Monthly Archives: November 2009

TV? Is that you? Weird running into you here. Uh… well, this is awkward.

I'm sure there's someone still out there for you. Someone who appreciates you, who doesn't mind limited news viewpoints and endless reality programming. There will always be people who enjoy being in a near-comatose state for hours at a time.
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10 predictions for the next decade

Space elevator? World peace? Robot brand ambassadors? Remember - you saw it here first.
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What would a creative brief for a video game look like?

Advertising creative briefs (good ones anyway,) are an extremely effective starting point for a successful, relevant project. A brief for a video game should be the same thing.
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How I sold out to work for the devil and why I blame systems theory

Lots of stuff effects stuff. If you have a problem in a system, you have to look at the whole system. This way of thinking is apparently alien to some people.
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The conversation economy, part 2: there is no conversation economy

I was wrong. As it turns out, conversations are just another kind of experience. I will now be using the term “experience economy”. I like it better. Joseph Pine on what consumers want | Video on TED.com.
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An apology to every manager I ever had

I’ve worked on videogames for the past nine years and on every one of these projects, scheduling was a fundamental issue. Maybe you’ve been there too; where it feels like there are two shifts. During the daytime shift, people talk about stuff and during the night shift (ooh taco truck tonight!) the people who talked […]
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Why no one will ever care about the boring, complicated crap you’re working on

"Sesame Street was built around a single, breakthrough insight: that if you can hold the attention of children, you can educate them" - Malcolm Gladwell
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