Really enjoyable post by Mono designer Johan Ronsse on how to design great web forms. I especially like the simple before and after animated gifs that illustrate exactly what changes to make and where.
Dave Tach, writing for Polygon about Tim Schafer revisiting Grim Fandango, an adventure gaming classic from the 90s:
Just because Schafer wasn’t making adventure games didn’t mean he’d left them behind, as evidenced by his determination to remake his old games. Now, thanks to Disney, LucasArts and Sony, he had an opportunity to revisit one of his best. And the first order of business was to figure out what Double Fine had.
File by file, the developers cataloged the information pulled from floppy discs and DLTs to recreate the original game as faithfully as possible. Now, what would they do with it? The answer is straightforward: Not much, because nothing much needed to be done. To Schafer, remastering should be about delivering the original game with the original intent, but tweaked to take advantage of modern technologies.
A wonderful remaster from earlier this year now accompanied by really solid, in depth reporting.
Strong E3 showings generate hype and set a company’s aspirations for the future. On that count, it’s hard to fault Sony’s strategy. They focused on a few hugely anticipated game announcements: The Last Guardian, a Final Fantasy 7 remake, and Shenume 3. Just one would have made many PlayStation fans happy, but we saw all three at once. Alliances with this year’s biggest third party releases (e.g. Batman, Star Wars) underline Sony’s status as the console market leader. And an upcoming exclusive, the futuristic RPG Horizon: Zero Dawn, was an E3 highlight.
Yet all the hype and big games for the future can’t mask Sony’s lack of big exclusives for 2015. That’s a problem given Microsoft’s strong lineup this year. And beyond the mega announcements, I found stretches of Sony’s E3 presser poorly focused. We barely saw a mention of Project Morpheus. There was little stage time for indies, far less than Microsoft. And Sony relegated 2015 exclusives like The Nathan Drake Collection to a few seconds of a sizzle reel.
Microsoft delivered their strongest E3 showing in years. This went beyond expected first party exclusives. Almost every element – pacing, lineup, presenters – came together to underscore the Xbox One’s strengths. Yet Microsoft wasn’t aiming new features and games at the general public. Nor those necessarily torn between the PS4 and Xbox One. It’s aimed at the 60 million Xbox 360 owners who haven’t jumped to this generation yet.
To cater to the Xbox core, Microsoft leans on sequels that call back to Xbox 360’s boom years. There’s Gears, Forza, Halo and Fable, all out in 2015. Xbox One backwards compatibility is another big feature, the most consumer-friendly announcement of E3. The initial slate of compatible Xbox 360 titles is small, about 100 by year’s end. But that’s will grow over time, and the message is less practical than psychological. You want to play your old 360 games on the Xbox One? Go for it, and do so for free. During the main presser, Xbox head Phil Spencer underlined this message: “If you’ve been waiting to move from your Xbox 360, now is the time.”
I recently attended the third annual CSSConf here in NYC. The conference scheduled sixteen speakers over two days with varied content and subject matter. Some speakers talked about the gap between design and development. Others touched on coworker relationships and styling for the web’s future, “post CSS”. Most focused on CSS-based web development. Here are a few takeaways that are easy for almost anyone to integrate into their workflow.
Andy Hunt, one of Agile Manifesto’s original authors, wrote a controversial post recently. He makes several arguments about Agile’s failings, and this one especially resonated with me:
Since agile methods conveniently provide some concrete practices to start with, new teams latch on to those, or part of those, and get stuck there.
I’ve seen this phenomenon firsthand. A team settles on a system as the solution to their productivity problems. They get bogged down in rules and convention, and integrate too quickly. The process stalls and dies. As Hunt argues, without flexibility, the company loses sight of their productivity goals.
Very solid design (with an unusual color palette) to a free 5-week email course. As author Jarrod Drysdale writes:
The Tiny Designer is a course about the big (monumental, even) design that we can make together. Non-designers will learn the important parts of design, so that you can understand what designers do, achieve your goals, and better communicate your ideas. Designers: learn to teach and guide others through your design process so they’ll better appreciate what you do.
I’ve written previously (and given a webinar) about team relationships and how important collaboration is. This course looks like it could share some helpful, related advice.
I expect stability and predictability from the big three (Microsoft, Nintendo, Sony) E3 pressers this year. First, we’re a year and half into this generation. It’s past the bumpy launch window, but not far enough for new hardware iterations. PS4 and Xbox One sales are already strong, which reinforces a conservative playbook. And many games for the show have been formally revealed early or leaked. Yet there are unknowns that the pressers next week could help answer.
Slashfilm’s Angie Han on yet another aspect of Mad Max: Fury Road that’s great (seriously, if you haven’t seen this movie yet on the biggest screen possible, get on that stat):
But the film has just as much to say about men — specifically what masculinity is, and what place it has in our society. At the center of the film are two types of masculinity: the toxic, destructive kind represented by Immortan Joe, and the healthy, productive kind represented by Max. The conflict between them drives the movie, and points a way forward for our world.
I’m giving a free webinar over at InVision a week from today (6/9) at 3pm EST. It’s all about building responsive teams, teams well equipped for responsive web design and native design on multiple, changing devices. No prerequisites – if you’re a designer, developer, project manager, or practically anyone working in or around a tech team, hopefully you’ll find something of interest. Just register in advance and you’ll be able to stream the video and audio live. (I expect an archive of the talk will be up later as well for those who can’t make it.)