Jenova Chen: Journeyman • Articles • Eurogamer.net
8 weeks ago by infovore
"So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview - and great piece of writing fro Simon - with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.
journey
thatgamecompany
games
simonparkin
writing
interview
jenovachen
play
childishness
8 weeks ago by infovore
James Cromwell | Film | Random Roles | The A.V. Club
february 2012 by infovore
"[Was shooting The Artist very different to making a 'regular' movie?] No, it’s a regular picture. The only difference is, there is no boom mic. And the story is not being told by what comes out of your mouth. If you want to tell the story, the story being the narrative, not the plot—the plot’s fairly simple—but if you want to tell the narrative, then you have to be concise with your reaction, and let the reaction get into your body and your face in a way you don’t necessarily do when you have dialogue, because the dialogue takes care of that." James Cromwell interview by the AV Club. I enjoyed this line especially.
jamescromwell
avclub
interview
film
acting
february 2012 by infovore
Kill Screen - Magic Mistakes
october 2011 by infovore
"Q: I don't imagine that a design meeting with Takahashi is a typical PowerPoint affair.
A: He has singlehandedly invented the animated GIF as the design spec. It's fucking hilarious." Animated GIF as design spec. Superb. (And: nice interview with Stuart Butterfield about Glitch).
glitch
stuartbutterfield
killscreen
interview
A: He has singlehandedly invented the animated GIF as the design spec. It's fucking hilarious." Animated GIF as design spec. Superb. (And: nice interview with Stuart Butterfield about Glitch).
october 2011 by infovore
Kill Screen - Profile: Bennett Foddy
may 2011 by infovore
"I have this colleague of mine who is an avid rock climber, and I’m trying to get him to play GIRP. He says that what I’m saying is like, “I’ve come up with this new formula of crack that’s ultra-addictive; why don’t you try this new crack I’ve cooked up?”" Wait, Bennett GIRP/QWOP Foddy was in *Cut Copy*?! Awesome.
killscreen
interview
games
bennettfoddy
may 2011 by infovore
BLDGBLOG: Spacesuit: An Interview with Nicholas de Monchaux
may 2011 by infovore
Gosh, what a lot of topics: fashion, fabrics, architecture, space, cybernetics, cities, all spinning out of the development of the spacesuit. Cracking interview, impossible to pick a quotation from.
bldgblog
fashion
space
interview
apollo
spacesuit
architecture
cybernetics
may 2011 by infovore
Kill Screen - Outbreak!
april 2011 by infovore
"There was one guy on the steps of a building and proselytizing the end of the world. My guess is that he was doing it for jokes, but if you’re in the middle of it with your friends exploring a world covered in blood, then there’s something in our understanding of the Black Death in the Dark Ages and people announcing the coming of the end that plays into the social fear." Kill Screen interview on the Corrupted Blood outbreak in WoW.
killscreen
games
epidemeology
viruses
wow
worldofwarcraft
interview
april 2011 by infovore
Eve Online: Audience With The King Of Space | Rock, Paper, Shotgun
april 2011 by infovore
"The CSM [player-run council] is a dirty election. It’s a third world election. Anything that’s allowed under the EULA in Eve is allowed in the election. You can buy votes, dead people can resubscribe and vote, you can scam people for votes, so it’s hardly an iconic democracy. So, this coming election, almost every major candidate you will see on the council will have been backed by a null sec plot. In advance, we’ve all met and spoken to one another to decide on the issues of the day. So I’m not going to be a voice in the wilderness. I’ll be speaking alongside people I’ve been fighting with or working with diplomatically for years."
