kevan + design   242

Square Kufic Design
"One of the most common square kufic design principles is to arrange the text in a square or rectangle. Most of these texts are orientated in a spiral from one corner around the edge and inwards to the middle of the square."
design  writing  history 
may 2018 by kevan
» Collision Course: Why This Type Of Road Junction Will Keep Killing Cyclists
"Naturally, as per the conditions of a collision course being signalled by a constant bearing, for any speed of the approaching car there is a speed at which a cyclist will remain obscured by the front pillar almost until the point of impact."
cycling  traffic  illusions  design  death 
january 2018 by kevan
Selfie Factories: The Rise of the Made-for-Instagram Museum | WIRED
"Visitors are allotted about 90 minutes to explore the museum, but it’s hard to imagine what you’d do during that time if you weren’t taking photos."
museums  photography  design 
september 2017 by kevan
The London Underground's Iconic Typeface Gets A Redesign | Co.Design | business + design
"Today, the type foundry is announcing a new remastering of Johnston called Johnston100. [It] tries to bring a little bit of Johnston's original spirit back, with wider characters, looser spacing, and a slightly more eccentric feel."
fonts  design  history  london  tube 
june 2016 by kevan
A Folly for London
"In celebration of great British satire, this competition is an opportunity to propose an alternative but equally ridiculous project for the public space being lost to the proposed Garden Bridge on London’s South Bank."
london  design  architecture 
june 2015 by kevan
Eric's Archived Thoughts: Inadvertent Algorithmic Cruelty
"The Year in Review ad keeps coming up in my feed, rotating through different fun-and-fabulous backgrounds, as if celebrating a death, and there is no obvious way to stop it."
facebook  design 
december 2014 by kevan
Anti-homeless spikes are part of a wider phenomenon of 'hostile architecture' | Art and design | The Guardian
"It is called the Camden bench, after the local authority that originally commissioned the sculpted grey concrete seats found on London streets. The bench's graffiti-resistant sloping surface is designed to deter both sleeping and skateboarding."
architecture  design  society 
june 2014 by kevan
Same-sex marriages - College of Arms
"We, Garter, Clarenceux and Norroy & Ulster King of Arms, do rule, ordain and decree as follows: (1) A man who contracts a same-sex marriage may impale the arms of his husband with his own on a shield or banner but should bear his own crest rather than the crests of both parties."
law  design 
may 2014 by kevan
BBC News - Aggression from video games 'linked to incompetence'
"If the structure of a game or the design of the controls thwarts enjoyment, it is this not the violent content that seems to drive feelings of aggression."
games  design  psychology 
april 2014 by kevan
Puzzle Script - an open-source HTML5 puzzle game engine
"Programming puzzle games isn't all that hard in the grand scheme of things, but the barrier to entry is way higher than it needs to be."
puzzles  games  design 
october 2013 by kevan
Alfred Anaya Put Secret Compartments in Cars. So the DEA Put Him in Prison | Threat Level |
"To continue the unlatching sequence, you must activate the rear defroster while simultaneously pushing two window switches on the driver’s door."
design  secrets  drugs  crime  transport 
april 2013 by kevan
Dummy cursors keep your passwords safe from prying eyes - DigInfo TV
"Currently, the system uses five cursors, and the failure rate for password peeping is about 50%. If there are 20 cursors, 99% of onlookers will fail to see what the password is."
design  illusions 
march 2013 by kevan
Emperor's New Clothes by Springboard ... Powered by Game Salute — Kickstarter
"The game incorporates unconventional printing techniques and will appear blank to both non-gamers and a small subset of gamers. There is a risk that a backer will receive what appears to them to be a box of blank components."
games  design 
march 2013 by kevan
The PA Report - Intrinsic vs. Extrinsic rewards in Klei’s latest game: Don’t Starve
"Players given rewards will stop doing the thing you’re rewarding them for once you stop the rewards, even if that action was fun in the first place."
