Rami Ismail is the developer and “business guy” at Vlambeer, the Dutch indie game studio responsible for games like Super Crate Box, Nuclear Throne, and Ridi…
Propelled by a massive fandom community on Tumblr, Welcome to Night Vale exploded overnight, launched to the top of the iTunes charts last year. The community radio for a friendly desert community where every conspiracy theory is real, creators Joseph Fink and Jeffrey Cranor have kept Night Vale independent, expanding to a touring live show and spinoff novel.
Recorded in September 2014 at XOXO, an arts and technology festival in Portland, Oregon celebrating independent artists using the Internet to make a living doing what they love. For more, visit http://xoxofest.com.
Video thumbnail by Ian Linkletter: https://www.flickr.com/photos/linkletter/15130864730/
Intro Music: Broke for Free, "Only Instrumental" http://bit.ly/xo2014broke
Exploring (Semantic) Space With (Literal) Robots – In the boundless churning sea of language’s combinatorial possibilities, we cling fast to what “makes sense.” Outside the comfortable lifeboat of “sense” we see nothing but “nonsense”—letters, words, and sentences in hazardous configurations that we don’t recognize and can’t decipher. But what’s out there, really? We build physical robots to explore physical spaces considered inhospitable to the human body, so why not build “literal” robots to explore semantic spaces considered inhospitable to the human mind? (I mean the word “literal” here in its most, ahem, literal sense: having to do letters, words, and language.) In this talk I cover what I’ve learned in my practice as a procedural poet, designing software systems that create, well, nonsense. I like to think of these computer programs as automated probes that send back telemetry from the frontiers of “sense,” exposing us to previously unforeseen possibilities for how words can behave, and allowing us to establish way stations in regions of language previously thought uninhabitable. decontextualize.com @aparrish @eyeofestival
These lectures discuss the history, tools, and current landscape of game design and analysis. A variety of genres are covered, including cards, games of chance, board games, role-playing, sports, and puzzles. See Singapore-MIT GAMBIT Game Lab (http://gambit.mit.edu/) for more.
È la prima puntata, dobbiamo conoscerci: con Lucia e Matteo incontrerete per la prima volta la definizione tecnica di “spoiler”, una breve storia di internet, un po’ di intervistati e pochissimi – davvero! – spoiler.(L’immagine l’abbiamo presa da Wikipedia: Historical document: First ARPANET IMP log: the first message ever sent via the ARPANET, 10:30 pm, 29 October 1969. This IMP Log excerpt, kept at UCLA, describes setting up a message transmission from the UCLA SDS Sigma 7 Host computer to the SRI SDS 940 Host computer.)
Original video: http://www.gdcvault.com/play/1021774/Adventures-in-Text-Innovating-in
Downloaded by http://huffduff-video.snarfed.org/
Kevin Rose sits down with GV design partners Daniel Burka and Jake Knapp to talk about the book ‘Sprint’. They discuss getting data on new ideas, a sprint with Slack, and how to bring the process to your own team.
Is Metal Gear Solid V incomplete or is Hideo Kojima crazy? I’ll assume the latter and dance at the edge of sanity analyzing Phantom Pain. Full spoilers for the Metal Gear series.
WHAT THIS VIDEO IS ABOUT: • The origin of Big Boss and how it relates to modern geopolitical conflicts • Kojima’s thoughts on American foreign policy during the Cold War and War on Terror • An explanation of phantom pain and its effects in both Metal Gear and reality • The meaning of the Phantom Pain’s ending concerning morality and perspective in war
IF YOU LIKE THIS VIDEO, consider checking out Generation Kill by Evan Wright (as well as the HBO show), Games without Rules by Tamim Ansary, The Fog of War, and anything by The Clash… because they’re the best band ever — obviously.
Lord of the Flies by EranFolio: http://eranfolio.deviantart.com/art/Lord-of-the-Flies-483444200
Metal Gear (MSX) Gameplay from AdamSpencer87: https://www.youtube.com/watch?v=YLsDwx_QCPo
More from the Storyboard playlist: https://www.youtube.com/playlist?list=PLytys_EVd46DuSkE8cBnsfZaXyspNcuQE
The Punk Effect: http://thepunkeffect.com/
Feeling empty? That’s that phantom pain eating at ya… or a parasitic tapeworm. The only cure to either of them is to subscribe to strummerdood’s channel. Might as well like and share this video while you’re at it. It’s better than nothing.
Twitter: @MattRyanPerez Ema…
Screens are the primary material of interaction and interface design. We’ve been talking about what it means to design natively for screens for ages, but with the prevalence of touch screens and the redesign of iOS, the topic has been rekindled with more passion.
Unfortunately, discussion has devolved into a pendulum swing between “flat design” and skeuomorphic approaches, because we haven’t taken the time to consider what screens want. Screens, of course, don’t have desires, but every material does have a grain, and that grain suggests the material’s identity and the best way to use it. So, what if we listened to screens, considered their origin, and searched for patterns? And what if they told us the way forward had nothing to do with how things looked?
About Frank — Frank Chimero is a designer and writer from New York. His 2010 Build talk, The Shape of Design, turned into a book by the same name.
Recorded at Build 2013 http://2013.buildconf.com/
Video production supported by MailChimp http://mailchimp.com/
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