infovore + creativity   56

Gamasutra - Game Design Deep Dive: The creative camaraderie behind Wilmot's Warehouse
"The two points I want to focus on here are about Ricky’s initial attitude about this warehouse idea and about the fact that he made this prototype ‘to surprise me’

Earlier I said that Ricky and Nate were sick of hearing about this idea. That was an understatement. In reality they openly mocked it. They had a running joke that I should call it ‘Clown Warehouse’ and make all the things in it clown paraphernalia. I wasn’t particularly hurt by this. It was good banter. It’s kind of how we talk about game ideas a lot of the time. 

But then Ricky made a prototype to surprise me. (Not to mention spending months taking it from a prototype to a finished game.) And my point is that this is how friendships work. These expressions of good natured antagonism and affection, Winding someone up one day and giving them a nice surprise another, are the hallmarks of real friendship.

If you make games and your game development process isn’t like this you are doing it wrong. In my opinion."

This whole article from Dick Hogg, on making Wilmot's Warehouse, is a delight. On making parts and working out what a game is later; on friendship; on playtesting; on games with endings. Just great.
games  dickhogg  design  creativity  playtesting 
6 weeks ago by infovore
Postmortem: Every Frame a Painting – Tony Zhou – Medium
This, like everything Tony and Taylor did, is very good. Not just on film, but on creative work, too.
film  everyframeapainting  collaboration  creativity  art 
december 2017 by infovore
George Saunders: what writers really do when they write | Books | The Guardian
George Saunders on writing, and the creative process. Brilliant, both as I'd expected, and in ways I hadn't.
georgesaunders  writing  fiction  creativity 
march 2017 by infovore
One thing | Ableton
Lovely short films about simple creative acts in the musicmaking process; more of Ableton's excellent commitment to useful, sharp content.
music  ableton  production  creativity 
march 2017 by infovore
BBC Radio 4 - A Point of View, The power of language
God this is good - AL Kennedy on language, its power, its potency, and the awful ways grammar is currently being taught.
language  alkennedy  grammar  testing  creativity  expression  history 
july 2016 by infovore
Alex de Campi
"I am here for you freelancers where every day is a new war; I am here for you day-jobbers where it’s all the same old battle and then family at night and you’re too tired to work on the story and all you want to do is watch TV. I see you and I want you to know that you’re okay. That we all fight this battle in different ways, and I know you’re doing the best you can. Living is hard. Creating is harder. I am here for you on the weeks you write zero words and the weeks you only write 500 and the weeks it all flows out of you like salt water and you’ve written 10,000. I see you when you look back over it and wonder if any of it is any damn good at all. Keep it. It’s good. Keep going. You can edit when you are done." There is no expiration date. This was good.
creativity  alexdecampi  onwards 
may 2016 by infovore
"Little Uniquenesses Add Up": Ólafur Arnalds & Nils Frahm - BR
"We are defining a story, and this will be the context for the music, and music will always be about that context. If the story of my music was like, “Yeah, I download illegal software and I make a hundred tracks and ten are good, and I’ll always do it while I’m on the train or the bus, and I have headphones on and I just make music all the time,” it would raise a question: ‘What is inspiring you?’" This leapt out at me and smacked me around the chops a bit. Smashing interview with Nils Frahm about his recent collaboration with Ólafur Arnalds. (Also, I did not realise how the Korg PS-3100 did polyphony. Blimey.)
nilsfrahm  music  creativity  composition 
september 2015 by infovore
Inspiration Disinformation | LEONARD PIERCE DOT COM
"Even as the middle class disappears as an actual economic category, the inspirational tales of the new creative class and its artistic dupes portray the honest and loyal white-collar worker as the new kulak, an enemy fit only to be destroyed.  Ordinariness is the greatest heresy; existence is the gravest crime; providing for one’s family and future is the ultimate betrayal.  The villain of the story is never a successful capitalist (who is, as always, sacrosanct) or a jealous laborer (who is, as always, invisible), but a man or a woman who fails to pursue his or her most special and wonderful dream, thus depriving the world of not only the salvation of art, but also the inevitable financial gain that always comes from following that star." This whole post is cracking.
creativity  people  bunk 
march 2014 by infovore
Michael Rosen: Manifesto for arts education as a democratic practice
Yes, all of this. Especially:

"10) be encouraged to think of the arts as including or involving investigation, invention, discovery, play and co-operation and that these happen both within the actual making and doing but also in the talk, commentary and critical dialogue that goes on around the activity itself."