games  design  psychology  via:newsmary 
january 2013 by kevan
Matthew Hollett » projects » ONOPO
"I attempted to simplify and clarify the game system, removing thematic metaphors (such as place names) and other non-essential elements."
games  design  board  via:zarba 
january 2013 by kevan
Yavalath: On Evolutionary Game Design | BoardGameGeek News | BoardGameGeek
"This computer programme, called Ludi, creates games by taking the rules of existing games and scrambling them into new combinations using genetic programming (GP) techniques of crossover and mutation. New games are tested through selfplay trials and assigned a quality score based on their estimated potential to interest human players."
games  design  emergence  via:zarba 
january 2013 by kevan
BBC News - Afghan toy inspires wind-propelled landmine destroyer
"Two brothers studying at the Design Academy in Eindhoven have made a prototype wind-propelled landmine destroyer which is able to map its own path and 'clear' it as safe to use."
design  weapons  toys 
january 2013 by kevan
Introducing Mechanic Miner | Games By Angelina
"Once Mechanic Miner finds a variable, it randomly chooses a way of modifying it, and then gives the player a button that does just that."
games  design  emergence  via:aparrish 
november 2012 by kevan
Games Are Best When Things Go Wrong | Rock, Paper, Shotgun
"There’s no rule of thumb here, I think, other than to make that point: the more ways things can go wrong in a game, the more ways players can have to be heroes."
games  design 
october 2012 by kevan
Generating Interesting Monopoly Boards from Open Data (application/pdf Object)
"This paper proposes [games] that allow the player(s) to explore data that is derived from outside the game, by transforming the data into something that can be played with. The transformation takes the form of procedural content generation based on real-world data."
games  design 
september 2012 by kevan
"Every round, the top two scoring players use a tool built into the game to make a monster, item or class and then that object is automatically inserted into everyone’s game, and players fight for new high scores in an entirely different game every round."
games  design  nomic  via:zarba 
july 2012 by kevan
The Suspicious Developments manifesto
"If I'm playing a game and you interrupt it with a text-box tutorial, you have completely lost sight of what's interesting, powerful and cool about this medium."
games  design 
june 2012 by kevan
3D printing's forthcoming legal morass (Wired UK)
"Observers predict that in a few years we'll see printers that integrate scanning capability. [...] Once kids start merrily copying toys, manufacturers will push to hobble 3D printing with laws similar to the Stop Online Piracy Act."
plastic  games  design  law 
june 2012 by kevan
Technology - Alexis Madrigal - The Fake Magazines Used in Blade Runner Are Still Futuristic, Awesome - The Atlantic
"In this case, clip art from a computer in the early 1980s was used to make magazine covers that were printed and then filmed in a classic movie. These things were forgotten for decades until sometime during or shortly before 2009, someone (Kevin) started to reconstruct them for his friends in an Internet forum about the movie."
magazines  design  films  fonts  via:linkmachinego 
may 2012 by kevan
Pixel-fitting by Dustin Curtis
"The Hulu logo is a gooey, blurry [anti-aliased] mess that is seen by millions of people every day. Because it is at the top of every page on the entire site, it sets the tone for the quality of the experience. It should have been pixel-fitted."
design  via:waxy 
may 2012 by kevan
Prototyping without physics - Edge Magazine
"In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
games  design  simulation  via:zarba 
may 2012 by kevan
A Week in the Life of London’s Public Transit System » Simulacra
"The poster shows every entry to each of London’s 330 Underground, Overground and Docklands Light Railway stations over the course of a week. Stations are coloured according to the lines that they serve."
tube  design  transport  london  via:blech 
may 2012 by kevan
Jenova Chen: Journeyman • Articles •
"To the baby [making a disruptive noise] is giving them strong feedback and attention. And this psychologist told me that this is like when players enter a virtual world for the first time. They are like babies. They don't know the rules so they perform actions that give them the strongest feedback."
games  design 
april 2012 by kevan
Screenshots of Despair
"This is a tumblr cataloguing online messages that evoke feelings of despair."
