infovore + creativity 42
Instagram for webpages (22 May., 2012, at Interconnected)
7 days ago by infovore
"We'll know we're doing it right when half of the pages are ugly."
web
development
media
culture
business
creativity
7 days ago by infovore
Valve: How I Got Here, What It’s Like, and What I’m Doing | Valve
6 weeks ago by infovore
"If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line - about the value of being first and being innovative - was the most important here for me.)
michaelabrash
games
valve
innovation
creativity
6 weeks ago by infovore
via Frank : Good art is a kind of magic. It does magical...
september 2011 by infovore
"Good art is a kind of magic. It does magical things for both artist and audience. We can have long polysyllabic arguments about how to describe the way this magic works, but the plain fact is that good art is magical and precious and cool. It’s hard to try and make good art, and it seems to me wholly reasonable that good artists should be concerned with their work’s cultural reception." Oh, this.
writing
davidfosterwallace
creativity
literature
september 2011 by infovore
The Day the Movies Died: Movies + TV: GQ
march 2011 by infovore
"At this moment of awards-giving and back-patting, however, we can all agree to love movies again, for a little while, because we're living within a mirage that exists for only about six or eight weeks around the end of each year. Right now, we can argue that any system that allows David Fincher to plumb the invention of Facebook and the Coen brothers to visit the old West, that lets us spend the holidays gorging on new work by Darren Aronofsky and David O. Russell, has got to mean that American filmmaking is in reasonably good health. But the truth is that we'll be back to summer—which seems to come sooner every year—in a heartbeat. And it's hard to hold out much hope when you hear the words that one studio executive, who could have been speaking for all her kin, is ready to chisel onto Hollywood's tombstone: "We don't tell stories anymore."" This is good, and sad.
movies
films
hollywood
sequels
creativity
risk
march 2011 by infovore
Limbo's lessons for the mainstream - News at GameSpot
november 2010 by infovore
In which Laura Parker looks at what "mainstream" games can learn from the type of success indie titles such as Limbo have had, with contributions from Nels Anderson, Manveer Heir, and - would you believe it - me. It's a really nice feature; I hope Laura can get more of this sort of stuff published on Gamespot, because it deserves a bigger audience than being buried on the staff blog.
lauraparker
gamespot
games
interview
indie
innovation
creativity
november 2010 by infovore
brandonnn.com — Slides: Begging For Game Diversity at an IGDA Austin Microtalk
september 2010 by infovore
This is great. Brandon is smart. And: when he says "story", he doesn't mean story. He just means "show me something new".
games
innovation
creativity
brandonnn
brandonboyer
diversity
dudeswithguns
september 2010 by infovore
designswarm thoughts » Blog Archive » Ikea and coffee: Thoughts on innovation hubs
august 2010 by infovore
"It fools the government into thinking Local Development Agencies (LDAs) attract young creative people in “the regions”, and it fails to support the local young talent who probably prefer hanging out with their laptop in a place with perfect coffee. After all that’s how the Royal Society was created… I’ve been up and down the UK and those innovation spaces have the worst coffee in the universe. Just saying."
coffee
innovation
creativity
spaces
august 2010 by infovore
The Top Idea in Your Mind
july 2010 by infovore
"I suspect a lot of people aren't sure what's the top idea in their mind at any given time. I'm often mistaken about it. I tend to think it's the idea I'd want to be the top one, rather than the one that is. But it's easy to figure this out: just take a shower. What topic do your thoughts keep returning to? If it's not what you want to be thinking about, you may want to change something."
paulgraham
ideas
creativity
thinking
july 2010 by infovore
David Byrne's Journal: 03.18.10: Collaborations [updated]
april 2010 by infovore
"Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
davidbyrne
music
writing
creativity
collaboration
process
april 2010 by infovore
Nick Sweeney · things to make and do
april 2010 by infovore
"When I look at the iPad, I see something my dad could use without hand-holding to find the history of that banjo, to seek out those screws, to look at old video of Sonny Terry, to feed his glorious practical creativity, unencumbered by the need to learn the habits and quirks of computing, and not relying upon a transatlantic support department. There’s a liberation in open things (and opening things) but there’s a far greater one in how things can open up people." Nick Sweeney is right.
