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"It had been a rough day, so when I walked into the party I was very chalant, despite my efforts to appear gruntled and consolate." And so on.
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"You've already received more letters from me than any living relative of mine has received to date. Truly, hope all is well with you and high school isn't as painful as I portray it. Believe in yourself. Think about the future once a day and keep doing what you're doing. Because I'm impressed. My regards to the family. Don't let a day pass without a kind thought about them." For many years, Alison Fields was penpals with John Hughes. This is a lovely story.
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One great big massive thread in which the Left 4 Dead story gets dissected to death – with lots of excellent screengrabs – by perceptive fans. Good stuff: as usual with Valve, there's so much story in the world.
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Words With Friends: it's like Scrabulous, but on your iPhone, with push notification. There is little more that needs to be said, other than that it's a very good implementation with some nice UI detail.
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"Archer trained a generation of design researchers, showing them how the procedures of scholarly research based on well-founded evidence and systematic analysis were as applicable in design as in the more traditional academic subjects. For design practice, he argued there was a need for method and rigour, and for decisions to be recorded and explained so that they could, if necessary, be defended." Great obituary from the Independent.
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"All yeahs in a baby are always the same height." Crazy markup preprocessor of the day, with suitably entertaining documentation.
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"It seems to me that Transgaming have done more to hurt the Mac gaming world than anyone else. The idea that you can turn your product into a Mac game OVERNIGHT, without employing ANYONE WHO SEEMS TO CARE ABOUT THE PLATFORM is an absurd thing to peddle."
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"Tig provides a simple command-line yet visual interface to Git." An explanation of what Tig does, and why you might find it useful.
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"Tig is a git repository browser that additionally can act as a pager for output from various git commands."
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Marvellous – case study of all the packaging concepts for the bonkers House Of The Dead: Overkill. Lots of gnarly, grindhouse-inspired graphic design going on here, and many things that are as good as the final version.
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"The morning light was great, the surface was still and there were great reflections and the deep blue water was a deep blue unlike anything I'd seen before. I was in awe. I still am. Sometimes nature is so incredible you left with nothing to say but "Holy shitballs"." Strong truth.
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"i think this might be my proudest professional achievement to date. please please please keep drawing more smoking bears."
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'"We studied these online gangs at the same time I was looking at the offline gangs and it turned out the model we were developing to explain the behaviour of the online guilds began to coincide with the offline gangs," says Johnson. "We could explain the data using the same mathematical ideas."' Which all makes sense, you know, but it's still interesting to see this stuff being done and taken seriously.
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"In this project, we consider the problem of reconstructing entire cities from images harvested from the web. Our aim is to build a parallel distributed system that downloads all the images associated with a city, say Rome, from Flickr.com. After downloading, it matches these images to find common points and uses this information to compute the three dimensional structure of the city and the pose of the cameras that captured these images. All this to be done in a day." Woah.
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"This is my boot fetish Pong game". I first saw James at OpenTech demonstrating his prawn-sandwich powered BBC Micro clock. It is good to know he is still building brilliant things. And: more Ellie Gibson interviews in the world is never, ever a bad thing.
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"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.
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"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.
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"slideViewer (a jQuery image slider built on a single unordered list)". Which looks nifty.
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"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.
What would a ghillie suit for designers look like?
29 July 2009
Like it was made out of post-it notes, of course.