depression  design  via:waxy 
march 2012 by kevan
Robot videojournalist uses cuteness to get vox pops - tech - 28 December 2011 - New Scientist
"The idea was to create a robot that was interesting enough for people to engage with it and offer to help it, carrying it around and up and down stairs to show it things."
robots  design  psychology 
january 2012 by kevan
BBC News - The road sign as design classic
"The girl in the school children crossing sign is based on a picture of [Margaret Calvert] herself. She didn't like the grammar school overtones of the earlier sign, which featured a boy wearing a cap and carrying a satchel."
signs  design  history 
december 2011 by kevan
A farewell to pavements | Art and design |
"This is the idea behind [Exhibition Road's] cross-hatching, which suggests diagonal paths across the road. It obviously has a strong subliminal effect, because you really do see people crossing diagonally."
london  transport  walking  design 
november 2011 by kevan
Exposing Social Gaming's Hidden Lever - Betable Game Monetization Blog
"Zynga combines mass appeal, addictive gambling mechanics, and an aggressive viral marketing strategy to achieve incredible growth. Their stylish, highly approachable games help them avoid the stigma of gambling while appealing to precisely the audiences that are the most avid gamblers."
games  money  design  psychology  random  via:zarba 
october 2011 by kevan
NORTHWAY Games: In Defense of Hating Cloners
"You will hear the phrase 'the best ideas are the simple ones aren’t they?' and that’s true. But what that phrase doesn’t capture is the immense amount of work it takes to chisel a horrible lump of granite into something simple and elegant."
games  design  via:zarba 
august 2011 by kevan
Copenhagen Game Collective - Johann Sebastian Joust!
"Johann Sebastian Joust! is a no-graphics wiimote dueling game prototype for 3+ players. [...] A player is eliminated if their wiimote is moved too fast. Players try to make their opponents lose while defending their own wiimote."
games  design  via:infovore 
may 2011 by kevan
PSFK » Monopoly Live: Is A Game That Controls Everything For You Really A Game?
"In short, from an interaction design perspective, the game is becoming very close to a purely random-event environment, which would be something like a game where players just roll dice against each other to see who gets the higher score."
games  board  design  random 
february 2011 by kevan
Ian Bogost - Reality is Alright
"And I don't think games are happiness engines, either. They are complex, rusty machines built to show us that the world is so much bigger and weirder than we expected."
games  design 
january 2011 by kevan
Lost Garden: Visualizing the Creative Process
"Ideas you cull are never really erased. Instead they turn into fertile soil from which the next generation of ideas are grown."
design  games 
september 2010 by kevan
Placebo Buttons « You Are Not So Smart
"In many offices and cubicle farms, the thermostat on the wall isn’t connected to anything. Landlords, engineers and HVAC specialists have installed dummy thermostats for decades to keep people from costing companies money by constantly adjusting the temperature."
design  illusions  psychology 
august 2010 by kevan
Iceland Considers Humanoid Pylon Design to Carry Electricity | Wired Science |
"Like the statues of Easter Island, it is envisioned that these 150-foot-tall modern caryatids will take on a quiet authority, belonging to their landscape yet serving the people, silently transporting electricity across all terrain, day and night, sunshine or snow."
electricity  design  architecture  via:zarba 
august 2010 by kevan
Gary Penn on the rules of game design | Technology |
"Importantly, the board version of Quarrel allowed the team to experiment with and refine the experience without recourse to an Xbox dev kit. It could have been a good solid game before they'd even written a line of code."
games  design  board  via:infovore 
july 2010 by kevan
Cope » Hide & Seek & Aliens Among Us
"The game was originally devised by Erick Wujcik, sometime in the early 1980s—which makes it extraordinarily early for a game of this type, predating Mafia/Werewolf by five years."
games  design  history 
july 2010 by kevan
Spillway: Air Rage
"I [saw] the back of a cluster of flatscreens attached to a pillar. Thinking 'Aha, flight information', I walked around to see the screens - and they were all ads. They were all ads on the next pillar as well."
