<br />
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Fork this." Free Range have put their manifesto and operating principles onto Github.