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The 22 rules of storytelling, according to Pixar

The 22 rules of storytelling, according to Pixar
I was going for the polar opposite of Hercules, taking every descriptor and looking for its opposite. But yes, I guess monster would work. Bit cliche, though, innit? It's what people expect, what with Hercules having fought all the monsters. The reason I ask is because I'm writing something with a Herculean character... except she's actually a girl (was tired of guy heroes all of the times forever); in this case, since I'm thinking the opposite of descriptors, "weak guy" is what came to mind, and I really couldn't think of a way in which any opposite of Hercules would be a compelling person. Having her encounter a strong man (Hera/Hippolyta) simply wouldn't be interesting. I've already got certain types of odd characters to mess with, including a king felled by his own hubris (because aww yeah dat hubris, son) whose folly got his son turned into a monster, but I was thinking... straight-up opposite. The impulsiveness, though... that would work quite well. Good post.

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Screw the Power Users I designed HomeSite and TopStyle for power users. Only power users would want to edit HTML & CSS by hand, so I made sure to cater to them. Those products were filled with features and tool buttons, and their settings dialogs contained dozens of geeky options. Customers liked them that way. I liked them that way, too. The guide to implementing 2D platformers Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.

Why the Millennial Architect Won’t Be Your CAD Monkey We are not your Boomer/Gen X'er Architect. The millennial architect will no longer accept long held and outdated traditions in the architectural profession. We speak out against the path to licensure, we start our own firms, and we work for and with people in need. Past generations of architects merrily went about their careers toiling away as interns, while getting little to no pay doing monotonous, low-level drone work. They were told that that’s what it takes to be a great architect.

The Student Films of 20 Famous Directors We all have to start somewhere. Before they conquered Hollywood, these famous directors made student films. 1. George Lucas // Freiheit The Blackwing Diaries: On Story: No reason to sacrifice character to plot This is a reposting of a Diaries entry from March 2006 that I think bears revisiting.  Michael Barrier makes some sharp--and challenging--comments about the point of great character animation in his most recent post. He describes his friend, animator Milt Gray, flipping some of Ollie Johnston's animation of "Jock" from Lady and the Tramp, and being startled by the amazingly lifelike performance that sprung off the pages. Barrier continues: Criticism and Two Way Streets A post by Jason Fried titled “Give it 5 minutes” reminded me of a great technique I learned about from Bill Buxton. Bill is a Principal Researcher in Microsoft where his main role focuses on designing a company that permits great design to happen. As many have learned to their peril, it’s not simply a case of just dumping talent in a room full of Ikea furniture. In large companies you have to design the process that creates design.

Why Crunch Modes Doesn't Work: Six Lessons Why Crunch Mode Doesn't Work: 6 Lessons There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. by Evan Robinson Executive Summary When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. 5 Tips to Work Smarter, Not Harder The more efficiently you run your day-to-day business affairs, the more time you have for other important tasks. Chris Ridd, managing director of small business accounting software provider Xero, spoke to Mashable to offer some pointers. Human beings are creatures of habit. This is equally true of our work lives as it is of our personal lives. When you’re running your own business it’s easy to do things in a particular way because that’s how they’ve always been done. We can end up being blind to new and more efficient ways to do things which would free up time and resources for you to spend expanding your business.

7 Reasons Why “Melancholia” is the Most Captivating Film of The 2010s (So Far) « Taste of Cinema - Movie Reviews and Classic Movie Lists Lars von Trier’s “Melancholia” is a part of the so-called Depression Trilogy, along with “Nymphomaniac” and “Antichrist”. Another term for the trilogy could be the Despair Trilogy, since various mental illnesses and disorders are depicted in these films. All of them are tied together by the phenomenon of despair, and a sense of hopelessness and frightfulness. The director himself suffered from depression and has firsthand experience with the nature of that particular subject. Leonard Cohen, in an interview discussing his struggling with depression, said that creating art is a victory over suffering, since you cannot think coherently in this condition. We may very well say that this trilogy is a victory over suffering.

The Shot Tells the Story: The Wall-E Wrap Up Yes, I’m alive. Sorry for the delay in this last post, but I was having one of those craptastic weeks where you want to curl up in a ball, shut down your blog and feel like you suck at the very thing you’re trying to teach people about. But I’m better now. Much better. And I won’t be shutting down anything, thank you very much. : ) Skeuomorph A skeuomorph /ˈskjuːəmɔrf/ is a derivative object that retains ornamental design cues from structures that were necessary in the original.[1] Examples include pottery embellished with imitation rivets reminiscent of similar pots made of metal[2] and a software calendar that imitates the appearance of binding on a paper desk calendar.[3] Definition and purpose[edit] Skeuomorph is compounded from the Greek: skéuos, σκεῦος (container or tool), and morphḗ, μορφή (shape). The term has been applied to material objects since 1890[4] and is now also used to describe computer and mobile interfaces.[5] Skeuomorphs are deliberately employed to make the new look comfortably old and familiar, or are simply habits too deeply ingrained to wash away.[5] Donald Norman, an academic in the fields of design, usability, and cognitive science, describes cultural constraints, interactions with the system in question that are learned only through culture, that give rise to skeuomorphism. Gallery[edit]

What does a game “producer” do, exactly? (exclusive) Editor’s Note: Reaction to our first exclusive TERA dev diary and massive TERA art exhibit was positive, and the game itself seems to be doing well now that launch woes have been stifled, so I’m happy to present the next entry from En Masse Entertainment Producer Chris Hager. If you have any specific games or aspects of game development you’d like to know more about, shout them out in the comments and I’ll see what I can do. Enjoy! ~Sebastian By Chris Hager, Producer

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