architecture  fonts  travel  design  camrad  via:blech 
june 2010 by kevan
ALT/1977: WE ARE NOT TIME TRAVELERS on the Behance Network
Adverts for 1970s versions of modern gadgets. "I've learned that there is no greater design element than the anachronism. I've learned that the strongest contrast isn't spatial or tonal but historical. I've learned that there's retro, and then there's time travel."
design  history  advertising  time  via:waxy 
june 2010 by kevan “Infographic” (by Phil Gyford)
"The number of 'infographics' I've seen this week: 3,274. The percentage of those which added nothing but simple graphs and color: 100%"
april 2010 by kevan
Action Half-Life: The 5 a.m. | Rock, Paper, Shotgun
"Looking away from the monitor it was with no small amount of gut-terror that I realised something was very wrong and turned back to type a message to my friends. [...] Our real worlds had turned monochrome. Some optical trick involving those red and white tiles had broken our eyes, and we could only see in pea green, sickly yellow and all the shades in between."
games  design  illusions  eyes  light  colour  puzzles  via:weir 
april 2010 by kevan
Almost Genius: A Carpet That Transforms Into Furniture | Design & Innovation | Fast Company
"Land Peel is a foam floor covering which also has panels that flip up and fold, to become any sort of furniture you might need."
furniture  design  japan  via:zarba 
april 2010 by kevan
DESIGNER NOTES » Blog Archive » “Fear and Loathing in Farmville”
"At multiple times during the conference, James expressed his serious ethical qualms over the path social gaming was laying for the industry. So many of the methods for making money are thinly-veiled scams that simply exploit psychological flaws in the human brain."
games  design  brains  business  via:waxy 
march 2010 by kevan
Wisdom of the crowd: interactive theatre is where it's at | Lyn Gardner | Stage |
"[Those] like myself who came from a theatrical background arrived in the space and waited for something to happen, while the gamers immediately started pulling the set apart looking for clues (in one instance so thoroughly that he had to be stopped)."
games  theatre  design 
march 2010 by kevan
The Next Big Thing In Video Games Might Be Fear Of Embarrassment - Innovation - Kotaku
"It sounds like FarmVille would only let you retire in that same sorry state I left my Animal Crossing town in on my GameCube half a decade ago, house full of weeds, roaches crawling, but with the added Facebook bonus of my friends being able to see that mess. Yes, I can see how I'd keep playing to avoid that shame."
games  design  psychology  via:zarba 
march 2010 by kevan
Volpin Props: Big Daddy (Bioshock)
Making a Big Daddy costume. "I started with a 24'' smoked security camera dome off of eBay. This came from a demolished shopping center, and are actually hard to track down these days."
games  clothes  design  art  via:waxy 
november 2009 by kevan
Verified by Visa is training people to get phished
"This dialog is essentially forcing people, in order to use their card, to enter their SSN on a questionable website over a questionably secure connection. All requested by a site that you’ve never heard of. Just because they used your bank’s logo."
money  web  design  via:qwghlm 
november 2009 by kevan
Lost Garden: Testosterone and Competitive Play
"Our fun finding, hill climbing algorithm is predisposed to overemphasize competitive play due to the strength of the delight exhibited by winners."
games  psychology  design 
november 2009 by kevan
Deleted Scenes << Pervasive Games: Theory and Design
"The tech appendix, or actually The Technological Enablers of Pervasive Games provides a rough overview on the current state of the art of positioning, proximity recognition, and wireless communication technologies useful in staging pervasive games. This was cut out as we predict that it is the part that dates the fastest."
pervasive  games  design  technology  gps  rfid 
september 2009 by kevan
A reducibly complex mousetrap
"Here I show how one could start with a single piece of spring wire, make an inefficient mousetrap, then through a series of modifications and additions of parts make better and better mousetraps, until the end result is the modern snap mousetrap."