ipad
creativity
freedom
technology
nicksweeney
writing
april 2010 by infovore
Rands In Repose: A Story Culture
february 2010 by infovore
"In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
writing
narrative
creativity
rands
february 2010 by infovore
kung fu grippe : Making the Clackity Noise
december 2009 by infovore
"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
writing
creativity
stories
storytelling
culture
online
merlinmann
december 2009 by infovore
The Rise of Ugh-Meck | Edge Online
october 2009 by infovore
"But what if you make personalisation easier? Consider a game that brings your real world into your game world, all on its own. It could to grab data from the internet about the real world and the gamers that live in it, and weave it into the game experience, for an effect that is both surprising and personally meaningful. You would see yourself in a game without having to put yourself there. It’s not user-generated content: it’s user-generated, machine-mediated content – UGMMC, or as I like to say it, “Ugh-Meck.”" I am super-happy at how well Chris's writing for Edge Online is turning out.
ugmmc
ugc
games
internet
creativity
creation
edgeonline
chrisdahlen
october 2009 by infovore
chewing pixels » There Was a Young Lady Who Swallowed a Fly
september 2009 by infovore
"In a sense, a child, by definition, shrinks Scribblenauts’ scope: the game’s potential solutions are necessarily limited by vocabulary, so players with a smaller vocabulary have fewer options open to them. But, free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults’ reach." Simon makes a strong point about Scribblenauts.
games
scribblenauts
children
imagination
creativity
freedom
september 2009 by infovore
Insult Swordfighting: It's not called "Rock Band: The Beatles" for a reason -- Video Game Reviews and Rants
september 2009 by infovore
"I've developed a habit of delivering a drum solo at the beginning of every Rock Band track -- just a little wailing away while the song cues up. It's a way of making the songs mine. You can't do that in The Beatles. Hit a drum pad before the song starts, and nothing happens, because that sound isn't on the original recording... More important, it's the game's way of making sure that you don't dare mess with perfection! I'm not a huge fan of that attitude. Past -- and, technically, current -- Rock Band games are about engaging with the music on an equal level. This game, though, is a ball-washing of the highest order. Maybe the Beatles are more deserving of such treatment than any other band, but I don't think any band deserves that treatment. Not now that I've seen the alternatives." Mitch Krpata on his problems with Rock Band: The Beatles.
rockbandbeatles
mitchkrpata
games
music
creativity
improvisation
writing
september 2009 by infovore
Achewood § August 3, 2005
july 2009 by infovore
"If you can't have fun playin' with a toy truck, then it's time to re-evaluate your life. You've become jaded." As ever, Ray Smuckles speaks strong truth.
achewood
toys
play
imaginativeplay
creativity
imagination
july 2009 by infovore
scraplab : my last day at headshift
march 2009 by infovore
"Being interesting is as important as being useful. Making things that delight and inspire is as important as creating value. Old systems are crumbling; the best you can do is be nimble, smart and make some trouble." Hurrah. Tom's going to be next door again, and we're going to hang out. And maybe make a whole lot of toruble.
creativity
making
tomtaylor
friends
manifesto
delight
march 2009 by infovore
Scribblenauts Preview - Page 1 // DS /// Eurogamer - Games Reviews, News and More
february 2009 by infovore
I can't really quote from it, but you need to read this; it's the most deliciously bonkers concept, and if they pull it off - which seems like it might just be possible, given the level of detail they talk about the game at - it could be properly magical. Lovely preview, too.
