The birdcage →

Grantland contributor Mark Harris wrote an influential, well circulated essay on Hollywood’s increasing investment in superhero movies. I finally caught up with it this week; it’s incredibly pessimistic, but Harris makes a compelling argument.

The Design Details Podcast →

I’m a huge podcast fan, usually listening to several during my work day, especially when I’m cranking out code or debugging. Yet I’m also very picky – I have my favorites I listen to religiously, but rarely venture into new territory.

Yet even with that backstory, about twenty minutes into my first Design Details episode, I was hooked. It’s got solid guests that get asked a diverse set of questions. And unlike most podcasts, the show notes are time stamped and very detailed.

I was a sound editor on “The Wire” →

One of my favorite Reddit AMA’s that somehow bubbled up to the movies subreddit front page a few weeks ago. As a huge The Wire fan, it’s awesome hearing so many behind the scene bits presented from such an unorthodox angle. An extended example of the British actor Dominic West (McNulty) having to head in the studio for ADR sessions is a highlight.

2014’s top cinematographers on film vs. digital →

Another year, another Indiewire roundup discussion with top cinematographers on their preferred shooting formats. If you think it’s a one-sided argument of digital always trumping film, think again. While it’s true nearly every DP interviewed shoots with mostly digital today, there’s an interesting nuance to their position, one that speaks highly of the natural warmth and grain inherant to real film.

Stop telling women what they aren’t capable of →

Engineer Kelly Ellis reveals the real fallacy in relying on the “pipeline” argument (that there’s just not enough qualified women available) when it comes to the gender problems the larger tech industry has. As Ellis argues, there’s a larger problem of women leaving the industry early. They can often face a hostile, male-centric culture or dated stereotypes that programming inherently (and falsely) doesn’t match their gender’s “natural qualities.”

Designers, start communicating →

Wunderlist designer Timothy Achumba:

As designers it’s our responsibility to create an environment that encourages open communication with developers, as early as possible in the design process as to avoid problems like this. We need to let them into our world, help them understand what we’re trying to achieve and allow them help us to achieve it in the most efficient way. This constant stream of communication should continue right up to the launch of what you’re building. It keeps everyone involved aligned with the vision, it helps to form a strategy best for achieving the goal and creates a friendly, open and honest culture in the workplace.

Words to live by.

Interview: Roger Deakins →

One positive byproduct of the fairly unremarkable (in the eyes of most film critics) Unbroken from late last year: a few solid interviews with legendary DP Roger Deakins.

The ten most popular web fonts of 2014 →

Avenir and Proxima Nova still rank incredibly well.

Designing with Framer →

As part of Stripe’s “Speaker Series”, the founders behind the popular prototyping tool Framer talk about their product. There is a standard introduction here you can find elsewhere online, but I especially appreciated Bok’s and van Dijk’s breakdown of how Framer fits into the increasingly crowded prototyping market.

I find many designers tend to place a tool like Framer as an either or proposition for prototyping (e.g. “I use Framer instead of Invision”). Yet it depends heavily on both the product and what kind of interaction you’re looking to test. And in the case of Framer, there’s also the importance of basic JavaScript code familiarity. That learning curve can scare some away, while attracting others like me with a more formalized development background.

Everything in gaming is not fine, and that’s fine →

Developer Rami Ismail, writing an opinion piece for Polygon:

And what is there to gain on mobile anyway? The race to the bottom has pushed the prices down so far that it’s almost impossible to keep making games at all. The people that can buy seats on the gravy train buy more seats than ever, and those still believing you can board the gravy train after it passed their station are left with the illusion that they simply missed the train, instead of understanding that unless they got exceptionally lucky, there wouldn’t have been seats for them anyway.

Rami’s piece is about a lot more than just iOS and Android gaming, but I feel the above paragraph perfectly sums up my reservations about the platforms. With rare exceptions, it feels like the space is dominated by shady in app purchases with a lot of tired gameplay tropes.