POPULARITY
Acho que era o que se chamava Townscraper, alguma paradinha assim, que é, você só clica com o mouse e aí, é bem de arquitetinho assim, né? Aí você vai criando uns prédios, dá pra mudar a cor, conforme você vai aumentando os bloquinhos, as fachadas vão mudando e ele era bem, tinha um som muito gostosinho assim, né? Até meio, um som meio próximo da identidade sonora da Nintendo assim. Parece que é um som bem material assim, não é digital, um som meio amadeirado, som amadeirado, sei lá. Eu acho que era esse nome, Townscraper, vou procurar aqui e confirmo. Quase acertei, é Townscaper ouça a continuação deste diálogo infinito sobre games via WhatsApp.Com João Varella, Alexandre Sato, Thomas Kehl, Marcos Kiyoto e João R2 analógicos
Join Josh and Bryan as they flex their design skills, mostly unsuccessfully, and still manage to create incredibly charming scenes with Townscaper and Tiny Glade. Both of these games offer a different take on the ‘city painting' or ‘diorama design' genre of creative game. With little to no direction, and a not insignificant helping hand extended to the player, both of these games interpret the player's design decisions and render them into utterly gorgeous structures, landscapes, and villages. Townscaper, released in 2021, is the passion project of the developer Oskar Stålberg, who also created Bad North among other projects. It allows the player to create a tiny seaside town with just a few clicks. Tiny Glade was released in 2024 and offers the player the opportunity to create a cozy castle or village diorama set in the variety of seasons with a truly impressive camera mode with which the player can then share and experience their creation. So join Bryan and Josh, and lets get creative!Three Word Reviews:TownscaperBryan - Needs a ChecklistJosh - Building with OomphTiny GladeBryan - Daily Creative MeditationJosh - Cup of TeaShow Notes:Web version of TownscaperFlurdeh's Youtube ChannelJosh's Latest Game: Neongarten
On this prelude to All Hallow's Eve, Bro and Murph have a bad idea and decide to talk about FNAF on the internet. Specifically the trilogy of Five Nights at Freddy's 1,2, & 3.. To help them in this endeavor they recruit the Champion of Bad Ideas, Froo from This Podcast is a Bad Idea. Deep lore is shared (not about the games, but the guests) and a dissection of Freddy's appeal is attempted.00:57 - Froo is Here!05:20 - What kind of Gamer is Froo?Watcha Playin07:39 - Cookie Clicker (2013)09:14 - Legend of Zelda Echoes of Wisdom (2024)15:05 - Crow Country (2024)20:40 - Dead Rising: Deluxe Remake (2024)25:00 - Townscaper (2021)29:00 - Epic Mickey: Rebrushed (2024)32:16 - Astro Bot (2024)34:57 - Roblox: Dress to Impress (2024)42:34 - Like a Dragon Gaiden: The Man Who Erased His Name (2023)Variety Minute51:35 - Video Game MerchandiseGame of the Week1:15:58 - Five Nights At Freddy's (2014)1:30:10 - Five Nights at Freddy's 2 (2014)1:40:20 - Five Nights at Freddy's 3 (2015)1:52:24 - FNAF Bonus Talk2:10:00 - Plugs and Farewells
Oskar Stålberg is an established indie Game Developer, and a real authority when it comes to procedural content generation. He has worked on Tom Clancy's The Division and later focused on his own titles like Bad North and Townscaper, both acclaimed successes by the gaming community. Oskar has also ported Townscaper to Meta Quest and keeps finding new and creative ways to leverage procedural generation for innovative and unconventional game ideas. Join this episode to learn: -How he found the balance between art style and gameplay for some of his most successful games -The role of the wave function collapse algorithm and how he took procedural generation to a new artistic level -The reason why he has been building in public and how he gathered an audience of over 100K followers on X -How he reimagined Townscaper for standalone VR *** CONNECT WITH OSKAR
Persönlichkeitsentwicklung mit Mariokart, Inklusion mit Overcooked, Future-Skills mit Townscaper? Im Sommerlager entdecken Kids mit und ohne Beeinträchtigung ihre "Superkräfte" - dank Gaming. Wie das geht und warum das nicht nur was für Kinder ist. Der Podcast im Überblick: (00:03:55) Cooltour - das inklusive Sommerlager (00:16:26) LevelHub - Spielerisch die Skills der Zukunft trainieren Links: Cooltour: https://blindspot.ch/inklusionsprojekte/cooltour LevelHub: https://www.levelhub.ch Gaming Ohne Grenzen: https://gaming-ohne-grenzen.de Level Up (Tobias Scholz): https://uia.brage.unit.no/uia-xmlui/bitstream/handle/11250/3118396/Article.pdf?sequence=1 SRF Geek Sofa bei Discord: https://discord.gg/geeksofa