This interview is full of some great moments - nice to see the "1% problem" acknowledged by a player, but gosh, you can see the appeal of that 1%. This line was particularly acute.
eveonline
mmo
interview
games
eve
politics
This interview is full of some great moments - nice to see the "1% problem" acknowledged by a player, but gosh, you can see the appeal of that 1%. This line was particularly acute.
april 2011 by infovore
jordanmechner.com » Blog Archive » Interviewing Leni Riefenstahl
february 2011 by infovore
"It was May 1991. She was 89 years old. She often spoke of herself in the third person. She had a strapping male secretary named Horst." Jordan Mechner interviewed Leni Riefenstahl. Blimey.
leniriefenstahl
jordanmechner
film
interview
february 2011 by infovore
Gamasutra - Features - Peering At The Future: Jesse Schell Speaks
december 2010 by infovore
Christian Nutt interviews Jesse Schell Lots of really interesting stuff in here - to be returned to, I think.
interview
gamasutra
jesseschell
games
social
play
online
december 2010 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
YouTube - Avatar Days - HD
june 2010 by infovore
"This is short film I worked on a while ago called "Avatar Days"... It follows 4 MMORPG players taking about their online persona's. As they tell their stories we see them go about their everyday lives against the mundane backdrop of city life...but as their Avatars." Lovely.
wow
mmo
shortfilm
interview
motiongraphics
cg
june 2010 by infovore
Danny Trejo | Film | Random Roles | The A.V. Club
april 2010 by infovore
Lovely interview with Danny Trejo about many of his roles. If you like movies, totally worth a read. He's really quite a guy.
film
movies
interview
dannytrejo
april 2010 by infovore
Scott Chacon | The Geek Talk
february 2010 by infovore
"I hugely prefer Windows ME to anything else. The problem is that it’s difficult to run on most of the hardware I have and no other Windows edition cuts it for me. So, I’m down to using a Mac..."
git
scottchacon
interview
february 2010 by infovore
Trailer For Irrational's Scrapped Zombie Game - News - GameInformer.com
january 2010 by infovore
"The premise was this: Division 9 would have put players (and their friends) in the middle of an ever-encroaching zombie menace. Co-op gameplay, scarce resources, base-building, and strategic rescues were a part of the conceptual blueprint." Big interview with Ken Levine - including some video footage - of Irrational's cancelled take on the zombie genre. In a nutshell: slower, more strategic, more long-term survival than L4D's short campaigns, and had it been released, would have come out around 2006/2007.
irrational
games
cancelled
division9
kenlevine
interview
january 2010 by infovore
D Nye Everything: Tale of Tales - that interview in half-full
january 2010 by infovore
Dan interviewed Tale of Tales for Wired; this, published on his blog, is the full interview, and it's got lots of great stuff in it. I'm really not sold by them - indeed, I'm less sold by the firm than I am by their work - but it's interesting to hear something from the horse's mouth, as it were.
taleoftales
games
art
dangriffiths
interview
interaction
january 2010 by infovore
SPIEGEL Interview with Umberto Eco: 'We Like Lists Because We Don't Want to Die' - SPIEGEL ONLINE - News - International
november 2009 by infovore
"The list is the origin of culture. It's part of the history of art and literature. What does culture want? To make infinity comprehensible. It also wants to create order -- not always, but often. And how, as a human being, does one face infinity? How does one attempt to grasp the incomprehensible? Through lists, through catalogs, through collections in museums and through encyclopedias and dictionaries." Eco on lists.
lists
cataloguing
umbertoeco
interview
november 2009 by infovore
Design With A Purpose, An Interview With Ralph Eggleston
november 2009 by infovore
Wonderful, wonderful interview with Eggleston. So much care and attention in the work and the way he describes it; so many lovely illustrations. The "color scripts" alone are great, but really, it's all worth your time.
pixar
design
illustration
art
animation
films
walle
interview
colour
ralpheggleston
november 2009 by infovore
Tale of Tales » Interview with Frank Lantz
november 2009 by infovore
Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!
