There is an unwritten rule that stipulates that children will reproduce the same decibel levels of a charging bull elephant being ridden by a shaved maniacal alley cat in heat whenever the grownups are sleeping in. This rule is most certainly intensified if it’s a Sunday morning.
Crab Bot -
I don’t know about you but I have my moments when I wonder when the hell that big shiny technologically driven future that everyone is always raving about is going to show up. Then I see shit like this and remember that it already has.
After watching Brenda Brathwaite’s (@bbrathwaite) GDC talk on “Train”, I was reminded of an old comic I wrote. It seemed fitting.
Simon Sinek: How great leaders inspire action | Video on TED.com
Ousted Modern Warfare 2 Creators Respawn, Sign With Former Rivals - Modern warfare 2 - Kotaku
[video]
Infinity Ward Ex-Heads Suing Activision -
I have very little doubt that this will further tarnish Activision’s brand.
Oh Activision… why do I have a feeling developers are going to be angry at you in the coming days. Right before GDC too. Interesting.
Macro is something like a master game design document,” says Lemarchand, “but it’s a lot more concrete than any 100 page design document ever written.” The macro design document for Uncharted 2 was simply a 70-row-long spreadsheet. — Gamasutra - News - DICE 2010: Naughty Dog’s Lemarchand On Why The Studio Has No Producers
The above is a symbol of great personal meaning, invented by two lovers who wanted to find a way of expressing their feelings to one another without letting on to anyone else what they were saying.
Now, more than ever, I find it to be such a beautiful symbol. Odd how something so simple can be so profound.
If we hope to make games that are truly socially responsible and offer players the satisfaction of more deeply resonant messages about the human condition we must start not by looking at the feature set, but by looking to our creators. We must empower them (ie: give them the authority and the responsibility) to explore their own feelings and make games that move them deeply and reject another generic action game with a morality meter tacked on the side – because all that is, is a farce. We should be ashamed of that. — Clint Hocking on Didacticism in Game Design
The real reason I became a game designer.
Seth Godin: Quieting the Lizard Brain :: Videos :: The 99 Percent -
The easy part of my job is coming up with cool ideas. The hard part is making it. The hardest part is shipping it. The part that feels damn near impossible? Doing it all on time. After watching this video, though, it seems much more plausible.