Persönlichkeitsentwicklung mit Mariokart, Inklusion mit Overcooked, Future-Skills mit Townscaper? Im Sommerlager entdecken Kids mit und ohne Beeinträchtigung ihre "Superkräfte" - dank Gaming. Wie das geht und warum das nicht nur was für Kinder ist. Der Podcast im Überblick: (00:03:55) Cooltour - das inklusive Sommerlager (00:16:26) LevelHub - Spielerisch die Skills der Zukunft trainieren Links: Cooltour: https://blindspot.ch/inklusionsprojekte/cooltour LevelHub: https://www.levelhub.ch Gaming Ohne Grenzen: https://gaming-ohne-grenzen.de Level Up (Tobias Scholz): https://uia.brage.unit.no/uia-xmlui/bitstream/handle/11250/3118396/Article.pdf?sequence=1 SRF Geek Sofa bei Discord: https://discord.gg/geeksofa
This is a recap of the top 10 posts on Hacker News on June 15th, 2024.This podcast was generated by wondercraft.ai(00:34): Perplexity AI is lying about their user agentOriginal post: https://news.ycombinator.com/item?id=40690898&utm_source=wondercraft_ai(02:22): Tesla's FSD – A Useless Technology DemoOriginal post: https://news.ycombinator.com/item?id=40688001&utm_source=wondercraft_ai(04:05): Just Enough Software ArchitectureOriginal post: https://news.ycombinator.com/item?id=40691929&utm_source=wondercraft_ai(06:03): You've Read Your Last Free Article, Such Is the Nature of MortalityOriginal post: https://news.ycombinator.com/item?id=40691706&utm_source=wondercraft_ai(07:41): Threescaper: A website for loading Townscaper models into Three.jsOriginal post: https://news.ycombinator.com/item?id=40689296&utm_source=wondercraft_ai(09:14): Impulse Tracker source code now available on GitHubOriginal post: https://news.ycombinator.com/item?id=40691999&utm_source=wondercraft_ai(10:44): A most profound video game: a good cognitive aid for researchOriginal post: https://news.ycombinator.com/item?id=40689759&utm_source=wondercraft_ai(12:34): Engineer's solar panels are breaking efficiency recordsOriginal post: https://news.ycombinator.com/item?id=40690718&utm_source=wondercraft_ai(14:19): Google, Cloudflare and Cisco will poison DNS to stop piracy block circumventionOriginal post: https://news.ycombinator.com/item?id=40693451&utm_source=wondercraft_ai(16:16): Sans Bullshit Sans (2015)Original post: https://news.ycombinator.com/item?id=40692197&utm_source=wondercraft_aiThis is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
Thirsty Suitors desinstalado, Palworld, Lilgatorgame explícito zeldinha, A Short Hike também é Zelda, mas Tunic é metajogo, Islanders, A little to the Left no Game Pass, Townscaper toy game, paciência são alguns dos tópicos da conversa infinitas sobre videogames de João R, Marcos Kiyoto, João Varella, Thomas Kehl e Alexandre Sato. --- Send in a voice message: https://podcasters.spotify.com/pod/show/2analogicos/message
Chips. You love them. We love them. This episode talks about them. But when we're not talking chips, we're talking: Lacuna, a delightful 2 player abstract game from CMYK; Townscaper, Oskar Stålberg's relaxing and deeply creative build-em-up; Benji from Osprey's lovely solo recommendations Miru and VOID 1680 AM; and the challenging cooperative deck crawler Regicide from Badgers From Mars. All that, plus hospital radio, on Ep183. 00:00 - A new type of chip, another one bites the dust, and love language 14:37 - Lacuna 27:45 - Townscaper 36:45 - Benji's recommendations 46:22 - Regicide On this episode were Dan (@ThisDanFrost), Kris (@DigitalStrider), Sam (@MrSamTurner), and Benji (@OspreyGames). Our Spotify Playlist brings together lots of great thematic music inspired by the stuff we talk about. Links to where you can find us - StayingInPodcast.com Note: sometimes we'll have been sent a review copy of the thing we're talking about on the podcast. It doesn't skew how we think about that thing, and we don't receive compensation for anything we discuss, but we thought you might like to know this is the case.