evolution  design  technology  mice  via:adrianhon 
august 2009 by kevan
Patent Models Record Inventions in Miniature | Wired Science |
"From 1790 until 1870, U.S. patent law required inventors to submit actual physical models of their novel machines along with their drawings and descriptions." [...] "not more than twelve inches square [...] neatly made."
history  design  via:zarba 
july 2009 by kevan
The Game Crafter - Your game REALIZED - Home
Cafepress print-on-demand for indie boardgames. "After uploading your game, our site will tell you exactly how much it costs to manufacture that game. You can buy copies at that price, but you can also set a price that visitors should pay."
board  cards  games  design  dice  todo  via:majorfun 
july 2009 by kevan
Marc Steinmetz Photography | Escape Tools
Scratch-built tools and weapons. "Shotgun made from iron bedposts; charge made of pieces of lead from curtain tape and match-heads, to be ignited by AA batteries and a broken light bulb."
prison  technology  design  germany  via:amuchmoreexotic 
june 2009 by kevan
Grumpy Gamer - Stuff and Things and Monkey Island
Ron Gilbert's commentary on a Monkey Island playthrough, 20 years on. "OK, I'm going to admit that I was completely stumped by the grog puzzle. [...] I found several puzzles would give me pause because I'd remember some previous unimplemented version of them and it would throw me off track."
games  if  history  nostalgia  design  via:waxy 
june 2009 by kevan
BLDGBLOG: This Gaming Life: An Interview with Jim Rossignol
"For instance, at what point might architects stop putting out $100 coffee-table books that are only bought by libraries, and instead commission someone to design a game environment that features all of their buildings? It’d be a new kind of monograph. You buy the new Grand Theft Auto—but all the buildings are designed by Richard Rogers."
games  design  architecture 
may 2009 by kevan
The Sultan heirloom-quality gaming table
"With clearances between 2 and 4 inches on our tables, games can be adjourned mid turn and simply covered up until the next game night. Meanwhile the table is still fully functional for casual games."
board  games  furniture  wood  design 
may 2009 by kevan
BLDGBLOG: This Diseased Utopia: 10 Thoughts on Swine Flu and the City
"Just as our city streets are wide enough to accommodate the turning radius of a specific class of passenger vehicle, our office cubicles, kindergarten playrooms, courts of law, and university lecture halls could be measured against the infectious vectors of specific pathogens."
cities  design  architecture  pestilence  ballard 
april 2009 by kevan
Ludocity Forum - All Discussions
Ludocity, the pervasive game site I've been working on, now has a discussion forum, for feedback, design, event-planning and general street-game conversations.
games  design  pervasive  creations 
april 2009 by kevan
GameSetWatch - Column: 'The Interactive Palette' - Personality in Team Fortress 2
"The Scout is thin, but wiry, implying his speed and lack of fortitude. His rapid-fire taunts match the class's preferred fighting style of circle-strafing around enemies. Because of this, players can easily tell what role the Scout is meant to fulfill, and are encouraged to roleplay the character and therefore be a useful member of the team."
games  design 
march 2009 by kevan
The Netbook Effect: How Cheap Little Laptops Hit the Big Time
"Netbooks are evidence that we now know what personal computers are for.Which is to say, a pretty small list of things that are conducted almost entirely online."
computers  future  technology  design  business  via:collision 
march 2009 by kevan
The Whimsical Nature of Ameritrash. | BoardGameGeek
"The Ameritrash 'Core Priority' is Drama. The Eurogame 'Core Priority' is Elegance. The Wargame 'Core Priority' is Realism."
board  games  design 
march 2009 by kevan
CR Blog » Blog Archive » Meet Mr Chicken
"We design a hell of a lot of logos for chicken shops of which we’ve never registered any of them, and if these names are not registered people just use them, right?"
food  birds  advertising  design  memetics  via:amuchmoreexotic 
march 2009 by kevan
russell davies: fair play
"And kids are utterly, utterly obsessed with fairness. It's the most important element in any game." [...] "You lose yourself in the game, in the throwing, you're not looking for the moment of unfairness, for the opportunity to argue and sulk, you're just throwing and concentrating."
