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Monthly Archives: November 2009
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.
Posted in advertising, games, process Tagged brainstorming, creativity, culture, entertainment, making, strategy, video games 4 Comments
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.
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.
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 […]
Posted in games, process Tagged brainstorming, design, macro-organism, making, Processing, video games 6 Comments
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
Posted in advertising, Experience Design, games, web design Tagged education, entertainment, video games, web design 2 Comments
TV? Is that you? Weird running into you here. Uh… well, this is awkward.