I nás zastihla herní událost roku a poslední dny trávíme volný čas v Hyrule. Což ale neznamená, že se nechceme bavit i o něčem jiném - Iggy nás pozve na jeden špionský večírek, David přináší novinky ze svého momentálního zaujetí pro 4X strategie a Tomáš si staví městečka. No a o ty první dojmy ze Zeldy vás samozřejmě ochudit nemůžeme! Probírané hry: Townscaper, Dorfromantik, 13 Sentinels: Aegis Rim, Age of Wonders 4, Endless Legend, Spy Party, Legend of Zelda: Breath of the Wild, Legend of Zelda: Tears of the Kingdom
On this episode of Ruff Talk VR our hosts Dscruffles and Stratus breakdown and review Townscaper VR! An app with no real purpose besides to create. Build houses, castles, lighthouses, floating cities, and more in this creative and relaxing building game. Choose between different landscape colors, build, and watch as conditions are met and your creation slowly comes to life! Listen for our full thoughts and rating!Patreon: https://www.patreon.com/rufftalkvrIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/Discord: https://discord.gg/9JTdCccucSThis podcast was sponsored by Kiwi Design - the premier company for Oculus Quest accessories. Visit our affiliate link below to shop for your VR accessories including knuckle straps, lens protectors, head straps, link cables, and more while also supporting the podcast!Affiliate Link: https://www.kiwidesign.com/?ref=RuffTalkVRGet 20% OFF @manscaped + Free Shipping with promo code RUFFTALKVR at MANSCAPED.com!Get 25% OFF @trueclassic with promo code RUFFTALKVR at https://trueclassictees.com/RuffTalkVR! #trueclassicpodVisit https://www.vrlist.xyz/ to find the right VR talent for your needs! And for creators, be sure to list yourself to help find opportunities!Townscaper VR Store Link: https://www.oculus.com/experiences/quest/4529223267133070/Store Description:Build quaint island towns with curvy streets, small hamlets, soaring cathedrals, canal networks, or sky cities on stilts. Build the town your dreams, block by block.No goal. No real gameplay. Just plenty of building and plenty of beauty. That's it.Townscaper is an experimental passion project. More of a toy than a game. Pick colors from the palette, plop down colored blocks of houses on the irregular grid, and watch Townscaper's underlying algorithm automatically turn those blocks into cute little houses, arches, stairways, bridges, and lush backyards, depending on their configuration. *We are paid a commission through affiliate links to help support the podcast on the Kiwi links abovePatreon: https://www.patreon.com/rufftalkvr Support the show
En esta oportunidad rascamos el fondo del olla del Gamepass y les recomendamos 7 juegos que no son tan conocidos pero que tenes que jugar y disfrutar en Gamepass que por tener tantos juegos pueden pasar por alto. Todos de generos diferentes . 1. Tainted Grail: Conquest 2. Olija 3. Monglow Bay 4. Mortal Shell 5. The Procession to Calvary 6.Lonely Mountain: Downhill 7. Townscaper. Espero que les guste y nos puenden dar sus recomendaciones en nuestro instagram. saludos!!!