And: this applies not just to the arts but all forms of craft, making, and creating. To be honest, this applies so much to that whole Year Of Code nonsense - much more so than the abstract utility of things. "Code is neither superior nor inferior to anything else that goes on in schools". Yep, that. I am very fond of Michael Rosen; by which, I mean, I admire him a great deal.
michaelrosen  education  arts  creativity 
february 2014 by infovore
TED talks are lying to you -
"Had our correspondent developed the gift of foresight? No. He really had heard these stories before. Spend a few moments on Google and you will find that the tale of how Procter & Gamble developed the Swiffer is a staple of marketing literature. Bob Dylan is endlessly cited in discussions of innovation, and you can read about the struggles surrounding the release of “Like a Rolling Stone” in textbooks like “The Fundamentals of Marketing” (2007). As for 3M, the decades-long standing ovation for the company’s creativity can be traced all the way back to “In Search of Excellence” (1982), one of the most influential business books of all time. In fact, 3M’s accidental invention of the Post-it note is such a business-school chestnut that the ignorance of those who don’t know the tale is a joke in the 1997 movie “Romy and Michele’s High School Reunion.”" This is a brilliant article on the literature - and culture - of talking about 'creativity'.
creativity  business  popularscience  writing  confirmationbias 
october 2013 by infovore
Frank Chimero × Blog × The Inferno of Independence
This is a great piece of writing from Frank Chimero, if only because the thing it emphasises is not a brutal the-work-above-all-else approach, but a gentle talk on the same idea. And the thing I'm slowly shifting towards in the manner of my work (if not always the practice of it) is a particular kind of quiet gentleness: be kind; work hard; keep going. Gentle is underrated, and gentle is not the same as easy or soft-touch. It has value for all involved. Also: I loved the point where he wrote "you have to earn those words". Yes.
writing  culture  technology  creativity  independence  frankchimero  gentleness 
september 2013 by infovore
This column will change your life: Helsinki Bus Station Theory | Life and style | The Guardian
"Annoyed to have been following someone else's path, "you hop off the bus, grab a cab… and head straight back to the bus station, looking for another platform". Three years later, something similar happens. "This goes on all your creative life: always showing new work, always being compared to others." What's the answer? "It's simple. Stay on the bus. Stay on the fucking bus."" Yeah, that. Been feeling that a lot, recently.
creativity  work  labour  motivation  taste 
april 2013 by infovore
Hello World « Blendo news
"Someone smarter than me once described game development as jumping out of an airplane with nothing but a needle and a silkworm." Brendon makes good games, and this is a good post. But I really liked this quotation.
games  development  design  creativity 
april 2013 by infovore
Instagram for webpages (22 May., 2012, at Interconnected)
"We'll know we're doing it right when half of the pages are ugly."
web  development  media  culture  business  creativity 
may 2012 by infovore
Valve: How I Got Here, What It’s Like, and What I’m Doing | Valve
"If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line - about the value of being first and being innovative - was the most important here for me.)
michaelabrash  games  valve  innovation  creativity 
april 2012 by infovore
via Frank : Good art is a kind of magic. It does magical...
"Good art is a kind of magic. It does magical things for both artist and audience. We can have long polysyllabic arguments about how to describe the way this magic works, but the plain fact is that good art is magical and precious and cool. It’s hard to try and make good art, and it seems to me wholly reasonable that good artists should be concerned with their work’s cultural reception." Oh, this.
writing  davidfosterwallace  creativity  literature 
september 2011 by infovore
The Day the Movies Died: Movies + TV: GQ
"At this moment of awards-giving and back-patting, however, we can all agree to love movies again, for a little while, because we're living within a mirage that exists for only about six or eight weeks around the end of each year. Right now, we can argue that any system that allows David Fincher to plumb the invention of Facebook and the Coen brothers to visit the old West, that lets us spend the holidays gorging on new work by Darren Aronofsky and David O. Russell, has got to mean that American filmmaking is in reasonably good health. But the truth is that we'll be back to summer—which seems to come sooner every year—in a heartbeat. And it's hard to hold out much hope when you hear the words that one studio executive, who could have been speaking for all her kin, is ready to chisel onto Hollywood's tombstone: "We don't tell stories anymore."" This is good, and sad.
movies  films  hollywood  sequels  creativity  risk 
march 2011 by infovore
Limbo's lessons for the mainstream - News at GameSpot
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 — Slides: Begging For Game Diversity at an IGDA Austin Microtalk
This is great. Brandon is smart. And: when he says "story", he doesn't mean story. He just means "show me something new".
