Archive for November, 2009

Tasty Tweets, Status that Matters

Posted by thedigitalartist under news
Social media is here, and perhaps it always was but it took the technology a while to catch up to the way people do things and longer still to be employed well.

Humans are essentially social creatures.  The greater part of our conscious minds are devoted to communication with each other and we have developed numerous sophisticated mechanisms for doing so.  It is in our nature to come together and exchange ideas and opinions.  Social media is merely an extension of this natural inclination.  But while the technology has advanced by leaps and bounds, we do well to understand that it is human nature driving the advance, and not the other way around.  This leads us to a common problem – attention deficit.

The Problem with Social Media

Social media such as Facebook and Twitter can become very all-encompassing.  We like to feel industrious, like we are keeping up to date and getting things done.  Social media can provide that feeling for us, but can also provide an illusion of accomplishment.  It is easy to get trapped into an endless loop of looking at tweets, status updates and such, and make a culture out of rehashing them or passing them forward.

It is easy to spend an entire day substituting progress toward our goals with filling in time on a myriad non-essential tasks.  This is nothing new.

Before social media, email was the thing that grabbed our attention regularly.  Many is the time I’ve sat with media people who could not resist stealing glances at their Blackberry during the conversation.  Really?  Is it that hard to set it aside?  If we’re having trouble with it now, wait until the next iteration of online communication – real-time socket-driven media such as google wave.  Wave is nothing that hasn’t been around for quite a while (Adobe has had better real-time tools for quite a while) but what makes it interesting is that Google will push the technology to the masses.  When this happens, we’d best have the skills in place to regulate our social media time.

Hemmingway of Twitter?

It can be quite hard to make the best use of social media when we start to equate our chief value with what we are consuming online.  It becomes tempting to consume more and more information, and to do this we reduce our consumption to highly condensed information bits.  There are two ways of looking at an information “bit”.  Consuming lots of them can become like making a meal out of candy – numerous delicious calorie-packed morsels that are easily consumed. On the other hand, brevity in writing can be the soul of wit.  Hemmingway was widely praised for his ability to convey profound thoughts in simple, short statements.  And the “haiku” form of poetry is widely accepted as a subtle and beautiful form of art.  Short does not equal shallow, so respect the tweet.

But a diet of candy, like a routine of brief information hits, does little for our development.  To be effective, our information “bits” should stand on much deeper information – the bit should be the delicious appetizer that hints at the meal which will follow.  While the appetizer is easily consumed, we tend to take our time and savor it, pausing to view it, feel its texture, building anticipation for what will come next.  Consider the first sip of a good wine – it is what we remember afterwards.  Our info-bits should strive for the same introductory engagement.

Consumption vs. Creation

There is a second danger.  We can start consuming more that we are producing.  Re-tweeting an article we have read or a video that caught our eye, while worthy of doing, is not the same thing as actually creating fresh content.  And the internet needs fresh content of both a local and global inclination.  Consuming more than we produce creates a deficit in our personal communication bank accounts.  When our social media gets in the way of capturing our deeper thoughts, it starts to hold us back.

Tips for Social Media

Proper use of social media comes down to establishing a few simple rules such as the following:

1. Spend more time producing than consuming
2. Limit social media time to defined blocks and stick to them
3. Set aside periods for producing content, uninterupted by social media tools.
4. Employ tools that slow you down.  Pen and paper don’t get interrupted by Twitter and allow you to stay in the flow.
5. Strive to have a deeper piece of content behind each post.

6. Research a bit before posting, it is still necessary to build your argument even if people have access to the same information you do.  Don’t assume they will “google” your information (even though they probably will, the point is that you are building credibility)

7. Think twice before tweeting, read aloud what you have just written and understand that it will be viewed by people who may be in a completely different cultural context.  They might not grasp your references.

8. Use an aggregation tool such as HootSuite or TweetDeck.  Otherwise you’ll waste hours of precious time.

9. Allow time to ruminate, when you are neither producing content nor consuming it, but digesting it.  This time is precious, defend your right to it.

10. You can make powerful use of images and icons where words will not suffice, but search engines still rely on those words to index your content, so for now at least you’ll need both.

FITO + Inter-Action, Good Interactive Night Out

Posted by thedigitalartist under news

Last night was a “two-fer” for me, as two of my favorite events collided on the same day.

Flash In T.O. is a long-time fixture in the Toronto interactive scene.  I always like to hit FITO as I know I’ll see friends there, check out the gallery, and take in some good presentations of current work.