Effie, Victor och producent-Simon tipsar om sina bästa spel för sommaren. Det blir klimatångest, ett 90 procent svårare "The Sims" och fantasysatir. Vi utser också en kubb-mästare i Radiohusparken! Victors spel: The Banner Saga, Oxygen Not Included, The Room, Escape from TarkovEffies spel: Gibbon: Beyond the Trees, Great Pizza Good Pizza, Townscaper, Tools Up, Garden Flipper, Olli Olli World, Zoo Tycoon, Planet CoasterSimons spel: Death's Door, Norco, Nobody Saves the World
Effie, Victor och producent-Simon tipsar om sina bästa spel för sommaren. Det blir klimatångest, ett 90 procent svårare "The Sims" och fantasysatir. Vi utser också en kubb-mästare i Radiohusparken! Victors spel: The Banner Saga, Oxygen Not Included, The Room, Escape from TarkovEffies spel: Gibbon: Beyond the Trees, Great Pizza Good Pizza, Townscaper, Tools Up, Garden Flipper, Olli Olli World, Zoo Tycoon, Planet CoasterSimons spel: Death's Door, Norco, Nobody Saves the World
Rae unwinds with city-building ‘game' Townscaper, while Amanda tries out the extremely shiny EPOS H3PRO hybrid headphones.Rad also reaches her final form by inadvertently trying out the Boost Charger Pro portable wireless charger and the Boost Charge 20K power bank in the emergency room. Classic.Full show notes are available on the Queens of the Drone Age website. Learn more about your ad choices. Visit megaphone.fm/adchoicesSee omnystudio.com/listener for privacy information.
Rae unwinds with city-building ‘game' Townscaper, while Amanda tries out the extremely shiny EPOS H3PRO hybrid headphones. Rad also reaches her final form by inadvertently trying out the Boost Charger Pro portable wireless charger and the Boost Charge 20K power bank in the emergency room. Classic. Full show notes are available on the Queens of the Drone Age website.
Uppvärmning och uppföljning Skype dummar sig. Alltid Homepod Mini Iconfactory släpper vacker liten webserver för Mac - och IOS! Ett litet Mac mini-problem Samma laddkontakt till alla mobiltelefoner Ämnen WWDC watchOS 9 Fitness New Workout Views. Heart Rate Zones Customize your workouts Race a Route. Repeat it and beat it. Distance and time are on your side Multisport. Singularly awesome for triathletes. Health Reminders for medications Log your meds right from your wrist AFib Sleep Sleep stages, a better bedtime story Track your sleep over time New faces to help you face the day Kan köras på Apple Watch Series 4 Apple Watch Series 5 Apple Watch SE Apple Watch Series 6 Apple Watch Series 7 iOS 16 Lock Screen Apple Watch style widgets Notifications byter plats och kommer in nerifrån istället Live Activities (appar kan visa live-status på låsskärmen Focus Enklare att konfigurera Focus. Focus-filter i appar. Kan det blir nu vi börjar använda det? iCloud Shared Photo Library Ett separat iCloud-bibliotek Alla har lika rättigheter av de som är med i biblioteket. Ändringar slår igenom för alla. iMessage Redigera meddelanden Radera meddelanden Markera trådar som olästa Mail Undo send. Schedule send. Follow up. Add rich links. Bättre sök Safari och Passkeys Standard med Microsoft och Google (Fido, webauthn, prosit) Compability iPhone SE 2 and 3, and iPhone 8 and higher. iPad OS 16 Väder-appen! Men ingen kalkylator! :) Display Scaling mode Stage Manager External Display Support Desktop-class apps Virtual memory swap Driverkit Kan köras på iPad Pro (all models) iPad Air (3rd generation and later) iPad (5th generation and later) iPad mini (5th generation and later) macOS Ventura Spotlight Richer collaboration in Mac apps Handoff comes to FaceTime Use iPhone as your webcam med centerstage och desk view - Continuity camera Redesign av system prefs. Freeform – productivity app Väder OCH klocka! Ny Home App Kan köras på iMac: 2017 and later Mac Pro: 2019 and later iMac Pro: 2017 Mac Studio: 2022 MacBook Air: 2018 and later Mac mini: 2018 and later MacBook Pro: 2017 and later MacBook: 2017 and later MacBook Air M2 Silver, stjärnglans, rymdgrå, midnatt Det händer märkligt(?) mycket kring spel E:et i El capitain Ben “Twostraws” besöker Apples utvecklarcenter Townscaper vann inte ett Apple Design Awards men var nominerat till årets app i kategorin Innovation. Xcode cloud är nu tillgängligt Fullständig avsnittsinformation finns här: https://www.bjoremanmelin.se/podcast/avsnitt-311-vi-behover-en-ibook-igen.html
