games
There is no app that replicates a deck of cards
Disorientation
Learning to walk through walls
The things that you’re meant to do
List of games that Buddha would not play
Right-Angle Doodling Machine
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.
Game feel
An Article by Dave RupertHow do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain
An Article by Stephen P. AndersonThinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:
- Approach the design of a system as the design of these as small but significant moments of learning.
- Consider the many ways these loops might be sequenced, with the exact order being less important.
If we were allowed to visit
A Poetry CollectionIf We Were Allowed To Visit is an anthology of poems by Gemma Mahadeo rendered by Ian MacLarty.
As you move through the game's environment, the poems are rearranged into the shapes of the objects they're about, each frame becoming a new generative poem.
Withered or seasoned?
An Article by Robin SloanThe Nintendo way of adapting technology is not to look for the state of the art but to utilize mature technology that can be mass-produced cheaply.
This is the reason a Nintendo console never has the fastest chips or the beefiest specs of its generation; instead, its remixes components in an interesting and generative way. Think of the Gameboy’s monochrome screen, the Wii’s motion controller, the Switch’s smartphone form.
[Gunpei Yokoi] is talking about reliability and predictability, in performance and supply alike. He wants the components to be boring, so their application can be daring.
Crashlands: Design by Chaos
A Talk by Seth Coster
Phenomenal: Exhibited Works
Untitled (Light Canvas)
A key transitional work for Wheeler is his untitled "light canvas" from 1965. The canvas was primed white, then over-sprayed..., but with no emblems or polished elements. The contrast in the light canvas is provided not by any imagery within the painting but by back-lighting; the canvas is backlit with neon light, which is embedded in a reverse bevel Plexiglass frame that projects the piece about five inches from the wall. The effect suggests an eclipse, or some other spectral occlusion of a bright light source.
Eindhoven
Stuck Red
Zero Mass
On an autumn night in 2009, I experienced a version of this piece installed in a stone barn in rural France. The evening was moonless and cold; I stood with two friends inside the piece for the better part of an hour, as our eyes adjusted to almost total darkness, before any of us could begin to see one another. It was the definition of a liminal, or barely perceptible, experience. Eric Orr, who died in 1998, was involved with Zen Buddhism and considered these pieces to be spaces for meditation. Experiencing them as intended requires the visitor to focus quietly on the mechanics of their own perception.
Little Blank Riding Hood
As a student at Chouinard, Larry Bell also started as a painter. His early canvases features simple shapes rendered in gestural strokes...From there he started eliminating the texture of the strokes, applying opaque color (thin Liquitex paint) to unprimed canvas, masking off shapes to create straight-edged parallelograms. An example of these works is Little Blank Riding Hood, whose top left and bottom right corners are clipped, suggesting an isometric projection of a three-dimensional form.
Afrum
Untitled (White Light Grid Series-H)
The entire box is suspended from the ceiling by only four evenly spaced monofilaments, so that it seems to float with no physical connection to the wall or to a power source. Behind the wall (which must be purpose-built and is quite thin) is a cabinet containing four Tesla coils. The coils emit a high-frequency energy that passes through the wall and lights the tubes. The energy pulses a bit, making the tubes flicker at times both vertically and horizontally. The Tesla coils make a crackling static sound that is mostly muffled by the barrier wall, while the neon tubes emit a low hum that is audible close to the work. The work is elegant and slightly menacing, evoking something of a mad scientist's experiment.
Five Paintings IV
One of the most extraordinary examples of McCracken's illusory surfaces occurs with Five Paintings IV, 1974. This wall-mounted work has a black polyester resin finish. From some angles the surface is opaque, from others highly reflective, and from still others it seems to reveal great depth. A happy accident in the creation of the work sealed many tiny air bubbles or particulates in the piece. When these catch the light, they suggest a galaxy of stars on a moonless night.
The Iceberg and Its Shadow