games  innovation  creativity  brandonnn  brandonboyer  diversity  dudeswithguns 
september 2010 by infovore
designswarm thoughts » Blog Archive » Ikea and coffee: Thoughts on innovation hubs
"It fools the government into thinking Local Development Agencies (LDAs) attract young creative people in “the regions”, and it fails to support the local young talent who probably prefer hanging out with their laptop in a place with perfect coffee. After all that’s how the Royal Society was created… I’ve been up and down the UK and those innovation spaces have the worst coffee in the universe. Just saying."
coffee  innovation  creativity  spaces 
august 2010 by infovore
The Top Idea in Your Mind
"I suspect a lot of people aren't sure what's the top idea in their mind at any given time. I'm often mistaken about it. I tend to think it's the idea I'd want to be the top one, rather than the one that is. But it's easy to figure this out: just take a shower. What topic do your thoughts keep returning to? If it's not what you want to be thinking about, you may want to change something."
paulgraham  ideas  creativity  thinking 
july 2010 by infovore
David Byrne's Journal: 03.18.10: Collaborations [updated]
"Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
davidbyrne  music  writing  creativity  collaboration  process 
april 2010 by infovore
Nick Sweeney · things to make and do
"When I look at the iPad, I see something my dad could use without hand-holding to find the history of that banjo, to seek out those screws, to look at old video of Sonny Terry, to feed his glorious practical creativity, unencumbered by the need to learn the habits and quirks of computing, and not relying upon a transatlantic support department. There’s a liberation in open things (and opening things) but there’s a far greater one in how things can open up people." Nick Sweeney is right.
ipad  creativity  freedom  technology  nicksweeney  writing 
april 2010 by infovore
Rands In Repose: A Story Culture
"In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
writing  narrative  creativity  rands 
february 2010 by infovore
kung fu grippe : Making the Clackity Noise
"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
writing  creativity  stories  storytelling  culture  online  merlinmann 
december 2009 by infovore
The Rise of Ugh-Meck | Edge Online
"But what if you make personalisation easier? Consider a game that brings your real world into your game world, all on its own. It could to grab data from the internet about the real world and the gamers that live in it, and weave it into the game experience, for an effect that is both surprising and personally meaningful. You would see yourself in a game without having to put yourself there. It’s not user-generated content: it’s user-generated, machine-mediated content – UGMMC, or as I like to say it, “Ugh-Meck.”" I am super-happy at how well Chris's writing for Edge Online is turning out.
ugmmc  ugc  games  internet  creativity  creation  edgeonline  chrisdahlen 
october 2009 by infovore
chewing pixels » There Was a Young Lady Who Swallowed a Fly
"In a sense, a child, by definition, shrinks Scribblenauts’ scope: the game’s potential solutions are necessarily limited by vocabulary, so players with a smaller vocabulary have fewer options open to them. But, free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults’ reach." Simon makes a strong point about Scribblenauts.
games  scribblenauts  children  imagination  creativity  freedom 
september 2009 by infovore
Insult Swordfighting: It's not called "Rock Band: The Beatles" for a reason -- Video Game Reviews and Rants
"I've developed a habit of delivering a drum solo at the beginning of every Rock Band track -- just a little wailing away while the song cues up. It's a way of making the songs mine. You can't do that in The Beatles. Hit a drum pad before the song starts, and nothing happens, because that sound isn't on the original recording... More important, it's the game's way of making sure that you don't dare mess with perfection! I'm not a huge fan of that attitude. Past -- and, technically, current -- Rock Band games are about engaging with the music on an equal level. This game, though, is a ball-washing of the highest order. Maybe the Beatles are more deserving of such treatment than any other band, but I don't think any band deserves that treatment. Not now that I've seen the alternatives." Mitch Krpata on his problems with Rock Band: The Beatles.
rockbandbeatles  mitchkrpata  games  music  creativity  improvisation  writing 
september 2009 by infovore
Achewood § August 3, 2005
"If you can't have fun playin' with a toy truck, then it's time to re-evaluate your life. You've become jaded." As ever, Ray Smuckles speaks strong truth.
achewood  toys  play  imaginativeplay  creativity  imagination 
july 2009 by infovore
scraplab : my last day at headshift
"Being interesting is as important as being useful. Making things that delight and inspire is as important as creating value. Old systems are crumbling; the best you can do is be nimble, smart and make some trouble." Hurrah. Tom's going to be next door again, and we're going to hang out. And maybe make a whole lot of toruble.