Nobody's Save The World almoço na doceria da galera do Guacamelee!, Persona 5, Psychonauts 2, PlayStation Plus, Nintendo e suas plataformas 3D, Townscaper muito tranquilinho, sonho, perdido no Hollow Knight da Team Cherry, Netflix e Game Pass, no Xbox fica mais bonito, ghosting são alguns dos assuntos da conversa infinita sobre videogames de João Varella e Alexandre Sato. --- Send in a voice message: https://anchor.fm/2analogicos/message
Septième émission de la saison 2021-2022, en compagnie d'Emeline Guedes, doctorante sur l'encadrement juridique des compétitions de jeux vidéo.Émission diffusée le 20 mars 2022 sur Radio Campus Paris. Au programme :– la chronique de Lys qui nous parle de La Ferme des animaux de George Orwell et de son adaptation vidéoludique– la deuxième chronique trimestrielle de Thaïs aborde la question du multijoueur dans les jeux vidéo et de ce que cela représente– la chronique d'Alexandre dans laquelle il nous recommande Wordle et toutes ses variantes– 1ère pause musicale : Onto New Voyages composée par Michiko Naruke et tirée de l'OST de Wild Arms– l'entretien avec Émeline Guedes par Jean– 2ème pause musicale proposée par Emeline : Ezio in Florence composée par Jesper Kyd pour l'OST d'Assassin's Creed 2– la chronique de H qui interroge le rôle et la légitimité de Women in Games dans la lutte contre les discriminations, contre les violences de genre et pour la promotion de l'égalité dans l'industrie du jeu vidéo– le blind test sur le thème "Vous avez chanté, eh bien ! dansez maintenant !" par H Vous pouvez retrouver Worldle ici.Le mod Wordle to Townscaper.L'article de Célian Godefroid "Quel contrat pour l'emploi des esportifs en France ?" Casting :– Thaïs Arias, chroniqueuse– Vincent Boutin, programmateur musical– Alexandre Hanquier, chroniqueur– H, chroniqueuse– Jean Jouberton, intervieweur– Lazare Jolly, réalisateur, monteur et responsable technique– Lys Sombreciel, chroniqueuse Production : Pixel Up! grâce au financement de l'université Sorbonne Nouvelle et en partenariat avec Radio Campus Paris
Steeping a fresh pot of COFFEE and VR with all of the regular weekly VR updates. Walkabout Minigolf is adding a new course themed after the movie Labyrinth, Quest 2's that are being bricked, some exciting new updates to games, and Tylers new obsession, Townscaper. Nerf Beta Sign up https://forms.office.com/pages/respon... Join the live conversation in chat, on our Discord, or in the comments below. Make sure to join us LIVE at: 11am EST 8am PST 4pm GMT 1am JST 3am AEDT BoboVR Conversion kit https://amzn.to/34HV9ig BoboVR M1 Pro Headstrap https://amzn.to/33tgr2M BOBOVR M2 Pro Head Strap https://amzn.to/304fEU7 BoboVR Extra Battery https://amzn.to/3r3P0pl Link to RR Discord https://discord.gg/HZJTAKZ -HELP SUPPORT RR!! -Patreon Page https://www.patreon.com/RenderedReality -Buy Rendered Reality a coffee, yeah were addicts haha!! https://www.buymeacoffee.com/Rendered... -VR Merch- https://rendered-reality-merch-store.creator-spring.com/ Oculus Quest 2 - 128gb https://amzn.to/3B0i0Qp Oculus Quest 2 - 256gb https://amzn.to/3j5EeYm Business or contact us at: RenderedRealityvr@gmail.com Follow us on Instagram: https://www.instagram.com/renderedrea... Twitter: Check out RenderedReality (@RealityRendered): https://twitter.com/RealityRendered?s=09 Hit that like and subscribe button, keep up with all the VR action RenderedReality can throw at you!!!