Inter-Action is a newer event, organized by Dayton from Indusblue and Amy Miranda of Lunch, that has been going for about a year.  It has gotten steadily more popular.  I was there for the first one and I like to see how it has grown because it provides an alternative and I meet people that I probably wouldn’t come across otherwise.

So you can see why I’m conflicted when I have to choose between the two of them.  My solution was: pay for a cab so I could hit them both, as FITO tends to go on later than does Inter-Action.

I managed to do it, and it was a good time, but I’m definitely dragging myself around today.  I couldn’t do it too often.  Thankfully, the evening at Inter-Action kicked off with Amy making an announcement that they were aware of the scheduling conflict, they are dealing with it, and it shouldn’t be a problem next time.  She also mentioned that her and Shawn (the orgainizer of FITO) were talking about doing some collaboration together, so that is something to look forward to.

Inter-Action Presenters

The presenters at Inter-Action included IndusBlue (who was hosting), and PixelPusher.  Richard Thomas of Idea Futures couldn’t make it but the spot got filled very nicely by a young 3D artist who had beautiful work.  I wish I could recall the name as I’d like to look up more of it online but I did not think to mark it down.  Perhaps someone can help me out in the comments.

I hung out for a while with the Indusblue folks talking iPhone development, and I got to speak with some of the Taxi folks including Tasha Dean and Saima Khokhar whom I’ve worked with in the past.  It was good to catch up with them.  The Steamwhistle beer was also nice and cold and came from a really cool-looking tap.

Over to FITO

After that it was time for the dash to FITO where Simon Conlin was heading a panel discussion of local businesspeople from interactive media.  Ryan and Gino from Secret Location joined in and we hopped in a cab, getting over to Element 156 in time to take in the last half of the discussion.  I really enjoyed it, it was great to hear some frank discussion about the trials and triumphs of running a small media company.

I also ran into Raz Peel of Sapient who presented last time.  He’s a great developer and it is always a good discussion.  One of my former students who now works at Organic, Pete Buban was hanging out there as well.

It’s a good sign that people are having fun when they have to be kicked out of the place, which we all were (but in a very nice way).  So we took the party down the street to the SuperMarket where some live bands were on.  Eventually people started breaking up but it went pretty late with Rick Mason of NOW magazine, Andrew Tedford from Seneca, Simon Conlin, Hugh Elliot, James Eberhardt, and a bunch of the long-time interactive enthusiasts.

I honestly think these kind of get-togethers wind up doing a lot more for the interactive industry in Toronto than do many of our more traditional meetings.  In the relaxed atmosphere, everyone feels free to set aside the agendas and talk openly about where business is going, how life is impacting it, and share a few laughs.

As I say, I wouldn’t want to double up events too often, but I had a really good time and I’m looking forward to many more such things.  I’d encourage anyone who is looking to expand their understanding of the interactive industry in Toronto to check out both organizations.  You’ll have fun.

GamerCamp in Toronto was Great!

Posted by thedigitalartist under news

I’m happy to report that the first GamerCamp in Toronto seems to have been a great success.

I was not too sure what to expect from GamerCamp, I had not heard of it until very near the date of the event.  But I trucked it on over to 100 Ossington, the Lower Ossington Theater, which is not so far from Oddly Studios.  I ended up being very happy I went, because I got to meet a lot of great people, check out some cool games in development, and play some of my favorite retro arcade games.

Gamercamp

The Venue

The Lower Ossington Theater seemed to be just about the right size for the event.  It is one of the charming residents of the Queen West area, like many of the loft-style buildings it has the look of a converted factory building with the high rounded windows and tall ceilings (it reminded me of the place Oddly was in two locations ago).  The organizers, Mark Rabo and Jaime Woo, were out front greeting all the attendees, who were showing up with smiles and name badges in place.  I slapped mine on as well and dove in.

The lineup of presenters was great.  I saw a few familiar faces as well as quite a few people I did not know about, and I must say it is good to find out about some of the studios making great games.  It might be fair to call the event “Indie GamerCamp” as it seems that most of the presenters tended to be small shops of less than ten people, some of them single or pair groups.  That’s not to say their games and presentations weren’t great!

Presenters

The first presenter was Miguel Sternberg of Spooky Squid who was introducing a game (currently built in Java) that is at the prototype stage.  It had a truly original concept.  Essentially it is a strategy tile-based isometric game that sees the user gaining points by planting gardens in unlikely places.  It plays on the trend of urban garden-graphiti, people who plant where plants are not allowed to beautify and protest urban sprawl at the same time.  Whether that’s your political bent or not, the game with it’s wide variety of entertaining plants and unique game play looks like it is going to be great.  I did wonder though why the prototype was made in Java rather than something like Flash, which would seem to be perfect for this kind of game.