games
ds
nintendo
writing
creativity
drawing
brilliant
scribblenauts
february 2009 by infovore
User-Generated, Machine-Mediated Content « Save the Robot - Chris Dahlen
january 2009 by infovore
"So why don’t we aim for a new tier - something that takes a chunk out of the 90, to lead it closer to the 9 and the 1? Why not give users a chance to enter something personal and creative, but let the system mediate, moderate and filter it into something useful?" Yes. The 90-9-1 pyramid is actually a very unhelpful metaphor, IMHO, and trying to explore and encourage creativity along a sliding scale rather than an absolute is important.
games
play
creation
creativity
making
ugc
ughmeck
chrisdahlen
january 2009 by infovore
YouTube - Little Big Planet - Mirrors Edge
november 2008 by infovore
It's something a bit like the first 2-3 minutes of Mirror's Edge. But in LittleBigPlanet. People are great.
mirrorsedge
games
ugc
creativity
littlebigplanet
november 2008 by infovore
LittleBigWorkshop.com
november 2008 by infovore
Oh wow; it's like a developer network for LittleBigPlanet. Smashing.
videogames
sony
mediamolecule
littlebigplanet
play
development
creativity
social
november 2008 by infovore
Littlebigplanet: LittleBigPlanet As A Shmup
november 2008 by infovore
"Japanese PSN member RRR30000 has managed to recreate classic shoot-em up gameplay within the game, using a spaceship sticker and massive amounts of free time." Just. Incredible. The enemies-on-sticks have a vast amount of charm, too. I don't think I can escape buying the PS3 this demands, sadly.
games
lbp
littlebigplanet
gradius
shmup
creativity
wow
ugc
ingenuity
november 2008 by infovore
LittleBigPlanet Review - Eurogamer
october 2008 by infovore
"LittleBigPlanet lets [players] run wild, with unprecedented results, but it locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable. We hoped it could do both those things. That it doesn't isn't the let-down it might have been, thanks to the untamed community of brilliant nutjobs that's already out there, appending their DIY masterpieces to this beautiful, mildly flawed, magnificently multiplayer platform game. We salute them, we salute Media Molecule for making it possible for them, and we salute Sony for its total commitment to this brave, hare-brained project. But mostly, we're just happy to see a flagship game for a modern system that's about running from left to right and jumping over things."
games
play
creativity
editing
review
eurogamer
ps3
littlebigplanet
october 2008 by infovore
Nostalgia - Laughing Meme
september 2008 by infovore
"You know the [dark days] when all the MBAs left, and the people who loved the Web went on building it — building meaningful, crazy, artistic cool stuff, and the ethos of the social web war born, back before that meant more then widget crazy/Facebook-tulip-bloom-madness. Yeah, that sure sucked."
web
business
downturn
boom
bust
startup
creativity
september 2008 by infovore
Parsons students create 'Shadow of the LittleBigColossus' - PS3 Fanboy
september 2008 by infovore
"Over the weekend, students from NYC's Parsons School worked for twenty four hours continuously with LittleBigPlanet. Their challenge? To create a level from scratch using early copies of the PS3-exclusive.. one level stood out as the single best level -- one created by Team Sportsmanship. We've lovingly dubbed the level "Shadow of the LittleBigColossus." Watch the video and see why." Amazing. Intensive, over-difficult, but still impressive.
games
design
creativity
littlebigplanet
sony
ps3
leveldesign
september 2008 by infovore
Seed: The Creation Simulation
september 2008 by infovore
"Scientists brought in to evaluate the game for potential education projects recoiled as it became increasingly evident that the game broke many more scientific laws than it obeyed. Those unwilling to comment publicly speak privately of grave concerns about a game which seems to further the idea of intelligent design under the badge of science, and they bristle at its willingness to use words like "evolution" and "mutation" in entirely misleading ways." Rather fine SEED cover article from Margaret, on Spore and just how scientific it is (and if it really matters). Some lovely stuff in here (and a cracking conclusion).