games
interview
taleoftales
franklantz
media
play
rules
aesthetics
november 2009 by infovore
A Different Kind of Blue — The Bygone Bureau
august 2009 by infovore
"Kevin Nguyen talks to the minds behind Kind of Bloop, a chiptune cover album of cool jazz masterpiece Kind of Blue." A good interview with some of the Kind of Bloop gang; Shnabubula's "All Blues" is utterly marvellous, so it's nice to hear more from the artist.
kindofbloop
music
chiptunes
interview
jazz
august 2009 by infovore
Gamasutra - Features - From Me to Wii: Martin Hollis' Journey
august 2009 by infovore
Simon Parkin interviews Martin Hollis. As with much of what Martin says, it is gentle, readable, and dotted with nuggets of purest gold. And the word "teleportage". Martin's a lovely, lovely chap, and he really, really knows his stuff; reading this should convince you of that.
martinhollis
simonparkin
gamasutra
interview
bonsaibarber
games
design
programming
august 2009 by infovore
BBC NEWS | Technology | Tech Know: Kinky boot that whips
july 2009 by infovore
"This is my boot fetish Pong game". I first saw James at OpenTech demonstrating his prawn-sandwich powered BBC Micro clock. It is good to know he is still building brilliant things. And: more Ellie Gibson interviews in the world is never, ever a bad thing.
jameslarsson
technology
video
interview
pong
mad
elliegibson
july 2009 by infovore
Epic's Mark Rein Interview - Eurogamer
july 2009 by infovore
"Is this interview just going to be you hawking your wares for the next 20 minutes?" No, it's going to be better than that. A frank - and hilarious - interview with Mark Rein from Ellie Gibson. He really is like this, you know.
eurogamer
games
epic
markrein
interview
funny
unreal
july 2009 by infovore
Edge Panel: Architecture And Videogames | Edge Online
july 2009 by infovore
"During the Develop conference earlier this week, Edge Online editor Alex Wiltshire chaired a panel discussion on the close relationship between architecture and videogames, and here we have a recording of the full session for you to download." I still have to write it up, but it was really, really good. Worth a listen.
edge
develop09
architecture
games
panel
interview
july 2009 by infovore
GameSetWatch - GameSetInterview: Throwing A Zombie Doublesix With Mummery
june 2009 by infovore
"I think in films, zombies are cyclical. They come around, they get reinvigorated. I think in games, they're a constant. In games, zombies just represent this thing around which you can construct a game. There's no morality to them. There's no worries about racism that games are having right now. If it's a zombie and it's a pure zombie, a stupid zombie like the ones we have, they're a game mechanic. They're fodder, they're whatever you want to put in a game, however you want to deal with it."
zombies
games
culture
interview
june 2009 by infovore
Corner Office - On Will Wright’s Team, Would You Be a Solvent, or the Glue? - Interview - NYTimes.com
june 2009 by infovore
"There was a point a few years ago whenever somebody called a meeting that I had to attend, then whoever called the meeting had to pay me a dollar. And I got a lot of dollars that way. It did make them think twice about calling the meeting, even though it was only a dollar." Will Wright has a good point.
management
meetings
willwright
maxis
games
productivity
process
interview
nyt
june 2009 by infovore
Six Questions from Kicker: Jack Schulze
may 2009 by infovore
"Design is about risk. We all fear authentic public response to our work, but we have to be brave enough to overcome." Jack gets interviewed by Jennifer over on the Kicker blog. And: "Always have nice pens".
jackschulze
schulzeandwebb
design
interview
process
may 2009 by infovore
The Lost Tribes of New York City on Vimeo
april 2009 by infovore
Lovely: Creature Comforts meets "Hey There Little Fella". Totally charming.
video
nyc
anthropology
newyork
animation
stopmotion
interview
april 2009 by infovore
ihobo: PixelJunk Interview
march 2009 by infovore
Lovely interview with Dylan Cuthbert, of Pixeljunk, about some of the design processes behind the Pixeljunk games.
