Square

Square

I'm a senior UI engineer and designer for the popular payments service.

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A creative technologist who designs and develops websites.

Over ten years of experience for a lot of cool companies: Square, Gucci, Pocket and more.

Pocket

Pocket

I was the platform lead for this widely used save for later service.

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General Assembly

General Assembly

I teach front end web development and a self-designed responsive web design workshop to future developers, entrepreneurs and designers.

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Gucci

Gucci

I was the front end lead for all design and development on gucci.com, a global e-commerce fashion site, for three and a half years.

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Latest Blog Posts

Gaming’s early days of HDR mastering

This year I finally swapped out my aging 10-year old Sony Bravia TV for a new Vizio P-series. In the intervening weeks of staring at this new screen, well mastered HDR content has been the most impressive improvement. HDR in conjunction with the full array local dimming (FALD) of the TV provides a brightness and contrast boost that surpasses what I experience in NY movie theaters, even well-calibrated ones at the Alamo Drafthouse and Nitehawk. And critically, almost every piece of media benefits from the tech, from TV crime procedurals to Planet Earth II, from Netflix to a la carte streaming rentals and even select Youtube channels.

But that same wow factor hasn’t translated as well to gaming. Of the five HDR capable games installed on my PS4, only two significantly improve the gaming experience.

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Post E3: Microsoft’s comeback and an early next generation

E3 was fairly low key this year. In place of big reveals or surprises, we saw a solid suite of games as the current console generation hits its full stride. Two narratives stood out: Microsoft is staying in the game, and we’re getting next generation consoles sooner than I originally expected.

Microsoft’s best presser of the generation

Microsoft’s overall E3 message was one of strength and confidence for both the present and future. Their press keynote reassured Xbox loyalists and anyone else considering a dip into the Xbox ecosystem.

Granted, Microsoft’s keynote on paper shared the same DNA as their last few: trailer after trailer for solid third party games. It’s an obvious move given their competition moved in a different direction at E3 this year: Nintendo stuck to Smash Brothers while Sony focused on first party titles. But this year had especially strong game variety and pacing. The presser got virtually every third party game of interest through next year. Closing with Cyberpunk 2077 — hands down the most buzzed about game at E3 — was a masterstroke.

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The pressure is on Microsoft this E3

Microsoft’s E3 presser is a must-see this weekend, and not necessarily for any single game or hardware announcement. It’s because unlike other console manufacturers, they lack any clear long-run trajectory. As the only real wild card for E3 2018, Xbox’s positioning at the show has large implications for its relevancy over the long run.

Conventional wisdom suggests Xbox needs more killer exclusives. Offer the games, and the fans will follow. But at this stage, I don’t see Microsoft capable of making this happen. On paper, they don’t have enough first party studios, and those studios haven’t branched out beyond long-standing IP from the Xbox 360 era.

Nor are Sony and Nintendo standing still. This late in the console cycle, both platforms are hitting their stride. For Sony, the pedigree of The Last of Us II and the hype factor behind Hideo Kojima’s enigmatic Death Stranding sets a high bar. Nintendo is already riding high with a new Zelda and Mario in their back pocket. New Pokemon and Smash Brothers are out later this year with much more to come. Even if Xbox announces four big titles — Halo, Gears, Forza, and a fourth IP surprise — at best Microsoft reaches a draw with Sony and Nintendo.

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Effective meeting preparation for engineers

Engineers tend to dread meetings, and for good reason: bad ones can be soul crushing. Not only are bad meetings a waste of everyone’s time, it can make the meeting’s organizers look incompetent. Paradoxically, as engineers grow in their career, meetings grow more important. You attend and organize more of them, and as a senior voice in the room, your words can have an outsized impact.

Meetings get a bad rap. Well run ones are an efficiency multiplier, leaving people energized and productive, and a team more cohesive. The right meeting can even turn around an otherwise doomed project.

One of the easiest ways to improve the quality of your meetings is to prepare for them. Without preparation, you’re fighting an uphill battle against context switching; one minute you’re coding and the next you’re in “meeting mode” without clear direction.

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Gaming’s diversity and representation problem

Stories of harassment in creative industries dominated headlines in 2017. Harvey Weinstein’s misdeeds were the spark; ever since there have been countless exposés uncovering deplorable behavior in film, TV, technology, and journalism. Gaming hasn’t gotten as much coverage, but that doesn’t make the industry less culpable. In some ways, it’s even worse. As Xbox head Phil Spencer noted in his recent GDC keynote, if the industry isn’t willing to make changes with regards to diversity, inclusion, and harassment, it risks its survival over the long run.