spore
games
science
willwright
play
intelligentdesign
creation
creativity
evolution
seedmagazine
september 2008 by infovore
GameSetWatch - Opinion: 'gg Game Auteur, no re'
august 2008 by infovore
"I believe that the “auteur” school of game development is not only outmoded, but dangerous to the vitality of the medium. Instead, we must pursue deeply collaborative work styles and seek out diverse teammates if indie game development is ever to reach new heights and thrive beyond its current audience." I need to come to a better understanding about auteurship in this field; I'm not entirely convinced by this article.
games
development
design
creativity
auteur
auteurship
august 2008 by infovore
Big Contrarian → Divide.
august 2008 by infovore
"The idea of there being these two separate things has to be forced away from our thinking. They are one team, which produce one product. Stick their desks together and see what happens." Yes, yes, yes, yes, yes.
engineering
design
management
productivity
process
creativity
august 2008 by infovore
Professor Greg Dening : Challenges to Perform: History, Passion and the Imagination
august 2008 by infovore
"This is an afterword to essays by young writers on first peoples’ histories. I am picking up the notion that there is no Before and After in culture. Culture is always Now, in-between, in process." God this is good.
writing
culture
performance
creativity
art
august 2008 by infovore
東京ゲームショウ|TOKYO GAME SHOW
august 2008 by infovore
"SOWN 2008 will shine the spotlight on game developers who are seeking new possibilities of expression through the medium of games and will serve as a vehicle for a new style of presentation that broadens the possibilities of games."
games
play
tgs
tokyogameshow
senseofwonder
design
creativity
innovation
august 2008 by infovore
How To Write A Novel Using The Snowflake Method
august 2008 by infovore
This is actually a useful way of thinking about writing almost any kind of documentation; single line up to large document. Tools like Scrivener actually make some of the techniques described even easier than using a spreadsheet.
writing
methodology
creativity
tips
tutorial
productivity
snowflake
august 2008 by infovore
No User-Generated Songs on Rock Band 2? Good « Save the Robot - Chris Dahlen
july 2008 by infovore
"The thing about Harmonix is that even though they strive to bring total non-musicians closer to music, they still mark a clear boundary between playing music and not." A much better explanation of this than I tend to give; lovely article.
harmonix
rockband
guitarhero
game
design
play
music
creativity
july 2008 by infovore
Review: The Reflective Practitioner (Part I)
february 2008 by infovore
"Practitioners, Schön says, have 'an awareness of complexity that resists the skills and techniques of traditional expertise' and are 'frequently embroiled in conflicts of values, goals, purposes, and interests.'"
creativity
practitioners
book
dansaffer
multiskilled
generalist
february 2008 by infovore
Simple Solutions | A Better Course
january 2008 by infovore
"What else are you going to do with something you’ve just made, other than use it?" Empowering people as creators makes them more likely to look after/recyle a product.
recycling
environment
creativity
product
design
technology
january 2008 by infovore
Vitruvius - Wikipedia, the free encyclopedia
october 2007 by infovore
Vitruvius is most famous for asserting in his book De architectura that a structure must exhibit the three qualities of firmitas, utilitas, venustas - that is, it must be strong or durable, useful, and beautiful.
architecture
history
vitruvius
creativity
making
october 2007 by infovore
Fray: Busted! True stories of getting caught in the act.
september 2007 by infovore
"Fray is being reborn as a quarterly printed book, and we need your help." A great move from Derek Powazek
fray
writing
creativity
magazine
storytelling
book
publishing
september 2007 by infovore
KrazyDad » Blog Archive » Utility is overrated.
september 2007 by infovore
"When a work of art becomes useful, it becomes a craft, or it becomes propaganda. When a toy becomes useful, it becomes a tool, or a weapon."
toys
art
creativity
utility
tools
making
september 2007 by infovore
Starting out: Creatives clued in to 'Generation C' | Small Business | Business | Money | Telegraph
july 2007 by infovore
"Don't take work only for the money. You get what you do, so work than makes you unhappy is not progressive." S&W in the Telegraph.