creativity  making  tomtaylor  friends  manifesto  delight 
march 2009 by infovore
Scribblenauts Preview - Page 1 // DS /// Eurogamer - Games Reviews, News and More
I can't really quote from it, but you need to read this; it's the most deliciously bonkers concept, and if they pull it off - which seems like it might just be possible, given the level of detail they talk about the game at - it could be properly magical. Lovely preview, too.
games  ds  nintendo  writing  creativity  drawing  brilliant  scribblenauts 
february 2009 by infovore
User-Generated, Machine-Mediated Content « Save the Robot - Chris Dahlen
"So why don’t we aim for a new tier - something that takes a chunk out of the 90, to lead it closer to the 9 and the 1? Why not give users a chance to enter something personal and creative, but let the system mediate, moderate and filter it into something useful?" Yes. The 90-9-1 pyramid is actually a very unhelpful metaphor, IMHO, and trying to explore and encourage creativity along a sliding scale rather than an absolute is important.
games  play  creation  creativity  making  ugc  ughmeck  chrisdahlen 
january 2009 by infovore
YouTube - Little Big Planet - Mirrors Edge
It's something a bit like the first 2-3 minutes of Mirror's Edge. But in LittleBigPlanet. People are great.
mirrorsedge  games  ugc  creativity  littlebigplanet 
november 2008 by infovore
Oh wow; it's like a developer network for LittleBigPlanet. Smashing.
videogames  sony  mediamolecule  littlebigplanet  play  development  creativity  social 
november 2008 by infovore
Littlebigplanet: LittleBigPlanet As A Shmup
"Japanese PSN member RRR30000 has managed to recreate classic shoot-em up gameplay within the game, using a spaceship sticker and massive amounts of free time." Just. Incredible. The enemies-on-sticks have a vast amount of charm, too. I don't think I can escape buying the PS3 this demands, sadly.
games  lbp  littlebigplanet  gradius  shmup  creativity  wow  ugc  ingenuity 
november 2008 by infovore
LittleBigPlanet Review - Eurogamer
"LittleBigPlanet lets [players] run wild, with unprecedented results, but it locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable. We hoped it could do both those things. That it doesn't isn't the let-down it might have been, thanks to the untamed community of brilliant nutjobs that's already out there, appending their DIY masterpieces to this beautiful, mildly flawed, magnificently multiplayer platform game. We salute them, we salute Media Molecule for making it possible for them, and we salute Sony for its total commitment to this brave, hare-brained project. But mostly, we're just happy to see a flagship game for a modern system that's about running from left to right and jumping over things."
games  play  creativity  editing  review  eurogamer  ps3  littlebigplanet 
october 2008 by infovore
Nostalgia - Laughing Meme
"You know the [dark days] when all the MBAs left, and the people who loved the Web went on building it — building meaningful, crazy, artistic cool stuff, and the ethos of the social web war born, back before that meant more then widget crazy/Facebook-tulip-bloom-madness. Yeah, that sure sucked."
web  business  downturn  boom  bust  startup  creativity 
september 2008 by infovore
Parsons students create 'Shadow of the LittleBigColossus' - PS3 Fanboy
"Over the weekend, students from NYC's Parsons School worked for twenty four hours continuously with LittleBigPlanet. Their challenge? To create a level from scratch using early copies of the PS3-exclusive.. one level stood out as the single best level -- one created by Team Sportsmanship. We've lovingly dubbed the level "Shadow of the LittleBigColossus." Watch the video and see why." Amazing. Intensive, over-difficult, but still impressive.
games  design  creativity  littlebigplanet  sony  ps3  leveldesign 
september 2008 by infovore
Seed: The Creation Simulation
"Scientists brought in to evaluate the game for potential education projects recoiled as it became increasingly evident that the game broke many more scientific laws than it obeyed. Those unwilling to comment publicly speak privately of grave concerns about a game which seems to further the idea of intelligent design under the badge of science, and they bristle at its willingness to use words like "evolution" and "mutation" in entirely misleading ways." Rather fine SEED cover article from Margaret, on Spore and just how scientific it is (and if it really matters). Some lovely stuff in here (and a cracking conclusion).
spore  games  science  willwright  play  intelligentdesign  creation  creativity  evolution  seedmagazine 
september 2008 by infovore
GameSetWatch - Opinion: 'gg Game Auteur, no re'
"I believe that the “auteur” school of game development is not only outmoded, but dangerous to the vitality of the medium. Instead, we must pursue deeply collaborative work styles and seek out diverse teammates if indie game development is ever to reach new heights and thrive beyond its current audience." I need to come to a better understanding about auteurship in this field; I'm not entirely convinced by this article.
games  development  design  creativity  auteur  auteurship 
august 2008 by infovore
Big Contrarian → Divide.
