DirkSonguer + visions 2
Agile Game Development: What makes a good “visionary”?
august 2011 by DirkSonguer
The role of a visionary on a creative project is an essential and demanding one. Many companies that consistently produce great products owe much of their success to their visionaries; Apple has Jobs, Pixar has Lasseter, Nintendo has Miyamoto, etc. But visionaries are nothing without talented teams to realize their vision. Vision needs to be communicated, reinforced, inspected and adapted to the emerging reality of the game. This is the visionary’s fundamental responsibility to the team.
games
managament
projects
visions
inspiration
z3
august 2011 by DirkSonguer
Lord British wants to take you to space, and he's closer than you think
march 2011 by DirkSonguer
It is very easy to fall asleep in space. When you're at your desk at home and you've been working for hours and you nod off, your chin bumps your chest and you wake up with a start. In space, your head doesn't fall—you simply fade into sleep, and then if you're unattached you begin to float away. This is the sort of thing you hear when you speak with Richard Garriott, a man you may know better as Lord British. He made millions of dollars creating and selling video games, and then spent most of that money trying to get into space.
He says that there is no ground on the International Space Station, nor is there a ceiling. There are instruments and items and all sorts of things connected to the walls, and you can tell the people who are new to space flight by how they bump into things, which sends them spinning in zero gravity. They zoom around, followed by a mess of items and benign, space-faring shrapnel. It collects by the air vents if no one picks it up. Sleeping bodies find their way there as well.
This is where Richard Garriott wants to take you, and he is much closer than you think.
space
visions
visionary
He says that there is no ground on the International Space Station, nor is there a ceiling. There are instruments and items and all sorts of things connected to the walls, and you can tell the people who are new to space flight by how they bump into things, which sends them spinning in zero gravity. They zoom around, followed by a mess of items and benign, space-faring shrapnel. It collects by the air vents if no one picks it up. Sleeping bodies find their way there as well.
This is where Richard Garriott wants to take you, and he is much closer than you think.
march 2011 by DirkSonguer
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