business
design
mattwebb
jackschulze
schulzeandwebb
startup
creativity
advice
july 2007 by infovore
The Big Ideas Behind Nintendo's Wii
november 2006 by infovore
"The classic controller was something [...] gamers had become comfortable with. It had many important elements. But it also had come to dictate a lot of what went into games... Creativity was being stifled, and the range of games was narrowing."
games
innovation
play
creativity
wii
nintendo
inputdevices
controllers
november 2006 by infovore
evhead: 16 Assertions
september 2006 by infovore
I assert a lot of these, too; I should probably follow through on more of them.
assertions
maxims
advice
creativity
gtd
productivity
september 2006 by infovore
gapingvoid: how to be creative (long version)
september 2004 by infovore
you know, that guy who does the cartoons on business cards. he's informative.
cartoons
creativity
productivity
success
september 2004 by infovore
Taste for Makers
september 2004 by infovore
essay on how taste/aesthetic sense is as important as technical skill
aesthetics
creativity
design
september 2004 by infovore
related tags
achewood ⊕ advice ⊕ aesthetics ⊕ architecture ⊕ art ⊕ assertions ⊕ auteur ⊕ auteurship ⊕ book ⊕ boom ⊕ brandonboyer ⊕ brandonnn ⊕ brilliant ⊕ business ⊕ bust ⊕ cartoons ⊕ children ⊕ chrisdahlen ⊕ coffee ⊕ collaboration ⊕ controllers ⊕ creation ⊕ creativity ⊖ culture ⊕ dansaffer ⊕ davidbyrne ⊕ davidfosterwallace ⊕ delight ⊕ design ⊕ development ⊕ diversity ⊕ downturn ⊕ drawing ⊕ ds ⊕ dudeswithguns ⊕ edgeonline ⊕ editing ⊕ engineering ⊕ environment ⊕ eurogamer ⊕ evolution ⊕ films ⊕ fray ⊕ freedom ⊕ friends ⊕ game ⊕ games ⊕ gamespot ⊕ generalist ⊕ gradius ⊕ gtd ⊕ guitarhero ⊕ harmonix ⊕ history ⊕ hollywood ⊕ ideas ⊕ imagination ⊕ imaginativeplay ⊕ improvisation ⊕ indie ⊕ ingenuity ⊕ innovation ⊕ inputdevices ⊕ intelligentdesign ⊕ internet ⊕ interview ⊕ ipad ⊕ jackschulze ⊕ lauraparker ⊕ lbp ⊕ leveldesign ⊕ literature ⊕ littlebigplanet ⊕ magazine ⊕ making ⊕ management ⊕ manifesto ⊕ mattwebb ⊕ maxims ⊕ media ⊕ mediamolecule ⊕ merlinmann ⊕ methodology ⊕ michaelabrash ⊕ mirrorsedge ⊕ mitchkrpata ⊕ movies ⊕ multiskilled ⊕ music ⊕ narrative ⊕ nicksweeney ⊕ nintendo ⊕ online ⊕ paulgraham ⊕ performance ⊕ play ⊕ practitioners ⊕ process ⊕ product ⊕ productivity ⊕ ps3 ⊕ publishing ⊕ rands ⊕ recycling ⊕ review ⊕ risk ⊕ rockband ⊕ rockbandbeatles ⊕ schulzeandwebb ⊕ science ⊕ scribblenauts ⊕ seedmagazine ⊕ senseofwonder ⊕ sequels ⊕ shmup ⊕ snowflake ⊕ social ⊕ sony ⊕ spaces ⊕ spore ⊕ startup ⊕ stories ⊕ storytelling ⊕ success ⊕ technology ⊕ tgs ⊕ thinking ⊕ tips ⊕ tokyogameshow ⊕ tomtaylor ⊕ tools ⊕ toys ⊕ tutorial ⊕ ugc ⊕ ughmeck ⊕ ugmmc ⊕ utility ⊕ valve ⊕ videogames ⊕ vitruvius ⊕ web ⊕ wii ⊕ willwright ⊕ wow ⊕ writing ⊕Copy this bookmark: