I don’t use the service much, but really like the way they’ve written their Terms of Service.
It’s much easier to load my thoughts into someone else’s little box and hit “Submit” (perhaps the most well-chosen interface word of all time). But submission comes at a price. My personal information, my finances, my family connections, my ideas—all are now in the hands of those to whom I have submitted.
From Reboot the World by Paul Ford
I have been drooling over this tablet the past couple of days.
There is always a voice in your head. For long periods, mine was telling me that club music isn’t real music. If you consider yourself a true artist then sometimes that isn’t enough.
From the XLR8R podcast and interview of Berlin based Israeli DJ producer Maayan Nidam
Yu and Hull were happy. “It’s a cool property of the game!” says Yu.
“It doesn’t really bother us because it becomes part of the lore, like this supposedly unkillable thing is killable. That someone worked out how to kill it was pretty nifty.”
From the Rock Paper Shotgun article
A look into the IETF’s consensus process and the benefits humming instead of a show of hands for voting.
- clear, easily understood
- mentally rational, sane, especially between periods of confusion
— A lucid moment in his madness.
An essay explaining why engineers tend to use the passive voice, and where it should actually be used.
- a temporary measure or short-term fix used until something better can be obtained.
- a division or contrast between two things that are or are represented as being opposed or entirely different.
- division into two mutually exclusive, opposed, or contradictory groups.
— A rigid dichotomy between science and mysticism.
Disasterpeace goes over his process of creating synth patches for the soundtrack of FEZ using Native Intrument’s Massive and a lot of bitcrushing.
First heard this track in the Eats Everything Origins video.
Recently came across a YouTube channel called Full Indie. It has interesting talks about game design, development and experience.
Jonathan Blow the creator of Braid talking about programming independent games as opposed to normal development. I only heard the first 40 minutes (skipped the Q&A) because there is no video after that point and its hard to relate to the game demo. I forgot where I found this from.