games  children  psychology  toys  design  rfid  via:blech 
february 2009 by kevan
Pacific NW | The Game | Seattle Times Newspaper
A 2002 ARG that left a player paralysed. "The suit, filed in Las Vegas, confronted a unique question: What exactly was The Game? Was it like an extravagant softball league, where a player who blows out a knee sliding into second base assumes responsibility? Or was it akin to a bungee-jumping business, where the owners have a duty to avert risk?"
games  design  args  law  via:waxy 
january 2009 by kevan
Ford's Green Plan to Drive Sales - BusinessWeek
"[One] high-resolution LCD screen on the dash features an eye-catching rendering of curling vines blooming with green leaves. [...] If a driver wastes gas by aggressively accelerating or slamming on the brakes, for example, the vine withers and leaves disappear. More leaves appear if individuals drive more economically."
transport  design  technology  plants 
january 2009 by kevan
Everything you know about ARGs is WRONG
"[No more] lazy calls to action, by which I mean: helping a teenage girl; helping an attractive teenage girl; helping an attractive amnesiac teenage girl; helping attractive amnesiac teenage girls."
args  design  games  writing 
december 2008 by kevan
ZEROPERZERO - 2008 City Railway System
Curved tube maps for Seoul, Tokyo, Osaka. "Han River is the symbol of Seoul. Representation of Han River in this map mimics the curvature in the middle of the Tae-Geuk mark of the national flag of Korea. The overall circular shape of the map was also inspired by the Tae-Geuk mark."
maps  china  korea  tube  design  via:zarba 
november 2008 by kevan
IncrediBots - Online Robot Physics Game!
A good combination of solid, machine-building physics, and the dextrous control of your constructed robot, taking it further than the usual build-and-release Goldberg machinework.
games  robots  flash  physics  design  via:bateleur 
november 2008 by kevan
Double Fine Action News - Just One More Grim Thing
"In a temporary fit of Cake-induced Grim [Fandango] nostalgia, I dug up the old puzzle document for the game. It’s 72 pages long and this file is 2.3M so it’s not for the feint of heart, or low of bandwidth."
games  design  if  via:waxy 
november 2008 by kevan
Journey to the End of the Night - Ludocity
The canonical SF0 ruleset has now been released under creative commons at Ludocity. "The game was designed to produce the following in the player: FEAR, LUST, PAIN, SPEED, ALIENATION, LONELINESS, HATE, DESIRE."
games  design  cities  pervasive 
october 2008 by kevan
Zaratustra Productions - Omniludicon: OmniLudiCon Intro
Build and share single-level puzzle games, made by combining and mutating the ludemes from retro videogames. Impressive how many genres you can mimic using only a few simple mutation vectors.
games  meta  mutation  design 
august 2008 by kevan
Limbo Of The Lost - An Astonishing Tale | Rock, Paper, Shotgun
"[Limbo Of The Lost] has, it is alleged, entirely lifted locations and art from at least five other games, apparently proven in a number of screenshots posted by GamePlasma yesterday. Oblivion seems the main target, along with Thief 3 and others."
games  design  cheating  crime  via:venusberg 
june 2008 by kevan
Gamasutra - The Pursuit of Games: Designing Happiness
Applying happiness theory to game design. "Happiness comes from the resolution of anger, ennui, fear, frustration, insecurities, and unimportance."
games  design 
may 2008 by kevan
Genetically Modified Gaming Article // MMO /// Eurogamer
"COD4 may lack the ability to see large crowds milling around waiting to go into instanced combat zones [...] but the levelling up, unlocking of new gear and learning of new abilities are all lifted directly from the MMO playbook."
games  design  mmorpgs 
may 2008 by kevan
The Independent Gaming Source : Procedural Generation
"The focus of this competition is to develop a 4-week game that uses PCG to create compelling, new content every time the player starts a game."
games  design  todo  via:zarba 
may 2008 by kevan
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