@Harvey1966: Sweet, sweet Alamo Drafthouse posters: RT @ollymoss: I did all the posters for the @drafthouse rolling roadshow. http://bit.ly/9xQeWf



Creeping Changes

Saturday June 26th 2010, 3:19 pm
Filed under: Uncategorized

Updating my 3Gs iPhone to iOS4 was like getting a new phone. So I’ll probably wait to get iPhone 4, since the next version will probably be better.

Talking to some others, today I realized how much I use my phone now (and how little I use it *as* a phone).

Off the top of my head, this is my 3Gs iPhone usage, not in order:

Texting (SMS)
Calendar/scheduling
Weekly grocery list
Email
Twitter
Facebook
Directions/maps (I’m directionally impaired)
Reading (fiction)
Reading (non-fiction)
Reading (daily news)
Reading (political sites)
Reading (graphic novels)
Reading (blogs)
Wikipedia checks (ie, looking up words, history, etc)
Recipes (while cooking)
Listening to music (with headphones)
Games
Locating nearby places (food, coffee, movies, etc)
Buying media
Watching movies
Note-taking
Buying/canceling Amazon products (not just books…dishes recently)
Photography (for amusement)
Photography (to share)
Photography (to remember something, like the way someone else has decorated their house)
Home/car maintenance (while working on something)
Stock values
Weather
Tracking calories/exercise
Calculator
Recording audio snippets (for odd work tasks)
Checking local events (live music, festivals, etc)
Updating Netflix
IM (when on the road)
Approve blog comments
Identifying music (playing around me)
Phone calls



GDC 2010

Sunday March 14th 2010, 12:26 am
Filed under: Game Industry

Finally home after the Game Developers’ Conference. Matthias Worch and I gave a talk on Environmental Storytelling, a subject we both love. Here are the slides and notes.

Update: Smaller, compressed PDF with slides and speakers’ notes together:
What_Happened_Here_Web_Notes_Small

Thanks to everyone who attended. (Sorry about the momentary technical glitch. I really thought we were going to have to give a GDC talk with no slides…terror.)

As always, it was great to see developer friends from outside Austin.



Fake Album Covers

Sunday February 21st 2010, 11:48 am
Filed under: Art-tech,Music

While studying up on art theory (semiotics and simulacra), I stumbled across this Fake Album Cover meme. Seems like my kind of thing, so how did I miss it?

Fake Album Cover from Know Your Meme:

How to Make Your Own Album Cover

1 – Go to “wikipedia.” Hit “random”
or click http://en.wikipedia.org/wiki/Special:Random
The first random wikipedia article you get is the name of your band.

2 – Go to “Random quotations”
or click http://www.quotationspage.com/random.php3
The last four or five words of the very last quote of the page is the title of your first album.

3 – Go to flickr and click on “explore the last seven days”
or click http://www.flickr.com/explore/interesting/7days
Third picture, no matter what it is, will be your album cover.

4 – Use photoshop or similar to put it all together.



Jean Baudrillard

Saturday February 20th 2010, 5:23 pm
Filed under: Art-tech,Life

Cultural theorist Jean Baudrillard wrote: “Abstraction today is no longer that of the map, the double, the mirror, or the concept. Simulation is no longer that of a territory, a referential being or a substance. It is the generation by models of a real without origin or reality: a hyper-real which is henceforth sheltered from the imaginary, and from any distinction between the real and the imaginary, leaving room only for the orbital recurrence of models and the simulated generation of difference.”

Artists work in semiotics now, trading in signs for things, rather than representing nature. Or they create hyper-realities that are simulations of things that never actually existed to begin with. This leads some pessimism, “marked by the loss of an organic relationship between experience and the representation of that experience.”

But there’s another person from which we can question why the natural world, or an authentic and pre-existing original, carries so much value.

We do not necessarily revere the painter who can most realistically represent an image; instead, we often value the deliberate or stylistic deviations from realism. That is where the artistry resides. Even with photography or image re-presentation, we look for the compositional or content choices made by the artist, rather than the perfect reproduction of reality. With re-presented images or readymade objects, artists find a way to offer personal expressions or cultural critiques through mediation, or recontextualizing a commonplace object. In video games, visual representation and sounds are secondary; these are elements from traditional media that are less relevant to video games than interactive systems, the differentiating aspect of the medium. It’s through the interactive systems–as related to the player’s agency–that we see the artistry in video games.

If we take this same line of thinking and we factor out the less valued, less characteristic aspects of human existence, treating it as a medium, we can distill it down to what is most germane, most sublimely unique…our emotional and intellectual responses, and our connections to one another.

The unorthodox question that follows is this: Might we be able to better experience, better appreciate these things in a fully simulated space? Again, if we ask why the real world should carry so much value, and we determine that the aspects of human existence that matter most are not related to the constraints of the real world, but to our intellectual and emotional responses, then we might agree that simulated reality is actually a better environment in which to be human.

Further, the nature of the real world is arbitrary; it’s the condition into which we’re born. Much of our experience with the real or natural world is about physical constraints, environmental vulnerability or resource scarcity. We share those things with animals and plants. Our emotional, intellectual and social capacity make us human; those are elements unique to humanity.

