13 November 2013Driftwood is a talk I gave at Playark 2013. It was meant to be a talk about leftovers (the theme of the conference being ‘reclaim’), and about Hello Lamp Post. In the writing, it turned into a broader overview of my own work – on six years of projects around cities and play. I was quite pleased with how it turned out, and wanted to share it on the web. (This is a roughly edited version of the script I spoke from).
03 November 2013
A week of writing; I delivered a new talk at Playark on Friday, which needed writing, and as ever, which eluded me until almost the day. However, it found some form by Tuesday night, and came together. It ended up being about a collection of my toys and games built around cities – from Tower Bridge to Hello Lamp Post – and looking at them with a somewhat Situationist lens. I’ll try to get it online soonish – it came out pretty well, and I had some very kind feedback. It was a really good day out, too, and a nice way to finish the week.
I also poked a little of Housedon, sorting out an issue with rendering Canvas elements on HiDPI screens – which had reared its head on Retina iPhones. I wasn’t sure how solvable this would be, but it was a nice exercise and the results came out rather nice.
Finally, I also lined a few things up for Haddington – a contract beginning next week. So far, that was just billing details, along with a healthy dose of
brew installto get my computer ready for some new tools. I’m looking forward to it a lot.
24 October 2013
On the 1st November, I’m going to be talking at Playark 2013. It’s a new talk, called Driftwood:
A talk about making new things out of things that already exist. And not necessarily the most beautiful or advanced, but mining the readily-available and slightly out-of-date for new surfaces, platforms, and materials to design with.
It’s going to touch on Hello Lamp Post, and Noticings, and a few other toys I’ve been making that are beginning to fall under an umbrella I’m describing as situationist software. It should be weird and interesting, touching on ways of making both games and not-games. See you there, if you’re about!