Representation in-game is a weak spot. Only a handful of the top rated Metacritic titles from last year feature a woman or person of color in any significant role. LGBTQ characters are effectively non-existent. And that trend continues when examining the best selling games over the past five years. Admittedly many games don’t feature a human-like protagonist. You’re playing as an anonymous avatar, a vehicle, or a sports team. But for those that do, diverse representation continues to be a rarity.

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Burying the long tail on Netflix

On slow nights I’ll often watch something on Netflix, Hulu, or Amazon Prime. There’s many great films and TV shows available; if you’ve had access to all three services over the last year you could have caught The Witch, Under the Skin, The Handmaiden, and OJ: Made In America. But most content is hard to find, buried under poor suggestion algorithms and even worse user interfaces. Given how our watching habits are consolidating around streaming, that’s a big problem.

Let’s focus on Netflix: the service spent $6 billion on original content in 2017, with plans to release 80 original films this year. However, that rapid pace becomes an undigestible blur when any single title’s discoverability is so limited. Take Macon Blair’s I Don’t Feel at Home in This World Anymore (IDFAHITWA). The Netflix exclusive won the Grand Jury prize at Sundance and got decent reviews elsewhere. Genre-wise, its off-kilter sensibilities are a match for what I’ve seen elsewhere on the service. Or The Meyerowitz Stories (New and Selected); it’s one of Noah Baumbach’s best films in years, and I watched his earlier feature Frances Ha on Netflix. But browsing through the Netflix app on my Apple TV, IDFAHITWA and Meyerowitz completely flew under my radar.

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Game Pass 2.0 could be Xbox’s smartest move in years

Xbox is in a slump. Sales are solid, but hype and critical attention are behind rivals Sony and Nintendo. It has reached the point where Microsoft could pull out of consoles altogether over the long run with the Xbox One X their final release. But the recent announcement of an improved Xbox Game Pass subscription service (what I’m terming here “Game Pass 2.0”) changes my outlook.

Going forward, all Xbox new release first-party games (e.g. Sea of Thieves, Forza, Halo) will join the subscription service. Previously Microsoft limited Game Pass subscribers to mostly older titles from previous Xbox generations. Seen generously, this is like Netflix offering select first-run movies as they open in movie theaters, while still maintaining a flat $10 a month price. It’s a huge change from what came before.

By focusing on its subscription service, Xbox could sidestep the fragmented game landscape that they’ve faltered on for years. Console hardware sellers have always been exclusives, but Microsoft’s fall well short of the competition. Big budget moneymakers like sports and multiplayer shooters were a sure thing for Microsoft in the Xbox 360 era. Today they are a dicey investment. Budgets are out of control. Gamers are increasingly turning against loot boxes and other questionable microtransactions. Indies can grow to be a phenomenon (PlayerUnknown’s Battlegrounds, Cuphead, Stardew Valley), yet the market is getting oversaturated.

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Gaming’s fragmentation: moneymakers, system sellers, indies

2017 was a banner gaming year. We saw the release of several of the most critically acclaimed games in years. Nintendo mounted a massive comeback with the perpetually sold out Switch. There was also worrisome news, from Visceral Games’ shuttering to Battlefront II’s loot box saturation and the lack of originality among the year’s top sellers. Big budget gaming is buckling under the weight of costly economics. Unless we see a major shakeup in the industry, games will largely survive under three classifications:

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Bright is big budget action at its worst

All stills are property of their respective owners and are used here strictly for educational purposes only. Most shots are combined into a grid format – click or tap to enlarge.

Bright is a flat out bad movie. Its screenplay has too much sophomoric dialogue and tonal whiplash. Unresolved plot threads abound. Any charisma from leads Will Smith and Joel Edgerton rarely registers above the film’s mediocrity.

Bright is also an action film with a ninety million plus budget, yet the shootouts are barely comprehensible. Fights lack a clear sense of continuity, editing, and direction. To examine how and why that is we’ll break down a single action scene midway through the film (watch the scene on Netflix; it starts at 1:01:36.)

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Mindhunter and the power of smart shot rhythm

All stills are property of their respective owners and are used here strictly for educational purposes only. Most shots are combined into a grid format – click or tap to enlarge.

Mindhunter shows how simple shot and editing techniques can elevate a series above a routine crime procedural. For this post we’ll look at one standout scene in the final episode of season one. Subtle changes in shot length, distance, and angle heighten emotions. David Fincher directs, Erik Messerschmidt serves as DP, and Kirk Baxter, who’s been Fincher’s primary editor for almost a decade, edits. (Mild spoilers follow.)

On paper the scene is a conversation between two characters that turns threatening. FBI agent Holden Ford (Jonathan Groff) profiles and studies serial killers. Incarcerated mass murderer Edmund Kemper (Cameron Britton) is Holden’s interview subject early in the season. This last scene serves as a reunion after many episodes apart; Kemper tried to kill himself, and Holden visits him in the hospital.

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