A Barren Field

He was a programmer. His job wasn’t easy but he mostly could do it. He’d been doing what he’d been doing for a few years now. Today he stared at his computer screen as hundreds of little red flags marched and swarmed like angry army ants up his display. The errors were weird. He didn’t know what to do with them. It was humiliating. He felt like a rube. He felt like he was probably going to get laid off. Then he’d maybe feel bad and stare out his window at the flickering neon sign, entranced by the 60hz hum, and smoke too much pot, until his bank account dried up and he’d have to put everything in storage while he begged for change on the street. There’s not that broad a line between people with and people without homes once image and smell are discounted. He didn’t want another job. Tiny octagonal signs continued to fill his code editor as his stomach moved down in his torso. He wondered if he could shit out his stomach. He wondered if that would be better or worse than the process of giving birth. Maybe some people would prefer to be remembered as stomach-shitting freaks instead of fathers. He wasn’t going to judge. The text next to each error was meaningless, stating little more than that there was in fact an error. The errors were intractable. They may as well say, ‘Error, this program does not cure AIDS.’ ‘Error, this program won’t repair your relationship with your ex-girlfriend.’ ‘Error, this program won’t resurrect your father.’ He thought about his mother and hoped she would quit smoking. He thought about his ex and how he’d eat broken glass if that’s what it would take to please her. He thought about how he would die soon. Not too soon, maybe 50 years without direct intervention, but that’s still pretty soon. He felt hungry and kind of freaked out. He thought about how his body was a machine and how food is fuel and about what would happen if he stopped refueling his body, or if his body stopped needing more fuel. He thought about the elegance of decomposition and about how so many life processes work together to clean you up after you die. It’s vicious, really, how maggots and bacteria will frantically reproduce into Malthusian-crisis quantities in order to remove your stain from the earth as quickly as possible. His head itched. He walked to the bathroom and shaved his head with a loud set of clippers. “Fuck you, hair”, he muttered. A semicolon fell out. The itch receded. He drew his head close to the mirror and stared at his scalp. He watched his hair grow a few fractions of a millimeter. Maybe he was imagining it. Then he imagined his scalp was a barren field growing grass around a headstone with his name on it.

Disintegration of Memory / p55-Echo release

Final video: http://vimeo.com/22947080
p55-Echo draft: http://www.youtube.com/watch?v=7iYSa7Wt_ZY
p55-Echo code: https://github.com/dongle/p55-echo

Tools for final video: Photoshop, Twixtor, After Effects, PaulStretch

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Touch-based Game Interaction Design Considerations

A few days ago, Bennett Foddy of QWOP fame asked me what my favorite iPad games were. I unsarcastically replied with Chicanery (a game he made with Auntie Pixelante), before stammering about non-game ‘toys’, ‘art games’ that barely qualify as games, and simple iPhone ports. There are good games on the iPad, yet very few of them are “iPad games”, that is, games that could only exist, or exist best, on the iPad. What defines the iPad is its large, multi-touch screen. The important characteristics are ‘touch’, ‘multi-’, and ‘large’, as each modifier expands the range of interactions considerably.
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Are you sure you want to start a company? (A Letter to Y Combinator Applicants)

INTRO

Opinions are like earholes – everyone has two of them – so don’t take this as straight facts. I’ll gloss the obvious stuff about building a founding team: everyone has to be smart and at least one person on your team has to be able to build stuff. That said, it’s OK to have a person on your team who does sales or customer development.

Here’s some less obvious stuff: it’s also OK to not yet know how you’re going to make money – you’ll have to figure that out again anyway after you inevitably pivot ‘swivel’, plus a common piece of advice that seemed supported by copious examples is that once you build something enough people need, the money will sort itself out. You also need to be a bit crazy, be able to say no to advice (with justification), and possess THE TRUE SPIRIT OF AN ENTREPRENEUR.

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Carles is the Warhol of Twitter

Playing games with the form and function of Twitter is nothing new. Tim Waters started the ubiquitous “Sometimes I just want to copy someone else’s status… ” meme, which has already lived several cycles on both Twitter and Facebook, and still reawakens every couple months. Jonah Peretti created a “Choose Your Own Adventure” experience via a series of inter-linked tweets. Carles, anonymous author of Hipster Runoff, has used Twitter to create pop-art.

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Uncharted’s Cinematic Camera

Cinematic” has appeared in the marketing materials for games for years, seeing particular growth beginning with the advent of the CD-ROM. At first, cinematic referred merely to the presence of live-action or CG full-motion-video cutscenes – having a closer, non-fixed perspective combined with a dialogue soundtrack was sufficient for a game to be perceived as having some characteristics of the cinema. I imagine many cineasts were horrified. Graphical fidelity improved around the 2000s to the point where in-game cutscenes became ubiquitous, some at least partially interactive (Half-Life), some not (Halo). The ante surrounding the term ‘cinematic’ was raised as well. The game itself, not merely the cutscenes, was expected to have hundreds of lines of dialogue, a broad, sweeping story, and, frequently, cataclysmic explosions. But this only raised the term ‘cinematic’ to be on par with a summer blockbuster action film. Good cinematography is more than explosions and competent framing – it involves the usage of a camera as an active participant in the story telling, selectively revealing or hiding information to build suspense or irony. Uncharted, a third-person adventure game for the Playstation 3, advances the usage of the cinematography in games to affect the player’s emotional and practical interpretation of the game world.

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Silicon Valley Blues, part 1

It is with some degree of something that I find myself in Silicon Valley back in the fold of the games industry. Given my philosophical orientation, this is akin to being a crack dealer, albeit without the physical risks (and, for the time being, also without the monetary rewards). But it’s an enjoyable task, and I appreciate the opportunity to work in concert with my friend and co-founder Cole Krumbholz in the pop arts.

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Paternalistic “feminism”

RT @(redacted): Most girls that I know or have met look prettier without makeup. Just sayin’, ladies…

I understand that tweet was well intentioned, but it may as well have read:

HEY LADIES MY SENSE OF AESTHETICS HAS RESULTED IN A NEW DICTUM FOR YOUR APPEARANCE

Hey guys, how about we stop assuming that women’s looks are our business? Let’s acknowledge women’s liberty to act according to their personal tastes, eh?

Thoughts on Apple Post-WWDC 2010

It’s half an hour before Steve Jobs’ keynote on a brisk Monday morning in San Francisco. The line of people anxious to see the latest Apple products wraps around a city block, the excitement driven partly because these products now provide a lifeline and an income source to thousands of independent developers, and partly from a particularly potent brand of raw consumer lust which is seemingly unique to Apple’s brand and its products. The cult of mac is so strong that there is even an Apple-specific dating site which, despite a cheesy name and an ostensibly idiotic premise (Apple-love as a positive bias for mating-pool selection is about as effective for cutting groups of 20– and 30-somethings as finding people who like fun, or ice-cream [although finding people who dislike ice-cream might be useful for pairing vegans and the lactose-intolerant.]) seems poised to succeed at least in terms of community if not profit (the revenue-model is as yet unannounced).

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Videogame Mashup: Pong Invaders

A recent class assignment involved creating a two-player game. I liked the idea of videogame mashups (a friend made Joust Pong) and wanted to experiment with the idea of different rulesets per player, thus Pong Invaders was born, a game where one player controls the space invaders while another player controls the iconic pong paddle in a grand badminton battle involving kamikaze aliens and lasers. Read More »