infovore + showeverything   4

Gamasutra: Ming-Lun Chou's Blog - A Brain Dump of What I Worked on for Uncharted 4
I always love seeing debug screens from game developers - what they call things, how they conceptually model the work they're doing visually, and what metrics they track. Also, a reminder of the budgets for doing everything a modern game does. This post about Uncharted 4 is full of that sort of thing. Show everything!
ai  programming  games  debugging  visualisation  showeverything  uncharted4 
may 2016 by infovore
Boil Up
"Instead of using a dolphin model, we would, for example, use a colored rectangular solid or some tapered low-polygon basic shape. This plan would save us all a lot of headaches. Or it would have had I stuck to the plan. More on this later." This is a great post from Robert Hodgin about process, showing-everything, and how sometimes ambition leads to way more work, and is probably the right thing to do. Also: I'm still jealous of people who can think in 3D. That's part of my work for this year.
roberthodgin  cinder  simulation  animation  installation  flocking  process  showeverything 
june 2013 by infovore
stamen design | Weather weather everywhere
Some really good "show everything" in this post about a new Stamen project.
showeverything  maps  stamen  weather 
june 2012 by infovore
stamen design | Esquire: where the maps come from
"I've often felt a sense of sadness that it's only the final piece that sees the light of day; there's a lightness to the experimentation that goes into the early parts of projects, when you're not worried so much about final implementation and instead can just play. We're going to start exposing some of this process, and this post is about the thinking that went into, a recent project for Esquire Magazine." Lovely post from Stamen about the early stages of invention for this project.
showeverything  stamen  design  maps  invention 
february 2012 by infovore

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