Buggered Mind of Neale Sourna, The

Opines, comments, rants, concerns, imaginings from Neale Sourna, fiction author and more -- www.Neale-Sourna.com, www.PIE-Percept.com, www.ProjectKeanu.com, www.AuthorsDen.com/nealesourna, www.CafeShops.com/NealeSourna, www.Writing-Naked.com, and www.CuntSinger.com

Sunday, November 17, 2013

Toon Boom Animate ToonBoomAnimation [cartoons, game animation and design]

https://www.youtube.com/watch?v=4lAJCQDm_4w




animation, toon boom, toonboom, cartoon, cartoons, game animation, design, game

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Friday, April 12, 2013

Damsel in Distress: Part 1 - Tropes vs Women in Video Games


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Friday, October 14, 2011

Dispute Over Apple Image Shows Internet's Reach

, New York Times, October 13, 2011

HONG KONG — Few personal journeys can shed as much light on the age we live in as the one traveled by Jonathan Mak in the past week.

Mr. Mak, a university student in Hong Kong, went from being an unknown, aspiring graphic designer to an Internet sensation after an image he produced spread rapidly across digital platforms following the death of Steven P. Jobs, the co-founder of Apple.

Mr. Mak’s design of a silhouetted profile of Mr. Jobs in the Apple company logo was shared across the Web and reported by news media. The actor Ashton Kutcher posted the design on his Twitter account.

And then, nearly as fast, Mr. Mak found himself being vilified.

With a speed fitting for the technological age that Mr. Jobs helped usher in, Mr. Mak became the subject of derisive Internet postings and negative news media reports. His design, it turned out, closely matched one produced earlier this year by Chris Thornley, a British graphic artist.

“It’s been a very overwhelming experience,” Mr. Mak, 19, said by telephone between classes at the Hong Kong Polytechnic University School of Design. “I still attend classes and lessons as usual. But as far as following my assignments, it’s been difficult.”

Mr. Mak said he had developed his design in late August — a white Apple logo on a black background, with a black silhouette of Mr. Jobs indented in the apple — as a tribute to Mr. Jobs after he stepped down as chief executive of Apple.

Mr. Mak said he had searched across the Internet both for inspiration and to ensure he was not copying another design. He said his searches had not uncovered Mr. Thornley’s design.

He then posted the tweaked Apple logo on his blog . Mr. Mak also asked the public to alert him if they spotted similarities between his work and others.

The design lay quietly on his blog for weeks until Mr. Jobs’s death on Oct. 5.

“Overnight, my Web site went from getting 80 responses to tens of thousands,” he said. “At first I was very happy.”

But by the weekend, Mr. Mak said, people began informing him how similar his design was to Mr. Thornley’s, which featured a black Apple logo on a white background, with a white silhouette of Mr. Jobs at a slightly different angle.

Mr. Mak said he had received notification Sunday night from Mr. Thornley’s wife, Julia, about the similarities of the two designs.

In the world of graphic design, similarities between images are quite common, said Juliette Cezzar, director of the communication design program at Parsons The New School for Design in New York City. But Mr. Mak’s case shows how easy it has become to unearth similar images or outright copies.

“If we were living in a different age, it would take weeks, maybe months to discover copies,” Ms. Cezzar said. “Now it can take 24 hours. That is a good thing.”

In a statement released to the news media, Mr. Thornley said he had followed the controversy while receiving treatment for a rare form of non-Hodgkin’s lymphoma. He said he had first developed his design in May “because I wanted to celebrate the fact that someone who had cancer was still working, still driving forward and still thinking positively about the future.”

Mr. Thornley, a 40-year-old living in Darwen, England, acknowledged the dangers the digital age presented to creativity.

“The Internet can be a double-edged sword,” he said. “You need to use the Internet in order to promote yourself, but in order to do this you are making yourself vulnerable to these situations.”

Mr. Thornley said he hoped to speak with Mr. Mak soon about the two designs.

“J. Mak has been as honest as he can about the situation, I think,” he said. “It is important to have the debate about this, and J. Mak has to be credited for opening up the debate and not hiding from it.”

Such an environment “is really stressful for designers,” said Ms. Cezzar. “You don’t want to be called out in front of the world and called a copier.”

For his part, Mr. Mak said the past week had provided a lesson he could apply as a graphic designer.

“It really taught me to be very careful about what I say and do,” Mr. Mak said. “With all the negative publicity I received in Hong Kong, it taught me to be very careful. At the same time, I need to stay true to my sense of aesthetics.”

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Ideas can come forth, inspiring us, and come to more than one at a time. Try not to vilify one of two after both have discovered fire or making the "first" stringed instrument on their own, from a puff of inspiration which spoke to both and gave us inspiration and joy, in return._Neale Sourna

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Sunday, July 19, 2009

Teaching Game Design: Problems in Educating the Next Generation

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Teaching Game Design: Problems in Educating the Next Generation
[07.15.09]
- Michael Prinke
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Introduction

The digital gaming business has grown to a multi-billion dollar industry that refuses to back down even in the face of broad economic problems and political criticisms. As such a mesmerizing and popular form of entertainment and such a lucrative one it's no wonder that students across the world flock towards it as a career interest. Digital games, though, are still a very young entertainment medium and still a black box even to veterans who have been making games since the conception of the industry.

It should come as no surprise, then, that techniques in teaching to this industry's needs are only in their infancy. What's more in so many peoples' minds games and education are polar opposites. As such, a gap exists between teaching to the professional goals of aspiring students -- and indeed the companies they aspire to work for -- and the academic goals of instructors, to an almost paradoxical degree.
Game Design and Production -- Professional Issues and Their Impact on the Classroom

An Outline

To understand where these paradoxes arise we must first understand the challenges posed in the industry itself as the challenges in the classroom are very similar. We will cover the process of game development itself and outline the challenges involved, the conflicting points of view that are currently prevalent in the game industry, and how the challenges reflect on academia.

The Process of Digital Game Production

The process of bringing a game from conception to production as detailed by Maic Masuch and Michael Rueger is as follows: http://www.gamecareerguide.com/features/761/teaching_game_design_problems_in_.php

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