We might, paradoxically, have a truer experience swimming together through simulacra; an experience almost exclusively focused on the things that make us human, on the things that separate us from bacteria, shrubs or insects.

I don’t subscribe to this view, but it is not necessarily true that Baudrillard’s theories lead a pessimistic conclusion.



AHoG

Monday February 08th 2010, 5:22 pm
Filed under: Art-tech,Game Industry,Games

I’m finally home after driving with Brenda Brathwaite to the Art History of Games Conference in Atlanta.

http://arthistoryofgames.com/

The event was great and timely, since I’m also taking an online art history class with SCAD. As usual, one of the best aspects was interacting with friends (old and new), talking about games.

Some of the speeches given at the conference made me realize that while–in crafting games–designers take up fierce positions and move toward absolutes, critics and academics often rely an elusive series of shifting positions and various lenses as a means of analysis. We tend to drive toward something hard, guided by a core statement or belief that might not hold up as consistent or perfect under intense scrutiny. (But a core statement that might be critical in terms of reaching the goal. Ie, “Multiple solutions to problems,” or “Modeling fight or flight response.”) They tend to ask questions from many different perspective, which is thought provoking and provides insight from earlier efforts.

Ever interesting, games vs stories comes up year after year. People make statements about whether games should include any embedded narrative borrowed from non-systemic, non-mechanical media like fiction or film.

I believe in our medium’s plurality. There’s no right answer. But for me the strongest experiences *right now* involve a synthesis…sublime moments that come from interacting with very analogue systems, wrapped in fiction that contextualizes the experience emotionally.

Best example for me, from the last year, is my 100 or so hours with Far Cry 2. Soon I’ll be playing Bioshock 2 and Battlefield Bad Company 2, trying to get the same sensation, which I cannot find anywhere else. Certainly not in film, lit. or art.



Desert Island Movies

Sunday June 07th 2009, 4:24 pm
Filed under: Austin,Film

Charles Lieurance is an incredibly gifted writer and cultural critic, something that stems in part from his breathtaking intellect but equally in part from his intoxicatingly rich life.

I’d almost forgotten about this, but he asked me to list 5 desert island movies. My response:

Question: Why are we so obsessed with deserted islands? Answer: Because no one wants to be alone.

If I could take 5 movies with me (and none of them could be porn), I’d choose the following:

1) Run Lola Run (Tom Tykwer, 1998)

I love this movie because it evokes some of the same multilinear feelings that I experience when playing a well-crafted video game. In a game, you often stop and save your progress at a specific point in the timeline. Then you can race forward, trying various tactics and exploring new areas. And if you die or if the exploration cost you too much in terms of resources, you can back up to the point in timeline where you saved then proceed again. Often, after backing up, you move forward optimally. (A side effect of the unique way players experience their own narrative in games.) As a result, when you get to the end of the game, you’ve got this long linear experience, right? Your memories of what happened from beginning to end. Except that what’s missing are all the moments when you advanced, then died and backed up to the point at which you saved your progress. Those are like moments that happened, but didn’t happen. At the end of the game, your memories cannot be untangled; you remembered the things that happened in the actual playthrough timeline and things that happened in the discarded, aborted side timelines. Run Lola Run left me feeling the same way. And I have an intense and inexplicable love for German women like Franka Potente.

2) Apocalypse Now (Francis Ford Coppola, 1979)

I love the nihilistic ethos of this film. And I love the music. Brando here is one of the great villains. I like the original version btw. The Redux version is too long and contains some side threads that I found largely irrelevant.

3) The Last Picture Show (Peter Bogdanovich, 1971)

There’s something about small, dying towns that I love. If I ever survive an apocalypse, I will probably choose to live in a small town rather than an urban center. Growing up, my great grandparents had a farm in Moulton, Texas, and it was already dying back then in the 1970s, so I’ve got an innate longing for the spirit of such places. So much happens in this movie, and the scenes and dialogue imply a lot more…years and generations of lives lived with partial success and the accompanying regrets.

4) Blade Runner (Ridley Scott, 1982)

It’s a cliché for someone of my generation and tastes to choose this movie, but it’s so undeniably great, such an obvious labor of love and vision, that I’ve got to include it. Roy Batty has some of the best lines ever delivered. There’s some lesson in here about a director or screenwriting elevating an actor. Half the movie’s appeal is the vision style and graphic design, but really all the elements serve the whole in a way that’s rarely accomplished. As a 16 year old boy, I wanted a Pris replicant of my very own. I’m actually torn on which version I’d take; I know what I’m supposed to say, but I feel there are strengths to both the original and the director’s cut. From the director’s cut, the darker, more ambiguous ending is a complete win for me. From the original, the monologue adds a lot of depth to Deckard’s character. Sure, we all loved the director’s cut *after* gaining familiarity with the original, but I have to ask: Would the more stripped down version have been as powerful without the context provided by the original, heavier-handed version? I hate it that Ridley Scott feels like he’s answered the question definitively about whether Deckard was a replicant, because—first—the director’s intentions are far less important to me than the audience interpretation, and—second—because the ambiguity and doubt that the character felt about the possibility of false memories, of not being *real* were more powerful than a definitive answer either way.