design
games
interview
dylancuthbert
pixeljunk
march 2009 by infovore
Lion's Head: Part 1 | Game Development | Interview by Develop
march 2009 by infovore
"The truth is, I think I’m famously awful at developing games. Before, I’d walk into the office, wave my arms and say ‘I’ve just had a cool thought’ – usually after severe alcohol abuse – and that lead us to spending a lot of money very foolishly on things that weren’t going to get anywhere. Quite a while ago now, we sat down and thought, well, this is ridiculous – we can’t keep this notion that game development is a purely creative process, and that you have to build it to be able to see it. There’s got to be another way." Peter Molyneux becomes a bit more self-aware, possibly a little too late.
games
interview
petermolyneux
develop
march 2009 by infovore
PC Pro: News: Q&A: Microsoft defends return to DRM
february 2009 by infovore
Microsoft on their new MSN Music service, weighed-down by DRM. I don't normally link to stuff about DRM, but frankly, every single response in this is comedy gold.
interview
music
microsoft
mobile
comedy
drm
february 2009 by infovore
S/FJ: not only with orange
january 2009 by infovore
"It is from the era when people were all 'we will not know if acid is dangerous until we test it on THE FOXIEST GIRLS IN ENGLAND.'" Too right.
interview
video
culture
lsd
acid
hotness
january 2009 by infovore
philosecurity » Blog Archive » Interview with an Adware Author
january 2009 by infovore
"So we’ve progressed now from having just a Registry key entry, to having an executable, to having a randomly-named executable, to having an executable which is shuffled around a little bit on each machine, to one that’s encrypted– really more just obfuscated– to an executable that doesn’t even run as an executable. It runs merely as a series of threads." Fascinating interview with a smart guy, who at one point in his life, did some bad (if not entirely unethical) work.
programming
interview
security
windows
adware
scheme
exploits
january 2009 by infovore
The “Guitar Hero” Answers Your Questions - Freakonomics Blog - NYTimes.com
january 2009 by infovore
"I do think that during the coming years we will continue to try to bridge the gap between simulated musicianship and real musicianship. That said, the path there is not obvious: As the interactivity moves closer to real instrumental performance, the complexity/difficulty explodes rapidly. The challenge is to move along this axis in sufficiently tiny increments, so that the experience remains accessible and compelling for many millions of people. It’s a hard, hard problem. But that’s part of what makes it fun to work on." There is loads in this interview that is awesome; it was hard to choose a quotation. Rigopulos is super-smart.
design
interaction
games
interview
rockband
guitarhero
product
alexrigopulos
january 2009 by infovore
Gamasutra - 2009's Dark Horse Console Launch: The Story Behind Zeebo
january 2009 by infovore
"No consoles are launching in 2009, right? Not so. Brazilian manufacturer Tectoy, most notable outside of South America for its long partnership with Sega and official distribution of its consoles in Brazil, will be releasing an entirely original product called Zeebo. Centered around downloadable games distributed only over a 3G wireless network, the console is designed for emerging markets..." and, even if it's not exactly powerful and the business model still seems sketchy, this could be really, really interesting.
games
interview
mobile
console
platform
emergingmarkets
3g
brazil
january 2009 by infovore
Steven Spielberg interview - Quarter To Three Forums
december 2008 by infovore
...and here's a tiny bit that got cut from the final interviewer, from Tom Chick's own site. Spielberg talks in more detail about balancing storytelling and gameplay, and expands a bit on the cutscene problem.
tomchick
stevenspielberg
interview
games
play
narrative
cutscenes
storytelling
december 2008 by infovore
Steven Spielberg - Celebrity Byte - Yahoo! Games
december 2008 by infovore
Tom Chick interviews Spielberg on games for Yahoo!. Spielberg is consumate and smart, as you'd expect, but also well-grounded; he really does _play games_. "Yes, I've played Half-Life, of course" - the "of course" is the important bit.