"The idea of there being these two separate things has to be forced away from our thinking. They are one team, which produce one product. Stick their desks together and see what happens." Yes, yes, yes, yes, yes.
engineering  design  management  productivity  process  creativity 
august 2008 by infovore
Professor Greg Dening : Challenges to Perform: History, Passion and the Imagination
"This is an afterword to essays by young writers on first peoples’ histories. I am picking up the notion that there is no Before and After in culture. Culture is always Now, in-between, in process." God this is good.
writing  culture  performance  creativity  art 
august 2008 by infovore
"SOWN 2008 will shine the spotlight on game developers who are seeking new possibilities of expression through the medium of games and will serve as a vehicle for a new style of presentation that broadens the possibilities of games."
games  play  tgs  tokyogameshow  senseofwonder  design  creativity  innovation 
august 2008 by infovore
How To Write A Novel Using The Snowflake Method
This is actually a useful way of thinking about writing almost any kind of documentation; single line up to large document. Tools like Scrivener actually make some of the techniques described even easier than using a spreadsheet.
writing  methodology  creativity  tips  tutorial  productivity  snowflake 
august 2008 by infovore
No User-Generated Songs on Rock Band 2? Good « Save the Robot - Chris Dahlen
"The thing about Harmonix is that even though they strive to bring total non-musicians closer to music, they still mark a clear boundary between playing music and not." A much better explanation of this than I tend to give; lovely article.
harmonix  rockband  guitarhero  game  design  play  music  creativity 
july 2008 by infovore
Review: The Reflective Practitioner (Part I)
"Practitioners, Schön says, have 'an awareness of complexity that resists the skills and techniques of traditional expertise' and are 'frequently embroiled in conflicts of values, goals, purposes, and interests.'"
creativity  practitioners  book  dansaffer  multiskilled  generalist 
february 2008 by infovore
Simple Solutions | A Better Course
"What else are you going to do with something you’ve just made, other than use it?" Empowering people as creators makes them more likely to look after/recyle a product.
recycling  environment  creativity  product  design  technology 
january 2008 by infovore
Vitruvius - Wikipedia, the free encyclopedia
Vitruvius is most famous for asserting in his book De architectura that a structure must exhibit the three qualities of firmitas, utilitas, venustas - that is, it must be strong or durable, useful, and beautiful.
architecture  history  vitruvius  creativity  making 
october 2007 by infovore
Fray: Busted! True stories of getting caught in the act.
"Fray is being reborn as a quarterly printed book, and we need your help." A great move from Derek Powazek
fray  writing  creativity  magazine  storytelling  book  publishing 
september 2007 by infovore
KrazyDad » Blog Archive » Utility is overrated.
"When a work of art becomes useful, it becomes a craft, or it becomes propaganda. When a toy becomes useful, it becomes a tool, or a weapon."
toys  art  creativity  utility  tools  making 
september 2007 by infovore
Starting out: Creatives clued in to 'Generation C' | Small Business | Business | Money | Telegraph
"Don't take work only for the money. You get what you do, so work than makes you unhappy is not progressive." S&W in the Telegraph.
business  design  mattwebb  jackschulze  schulzeandwebb  startup  creativity  advice 
july 2007 by infovore
The Big Ideas Behind Nintendo's Wii
"The classic controller was something [...] gamers had become comfortable with. It had many important elements. But it also had come to dictate a lot of what went into games... Creativity was being stifled, and the range of games was narrowing."
games  innovation  play  creativity  wii  nintendo  inputdevices  controllers 
november 2006 by infovore
evhead: 16 Assertions
I assert a lot of these, too; I should probably follow through on more of them.
assertions  maxims  advice  creativity  gtd  productivity 
september 2006 by infovore
gapingvoid: how to be creative (long version)
you know, that guy who does the cartoons on business cards. he's informative.
cartoons  creativity  productivity  success 
september 2004 by infovore
Taste for Makers
essay on how taste/aesthetic sense is as important as technical skill
aesthetics  creativity  design 
september 2004 by infovore

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