fun
Follow the fun
An Article by Dave RupertAnother 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.
Exit pages
An Idea by Brad EnslenToday I made an Exit page. So many people end their visit by hitting the Back button on their browser. The exit page is a last attempt to get them to explore the Blog Directory to find an entertaining blog. Or failing that to try a search on a search engine they may have never tried before.
The Whimsical Web
A Website by Max BöckA curated list of sites with an extra bit of fun.
APL386 Unicode
A Font by Adám BrudzewskyAPL font based on Adrian Smith's APL385 font with a fun, whimsical look, inspired by Comic Sans Serif.
APL (named after the book A Programming Language) is a programming language developed in the 1960s by Kenneth E. Iverson. Its central datatype is the multidimensional array. It uses a large range of special graphic symbols to represent most functions and operators, leading to very concise code. It has been an important influence on the development of concept modeling, spreadsheets, functional programming, and computer math packages. It has also inspired several other programming languages.
The Taft Test
A Tool by Maciej CegłowskiDoes your page design improve when you replace every image with William Howard Taft?
Party in a shared google doc
An Article by Marie FoulstonIn the absence of the cultural spaces my work usually occupies, I’ve found myself chasing the social rituals they evoke and the reverence they embody through abstract digital recreations and pastiche. In these spaces, familiar feelings and experiences reverberate and mix with new ones.
They are events that all at once feel both practical and absurd.
In a time of such flux and uncertainty, maybe that is as good a place as any to be.
Stealth Architecture: The Rooms of Light and Space
To absorb it or build your own
Robert Smithson and other so-called land artists simply disengaged from architecture, placing their works in America's open landscape, leaving behind the museums and galleries Smithson referred to as "tombs". A new "expanded field" allowed artists to contextualize their work beyond the institutional frame of the museum or the commercial structure of a gallery. Richard Serra, who also began to move outdoors, at times chose to "attack" architecture, creating structures that disrupted or overwhelmed the buildings around them.
The artists of the Light and Space movement took another tack. Rather than fight or flee the architecture, they explored and manipulated it, approaching architecture as a kind of found object, creating a series of rooms that incorporated architecture and architectural structures directly into their art. Bruce Nauman summarized it well: "When you work in a gallery or museum, the architecture is a given. If you wanted to have a show, you didn't have a choice, except to deal with it. You had to find a way to either absorb architecture into the piece of build your own."
A stealth architect
By the 1970s, Irwin was in effect a stealth architect. We often talk about the ephemeral qualities of light and space in Irwin's installations, but what make those qualities palpable to our perception are practical structures—windows, walls, corridors, doorways, and skylights—in other words, architecture. And Irwin was keenly aware of how best to use all of those structures. One of his greatest talents has been to engage bad or benign architectural situations, disappearing into their details, changing them, and creating and entirely new quality of space.
The measuring unit of all space
The piece was titled The Portal, referring to a large opening in the center of the wall. Whether you want to call it art or architecture, it was a testament to the amazing presence that can be shown by a simple wall, which [Tadao Ando] has referred to as "the measuring unit of all space."
The walls are reserved for the sun
Maria Nordman always insisted, "Nothing should hang on a wall. The walls are reserved for the sun." It was like being inside a large cardboard box that had been gently slit open with an X-Acto knife, allowing thin planes of light to emerge. It is well known that Nordman avoided using the camera to document her installations, feeling that it abstracted and framed various aspects of the experience, which is best absorbed more holistically. It is ironic that Nordman's rooms often took the form of a kind of architectural camera in which slits in walls and corners created mysterious apertures that allowed light to leak into a room at a glacial pace. Being inside one of Nordman's spaces is like being inside a camera operating in exceedingly slow motion.
A little too something
As Irwin had chosen a stairwell for his UCLA installation because it was curious in its banality and innocuousness, Bruce Nauman became interested in corridors and shafts as overlooked and slightly eccentric spaces. He was particularly interested in those that had "a kind of constriction that wasn't natural or was a little too long or a little too something—like the architect just hadn't really thought it out."
Various titles of Bruce Nauman artworks
- Sound Breaking Wall
- Get Out of My Mind, Get Out of This Room
- False Silence
- Flayed Earth Flayed Self (Skin/Sink)
- Room with My Soul Left Out, Room That Does Not Care