games
stevenspielberg
interview
storytelling
narrative
play
boomblox
december 2008 by infovore
Geometry Wars: retro explained Interview - Page 1 // Xbox 360 /// Eurogamer - Games Reviews, News and More
november 2008 by infovore
Jolly good interview with Stephen Cakebread and Craig Howard from Bizarre Creations about the evolution of the Geometry Wars series. In a nutshell: simple games, simply made, and then honed to perfection, or as near as you can get. It's the honing that's important
eurogamer
interview
bizarrecreations
games
development
arcade
geometrywars
november 2008 by infovore
MSI: Wind Coming to Major Retailer, New Models Coming Soon
october 2008 by infovore
"Our internal research has shown that the return of netbooks is higher than regular notebooks, but the main cause of that is Linux. People would love to pay $299 or $399 but they don’t know what they get until they open the box. They start playing around with Linux and start realizing that it’s not what they are used to. They don’t want to spend time to learn it so they bring it back to the store. The return rate is at least four times higher for Linux netbooks than Windows XP netbooks." That's interesting.
linux
os
netbooks
msi
wind
interview
portable
laptop
consumers
october 2008 by infovore
Gamasutra - Saving Street Fighter: Yoshi Ono on Building Street Fighter IV
september 2008 by infovore
Excellent interview with Yoshi Ono on some of the design challenges and nuanaces of Street FIghter IV. The stuff about when to skip frames (and when not to) is particularly interesting.
games
streetfighter
capcom
interview
design
development
streetfighteriv
fighting
beatemup
september 2008 by infovore
mattbalara.com : “ What’s Design Mean to You? An Interview with Kars Alfrink” Aug. 10, 2008
august 2008 by infovore
"Kars does a lot of prototyping, which he explains in some detail. He also said some pretty interesting, and uncoventional, things about the relationship between design and understanding of, and involvement in, the technologies of implementation."
interview
video
design
play
interactiondesign
karsalfrink
august 2008 by infovore
mattbalara.com : “ What’s Design Mean to You? Interview with Julian Bleecker” Jul. 5, 2008
august 2008 by infovore
Julian answers the question. Some great stuff, that rings true: learning not by studying design, but by being in the design studio, making and making and making. Definitely worth watching.
design
video
interview
julianbleecker
making
learning
sculpting
august 2008 by infovore
NPR: Tom Waits Interviews Tom Waits
august 2008 by infovore
"...when Anti Records sent us this interview Tom Waits did with himself, we had to pass it along." Beautiful, wonderful, funny. And a great Buckminster Full quotation in there to boot.
tomwaits
interview
music
anecdotes
facts
npr
awesome
august 2008 by infovore
The Cut Scene - Video Game Blog by Variety: Hideo Kojima interview from Videogames Impact Report
august 2008 by infovore
"I was lucky to have met good people, read good books, watched good movies and listened to good music. They made me who I am. Therefore, I hope that people will treasure the games I create and it will shape them in a beneficial way."
mgs4
hideokojima
interview
games
play
intertextuality
august 2008 by infovore
MTV Multiplayer » “A Higher Standard” — Game Designer Jonathan Blow Challenges Super Mario’s Gold Coins, “Unethical” MMO Design And Everything Else You May Hold Dear About Video Games
july 2008 by infovore
Gosh. Long, detailed, smart, wonderful interview with Jonathan Blow. I can't even begin to find a suitably quote for this box so: please, just *read* it.
design
games
time
fiction
narrative
industry
medium
reward
risk
braid
play
interview
july 2008 by infovore
Interview: Bjarne P. Tveskov, Classic LEGO Space Designer - Boing Boing Gadgets
february 2008 by infovore
Joel Johnson interviews a designer of some "classic" Space Lego, from c.1990. I had a least one of these sets - it was one of my favourite Leg sets to build; really well thought through.