5) Casablanca (Michael Curtiz, 1942)

I’ll admit that I don’t normally like movies made before the 1970s. People like Scorsese, Cimino and Coppola brought so much grittiness and depth to film that it’s hard for me to go backward. Casablanca is one of the exceptions. I love fiction that focuses on a specific point in time, when a mixture of events and pressures up the ante for all the standard elements of human life. The love story still chokes me up.

I love Kubrick, and The Shining might have made the list except that if I had to watch it over and over on an island, the nights would be unpleasantly unnerving and I’d probably end up hanging myself from a coconut tree with a rope woven from my hair. And—for the mood, cinematography and sex—I might have included Eyes Wide Shut if, you know, anyone actually got properly laid in the movie.

Link to the original ILUVVIDEO post (and more responses to the desert movies question by others) at http://www.iluvvideo.com/content/view/63/10/



The Gaf Collection

Tuesday April 14th 2009, 6:11 pm
Filed under: Game Industry,Games

Since this thread appeared at NeoGAF, it’s gotten cooler by the day. It’s “…a theoretical series of video game releases for the more serious collectors (à la The Criterion Collection).” My favorite is the sepia-toned Bioshock box art. Brilliant thread. (Someone collected them all on one page.)

My own humble mockup.

deusex_gaf



KarmaStar is live on the App Store

Monday March 23rd 2009, 2:28 pm
Filed under: Game Industry,Games,ipod

KarmaStar App Store link.

Such a great experience, putting the project together. Everyone in games should make at least one mobile game.

Note: As of today, KarmaStar world record is 44. (Use wildcards, go for “the star” and try to stack up bonus scores.) And medium difficulty is more fun.

dark_stellar_sky



KarmaStar (iPhone Casual Strategy Game)

Thursday March 12th 2009, 3:49 pm
Filed under: Game Industry,Games,ipod

picture-006

As a side project, I’ve been working with a small team on a card/board-style iPhone game called KarmaStar. The game is done and should be up on the App Store in a couple of weeks. (This is not my primary project with Arkane Studios…it’s something that I wrote up and we tested locally using marked up Uno cards and dice. I love the iPhone.)

I have a couple of things to say about this project:

First, it was completely rejuvenating to work with a tiny team on a small-budget project. I envy casual game developers in many ways. I had a really good time working with the people involved (directly or in support roles). I got to do a bit of everything, which reminded me of my skills (and deficiencies) and helped me sharpen up some.

Second, my respect for people who design strategy games just went through the roof. I mean, through the roof. Most of the time, we all just iterate on existing game rules. For KarmaStar, I didn’t start off using the (excellent, smart) design method of “taking an existing game and modifying it.” The structure was worked out without modeling it on something else exactly, mostly as a challenge. It was hard, even though this is a simple game.

http://fingergaming.com/2009/03/majesco-announces-karma-star-for-iphone/

I hope to post more on the project later…process, what-went-right/wrong, development quirks, details, etc.



Watchmen

Sunday March 08th 2009, 11:56 am
Filed under: Comics,Film

watchmen-happy-face

I just saw Watchmen (twice) and liked the movie, though it wasn’t perfect.

My observations:

Much of what I loved about the graphic novel was preserved, even with the changes. The heroes-as-flawed-people, lots of thematic points, etc.

Some of the characters are actually better in the film than they are in the graphic novel, which surprised me. Nite Owl II, Silk Spectre II, Rorschach…all great. The character-expansions for the Comedian, Dr. Manhattan, Rorschach, et al were just exceedingly well done.

Visually, the movie was gorgeous. And the music, to my surprise, added tremendously. It felt appropriate to the medium.

Halfway to three-fourths of the way through the movie I was giddy: “This can’t be this good…” The last quarter of the movie and the ending, which were weaker and rushed, brought me down some.

If you haven’t read the original, you should. The Watchmen graphic novel is brilliant like nothing else: Unlike most fiction, the world moves in a disturbingly real way, sometimes driven by emotional reactions, sometimes by chance. It’s subversive to its own genre and challenging (like deeper vs shallower music). It’s a fascinating “alt US history” due to one major imagined change: The development of a superhero during the Manhattan project that leads to US dominance, Nixon escaping his shame and defeat, victory in Viet Nam, and less humility for the US government. It’s a comic focused on the interpersonal conflict between (and within) characters. The book can be read as an argument against cowboy-mentality and unshakable faith in heroes, giving it a lot of theme to chew over. It handles sex and relationship doubt better than most (non-graphic) novels. The elements of the story and the artwork itself are massively over-connected and sort of internally hyperlinked in a way that requires multiple readings. The characters are much more complex than those in most comics (and even in most novels). Watchmen contains a story-inside-the-story that people are affected by years later and still discuss.

It’s just great and deserves to be read several times.


 


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