Seeing Is Forgetting the Name of the Thing One Sees A Book by Lawrence Wechler & Robert Irwin lawrenceweschler.com Sonorisms IMore than just a machine that runs alongNobody was doing anythingNYLAAggressively Zen+31 More The Small GroupInfinite varieties of contextsYour only language is visionTo see is to forget the name of the thing one seesRobert Irwin: A Conditional ArtThe Finish Fetish ArtistsPhenomenal: California Light, Space, Surface artlifecraftseeing
Follow the fun An Article by Dave Rupert daverupert.com Another great dissertation from Mark Brown of Game Maker’s Toolkit: The Games that Designed Themselves. It’s the radical idea that designers should ignore their preconceived notions and look to the game itself to find out where the development should lead. How does something design itself? Well… the answer is: Prototypes. A lot of great indie game masterpieces are the result of experimentation and early gameplay demos that changed the course of game’s development. As Brown points out, there’s a whole history of groundbreaking games that were developed “almost by accident” where bugs and glitches were turned into features. The game discovering itselfBuilding is never a straight lineGame feel gamesfun