lego
design
product
physical
interview
boingboing
february 2008 by infovore
http://www.thewire.co.uk/articles/347/print
december 2007 by infovore
"I’ve tried hard to use [sequencers] but it’s blocks in different colours and I'm only used to just seeing the waves. I don’t need to listen much to the drums because I know they look nice, like a fishbone, rigged up to be kind of skitty, sharp."
burial
music
dubstep
wire
interview
culture
december 2007 by infovore
Penny Arcade! - "My Grandpa"
december 2007 by infovore
Mike Krahulik finally puts up a transcription of an interview with his grandfather about his time in the Navy during the Second World War. it's interesting, notably when Krahulik asks him how he feels about WWII videogames. Also, it's just a great story.
history
oral
interview
wwii
navy
games
america
december 2007 by infovore
Rock, Paper, Shotgun » Blog Archive » RPS Team Fortress 2 Interview - Part 2
october 2007 by infovore
Fantastic conclusion to the TF2 interview. Lots of lovely stuff in here about design processes, being honest to users, and seeking out hard problems. A must-read for anyone who makes things, really.
tf2
interview
design
development
games
play
interaction
october 2007 by infovore
Space to think | Review | The Observer
august 2007 by infovore
"...HG Wells, had [this] huge, leisurely 'here and [now]' from which to contemplate what might happen. Wells knew exactly where he was and knew he was at the centre of things.' Wonderful William Gibson quotation.
interview
gibson
williamgibson
science
futurism
fiction
hgwells
august 2007 by infovore
Charbax Blog » Reboot 9.0 - Interview 6
june 2007 by infovore
Erk. I'm on video. Hopefully, not being too much of an asshat.
video
me
reboot
reboot9
leisareichelt
interview
june 2007 by infovore
PopMatters Books Feature | Long Zoom: Interview with Steven Johnson
april 2007 by infovore
In the interview, Johnson explains how the Long Zoom holds together his recent work, and how this perspective emerged from his graduate-school training in literary theory and the Victorian period.
stevenjohnson
interview
april 2007 by infovore
pasta and vinegar » Blog Archive » An interview with Adam Greenfield
january 2007 by infovore
Nicolas Nova presents his take on the interview.
everyware
ubicomp
design
interview
january 2007 by infovore
Interview with Adam Greenfield
january 2007 by infovore
First half of the interview at WWMNA.
interview
everyware
ubicomp
design
research
january 2007 by infovore
Caterina Fake - .net magazine
december 2006 by infovore
Surprisingly good (for .net) interview with Caterina Fake. “The most difficult part is not the technology but actually getting the people to behave well.”
socialsoftware
interview
social
design
flickr
december 2006 by infovore
Rupert Murdoch tells all to Press Gazette - exclusive interview | Press Gazette
july 2006 by infovore
The internet is changing, very disruptive technology and there are new inventions coming along every month. One has to stay awake and race to stay up with it, or if you get enough brilliant people around maybe you can get ahead of it.
interview
journalism
internet
murdoch
july 2006 by infovore
The lone wolf - Books - Entertainment - theage.com.au
july 2006 by infovore
[Murukami] wrote the initial chapters in English, before translating them into Japanese. "I didn't know how to write fiction, so I tried writing in English because my vocabulary was limited. I knew too many words in Japanese. It was too heavy." Good inter
books
interview
japan
literature
writing
howework
murukami
july 2006 by infovore
The Morning News - David Mitchell, by Robert Birnbaum
may 2006 by infovore
Lovely, in-depth interview full of cracking quotations. Definitely worth a read.
fiction
stories
davidmitchell
interview
may 2006 by infovore
Guardian Unlimited Film | Interviews | Tracey Emin interview
december 2004 by infovore
Tracey Emin is interviewed by the guardian. She asks a reviewer what they think of her new film. Reviewer was bored. Amusing transcript ensues
art
emin
film
funny
interview
modernart
pretentious
tracey
december 2004 by infovore
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