Next up was Mare Sheppard and Raigan Burns of Metanet Software, who talked more about the game-making process and how to run a business (and not go broke hopefully).  They used a rock-band metaphor, and I thought it really worked.  They compared the large game studio to a symphony orchestra but said the small studio should think more like the four person band.  You can still make great things, you just do it differently.  It was one of the most balanced viewpoints proposed during the day.  On a side-note, I’ve seen Raigan present before a few years ago at FITC when he was presenting the physics behind the game N.  I went on to use those physics examples several times afterwards, so it was nice to see him still out there doing his thing.

Drinkbox Studios showed us a game that I’m really looking forward to playing.  The central character is a Blob!  You blob your way around and can suck up objects and spit them back out at enemies.  One of the best animations was the splat he makes when he gets blown up – that got a lot of cheers out of the crowd.

I could go on and on about the presenters, who all did a great job.  They were all prepared, and respectful of their audience.  Michael Todd gave some great lessons from his game-a-week experiment and the things he learned about game design.  Daniel Steger of Stegersaurus.com gave an energetic presentation of his guitar-hero-meets-tower-defense game in progress.  Others included Nathan Vella of Capybara Games (formerly a mobile games company), Benjamin Rivers, and Craig Adams of Superbrothers.ca.  He had been mentioned through the day and his awesome animation work did not disappoint.

Employee #1

A few other highlights of the day for me included meeting Derek, Employee #1 at Ubisoft Toronto.  That was cool, because it was actually his twitter post that informed me of the event (and yet I’m the Toronto resident!).  I have to say, he’s a cool guy and we had a good time talking about games, advertising, and the industry in general.

I also met some cool Ryerson Journalism students who have put together a gaming site called Level 42.  It looks like it is off to a good start so I hope they keep it going.

Something for Next Time

Now while I enjoyed the whole day, if there was anything that I think could be fleshed out a bit the next time the event happens it would be to include more representation from large shops.  I’d like to see some Sony folks, maybe Rockstar games, even Ubi people.  I think it is important to look at the full spectrum of the gaming industry in order to be balanced.  Translation: not everyone is in a position to make the sacrifices necessary to take part in the Indie game scene.  Should the forty-something guy with two kids not be able to make video games?  Older gamers tend to have mouths to feed, and for many a larger shop supplies security they need.  Lets hear from them as well.  Of course, this is in NO WAY a slight on the organizers, they did an amazing job, and it is probably very hard to get larger shops out to an event until you’ve already shown it works.  And it did indeed work!

Replay Classic Arcade Museum

The presentation that got me the most excited though was that of Gerald Darcy from the Replay Arcade Museum who talked about the history of gaming.  Gerald is an army demolitions expert and avid gamer, who is turning his love for classic standup arcade games into a museum of some of our favorites.  I had a chance to talk to Gerald later.  I must applaud him, he had actually brought a good supply of his awesome games down to the venue and I saw him personally maneuvering them out of his truck, all so that we could play for free.  It was a walk down memory lane as I downed a beer (from sponsors Great Lakes Brewing) and tore into Galaga, Space Invaders and Spy Hunter.

Conclusion

Gamercamp was a great event.  I had a blast, and I hope there will be more events in the future.  Playing all those old classics and seeing what is coming up next was a great way of seeing what the whole gaming industry is about right now.  I’ll definitely be keeping an eye on this event for future announcements.

Telus LG Venus Launch

Posted by thedigitalartist under Work

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LG Venus Launch

For the Canadian launch of LG’s new flagship smartphone, Telus wanted to make an extra splash while staying within the overall branding of the Telus site.

Since the collaboration had worked so well between the creative team at Teehan+Lax and Oddly Studios on several other occasions, we were contacted for our familiarity with the technology and the brand. Our job would be to adapt existing technology in place on the site into a standalone microsite with rich media capability.

After performing a full code evaluation, we were able to propose a solution that would allow us to deliver everything needed within the time frame available. Given the nod by both the client and creative agency, we moved into full production, animating and coding in an iterative process.
The LG Venus launch site was really a triumph of the agile process and building code that maintains flexibility. As with most product launches, messaging and information can change up to the last minute.

By planning ahead, Oddly Studios was able to produce a launch site in two languages that exceeded all expectations. The same modular method went on to be used in several other rich media sites.