Victor önskar att "Uncharted"-filmen var i 3D och hänger bland runkisar i "Lost Ark". Effie tycker att EA:s chefer måste lära sig att pudla. Oskar Stålberg är mannen bakom algoritmen i "Townscaper". Spelindex: Uncharted, The Mortuary Assistant, Townscaper, Lost Ark, OlliOlli World
Victor önskar att "Uncharted"-filmen var i 3D och hänger bland runkisar i "Lost Ark". Effie tycker att EA:s chefer måste lära sig att pudla. Oskar Stålberg är mannen bakom algoritmen i "Townscaper". Spelindex: Uncharted, The Mortuary Assistant, Townscaper, Lost Ark, OlliOlli World
Episode 72 features your hosts getting caught up, while somehow falling behind. Movies, games, and TV, oh my! (Including Peter Jackson's “Get Back”, “Being The Ricardos”, Spider-Man: No Way Home, West Side Story, Townscaper, and Phil's new tabletop puzzle organizer!). We hope you can handle it! Phil has a Samuel Adams Amber Lager and John drinks two different whiskeys: Phil plugs another podcast he's worked on: Northwoods Baseball Sleep Radio. He did some ads for it, including one featuring our very own narrator, Ed Unclehat! We talk about James Bond movies (more to come on this in a later episode), and brainstorm possible new 007 movie titles. The series of Bond reviews by “Film Crit Hulk”: https://birthmoviesdeath.com/2014/07/14/hulk-vs.-james-bond-staring-into-the-id-of-a-boner-incarnate The Song: “I'm Just Kidding” (from the archives featuring Shawn!)
Vi pratar bl.a om senaste moveet från Sony i konsolkriget, Hideo Kojimas nya giv, GTA 6, Fortnite, Balan Wonderland, Spelunky, Dying Light 2, Townscaper, Darkest Dungeon 2 m.m. Stötta oss på Patreon! För 50kr i månaden får du tillgång till podden oklippt, direkt när den har spelats in och dessutom får du tillgång till all tidigare exklusiv content samt allt material under jul/nyår och sommarledigheter.För 100kr i månaden får du allt som 50kr-patrons får men du får OCKSÅ vara en del av podden genom det RAFFLANDE segmentet "Audio Log" där vi spelar upp ett kort ljudmeddelande från våra 100kr Patreons som vi bemöter, besvarar eller dömer ut.På den här nivån får du dessutom första tjing på alla eventuella koder & gratisgrejer som vi ibland erbjuder!www.patreon.com/kontrollbehovKöp vår merch på Podstore.se! https://www.podstore.se/podstore/kontrollbehov/Besök vår Youtube-kanal och prenumerera: https://www.youtube.com/channel/UClQ2sTbiCcR0dqNFHwcTB0gGå med i gruppen Kontrollbehov - Eftersnack på Facebook: https://www.facebook.com/groups/1104625369694949/?ref=bookmarksVi finns såklart också på Discord! https://discord.gg/848F6TWXDYHör av er: kontrollbehovpodcast@gmail.com
Welcome back to Pursuing Pixels. You're stuck with the original duo of Kevin & Randall this week, but we've got plenty of games to talk about, so let's get right into it... Kevin kicks things off this week talking about a few of the livestreams he's been doing over on our Twitch channel lately, starting off with the all-time classic, Super Mario World. He's also back on his cursor-clicking bullshit, and really enjoying his time with Please, Touch The Artwork and Townscaper. From there, Randall shares his thoughts on the latest installment in the Mario Party franchise, and it sounds like Nintendo finally got this one right after a few half-hearted entries in the long-running series. Kevin wraps things up with a couple other games that he played during livestreams recently, including a short & sweet metroidvania, Trash Quest, and an incredibly addictive arcade roguelike, UPSQUID. Timestamps: Super Mario World - 00:02:58 Please, Touch the Artwork - 00:04:47 Townscaper - 00:13:00 Mario Party: Superstars - 00:19:26 Trash Quest - 00:34:29 UPSQUID - 00:37:32 Thanks for taking the time to listen! If you'd like to find us elsewhere on the Internet, you can find us at:
This week we create quaint little towns in Townscaper, a new game from Oskar Stålberg. Townscaper iOS App Store: https://apple.co/3nxA7JA Google Play: https://bit.ly/3tyBXxB Next week: Seven Days to Play game of the year episode! Things of the week: Matrix Resurrections (imdb): https://imdb.to/35Bjkzb The Book of Boba Fett (Disney+): https://bit.ly/3HgU7bg Tweet us your game suggestions @sevendaystoplay and follow us on Spotify.
In this very Swedish episode, I speak with Oskar Stålberg about his ideas on game design, his inspirations (Scandinavian and beyond) and his experience on marketing. We also discuss his years in studying as a programmer and how difficult it might be to think of a possible education model for an indie developer. Also: games as "toys".
Or at least, we claim that we do. Welcome to season 2, episode 2! Recorded pre-Christmas, ready for release in this, the most liminal time of the year. What else are you going to while sweating out all that Christmas food? This episode: Jonny - Yakuza 0 + Kiwami, Castlevania Advance Collection (Aria of Sorrow), Chris - Inscryption, Dusk, Demons Souls, Halo Infinite Cass - Dark Souls 1: Remastered, Dark Souls 3, Halo Infinite Kitty - Inscryption, Townscaper, Moonglow Bay, Backbone, the Forgotten City, Mind Scanners Find us at: Twitter Anchor
Happy Holidays! DSember is canceled. In this episode we drink Towne Club Michigan Cherry Soda and Bang Mixx Pina Colada hard seltzer. RLXP includes a worn book and a fresh wall. We've played Townscaper, Alan Wakes American Nightmare, and Serious Sam 4 (all XB Gamepass). Our reccos are the podcasts The Leviathan Chronicles, Copperheart, and Boston Harbor Horror. Links - Boston Harbor Horror - https://asylum94.com/boston-harbor-horror/ The Leviathan Chronicles - https://www.leviathanchronicles.com/ Copperheart - http://riggstories.com/copperheart CartMart - https://www.cartmart.games/ Foundation CL - https://foundationcl.org --- Send in a voice message: https://anchor.fm/grandrapidians/message Support this podcast: https://anchor.fm/grandrapidians/support
Featuring: Michael "Boston" Hannon, Paul “Moonpir” Carver-Smith, and Alexander “TheNimp” Jolly Running Time: 50:25 Music by MusiM: Homepage | Bandcamp Livestream Archive: YouTube This week we chat about Destiny 2, CyberPunk 2077, Lake, Aliens: Fireteam Elite, Record of Lodoss War-Deedlit in Wonder Labyrinth-, Townscaper, Unpacking, Shovel Knight Pocket Dungeon. Square has pulled FF14 from sale?! Ubisoft has announced a Splinter Cell remake Become a patron of TVGP for just a few dollars a month at E1M1's Patreon Page! Get two month early access to Critical Misses, uncensored outtakes, and much more for just $5/month!
Featuring: Michael "Boston" Hannon, Paul “Moonpir” Carver-Smith, and Alexander “TheNimp” Jolly Running Time: 1:34:02 Music by MusiM: Homepage | Bandcamp Livestream Archive: YouTube This week we chat about Deeeer Simulator, Townscaper, Hyrule Warriors, Ratchet & Clank: Rift Apart, Dark Souls, Forza Horizon 5, Halo Infinite, Destiny 2, Life Is Strange: True Colors. The Game Awards 2021 Become a patron of TVGP for just a few dollars a month at E1M1's Patreon Page! Get two month early access to Critical Misses, uncensored outtakes, and much more for just $5/month!
Three is the magic number this week. Games discussed include Halo, Townscaper, Icarus, Super Auto Pets, Space Warlord Organ Trading Sim, Halo, Serious Sam 4 and Townscape !!1!11!one Hosted on Acast. See acast.com/privacy for more information.
Seltzer is nonsense. Games we played this week include: Pokémon Brilliant Diamond (10:55) Gunfire Reborn (15:35) Kill It With Fire (21:50) Dauntless (23:40) The Binding of Isaac: Repentance (27:30) Mindscanners (30:10) Paradise Lost (37:05) Space Warlord Organ Simulator (41:10) Lawn Mowing Simulator (45:35) Townscaper (46:50) --- News things talked about in this episode: Former Activision Blizzard employee comes forward in press conference (48:20) https://kotaku.com/sexually-harassed-activision-blizzard-employee-holds-pr-1848180146 Walkout staged at Raven software following QA layoffs (51:50) https://www.eurogamer.net/articles/2021-12-06-raven-software-employees-walk-out-following-layoffs-in-the-qa-team State treasurers getting involved in Activision Blizzard (56:35) https://www.axios.com/state-treasurers-pressure-activision-over-misconduct-352fe2e6-64d4-4f30-ba7e-39e0e13419de.html PlayStation exec fired after amateur pedophilia sting (1:00:05) https://www.cnet.com/tech/gaming/sony-terminates-playstation-exec-who-allegedly-appeared-in-pedophile-sting-video/ Ubisoft acknowledges their handling of workplace abuse has damaged trust in them (1:02:30) https://www.axios.com/ubisoft-workplace-scandal-anika-grant-interview-aac56bc7-1551-465a-85b8-6e6d7ca36816.html Ubisoft details first steps toward NFT integration in Ghost Recon Breakpoint (1:09:40) https://www.eurogamer.net/articles/2021-12-07-ubisoft-quartz-is-an-energy-efficient-nft-platform-for-aaa-games Voice acting studio OMUK agrees to union contract protecting workers (1:17:40) https://www.eurogamer.net/articles/2021-12-06-uk-voice-acting-studio-reaches-agreement-with-equity-to-safeguard-voice-actors-working-in-games Retail release of Halo Infinite unplayable for several hours after release due to online update (1:20:15) https://www.eurogamer.net/articles/2021-12-08-no-you-cant-play-halo-infinites-campaign-now-even-if-you-have-the-disc Pokémon Shining Pearl already beaten by speedrunners in 15 minutes (1:22:25) https://www.eurogamer.net/articles/2021-12-08-pokemon-shining-pearl-finished-in-only-15-minutes --- Buy official Jimquisition merchandise from the Jimporium at thejimporium.com Find Laura at LauraKBuzz on Twitter, Twitch, YouTube, and Patreon. All her content goes on LauraKBuzz.com, and you can catch Access-Ability on YouTube every Friday. Follow Conrad at ConradZimmerman on Twitter and check out his Patreon (patreon.com/fistshark). You can also peruse his anti-capitalist propaganda at pinfultruth.com.
Atari VCS Console Giveaway in VGO Discord, Final Fantasy XIV Endwalker, Archvale, Lawn Mowing Simulator, Townscaper, VGOmerch.com sale, The Vault / Way Down, Halo Infinite, Arcane and Bladerunner: Black Lotus, Sony's answer to Game Pass, weed talk, and more stupid gaming news.
It's Paul and Moses play, and this week our hosts catch up on some Farm RPG questing and Bloodborne misery, before ranking a certain sweeping and mining game as well as game for bros who love to smash. Moses then shares his delight for the demo of Townscaper, and Paul asks Moses to name a single town in particular. Their conversation then turns to a certain milkmaid, with frustrating results. A game is made, our hosts get paid, and everyone goes home happy.
This is the fourth episode of Games in the Glade, in which I discuss Final Fantasy 14's latest expansion Endwalker, Dead Cells' latest update, paid subscription games coming to the Switch/Playstation/Xbox, an itch.io bundle for wildlife conservation, and Inscryption. Thanks to Puddles of Infinity for the use of their song "Porches and Universes." LINKS Naoki Yoshida on the Congestion Situation and Compensation in FFXIV: https://na.finalfantasyxiv.com/lodestone/news/detail/1c59de837cc84285ad1cdb4c9a9cad782363f25b Michael Brandon Ingram on GameRant “Dead Cells 'Everyone is Here' Update is Live Now With a Bunch of Crossovers” https://gamerant.com/dead-cells-everyone-is-here-update-characters-crossovers Patrick Young on GameRant: “Free PS Plus Games for December Revealed” https://gamerant.com/free-ps-plus-games-december-2021 Joe Apsey on The Loadout “Xbox Game Pass December 2021 free games: what's coming and leaving soon” https://www.theloadout.com/xbox/game-pass-december-2021 Oskar Stalberd's free in-browser demo for Townscaper: https://oskarstalberg.com/Townscaper/ The World Land Trust Bundle hosted by Plant Based Gaming: https://itch.io/b/1164/world-land-trust-bundle Patreon: https://www.patreon.com/gamesintheglade Puddles of Infinity - Porches and Universes: https://www.youtube.com/watch?v=yBqV3m8-IkU
Jeff and Christian welcome Wil Harris from the New Scientist podcast to the show this week to discuss Sony combining PS Plus and PS Now... just like Jeff predicted! Also, a big shakeup at the Battlefield franchise, and the FTC steps in with Nvidia and ARM. The Playlist: Forza Horizon 5, FIFA 22, PGA 2k21, Rocket Lead Sideswipe, LEGO Star Wars: Castaways, Solar Ash, Townscaper, Century: Age of Ashes Parting Gifts!
Jeff and Christian welcome Wil Harris from the New Scientist podcast to the show this week to discuss Sony combining PS Plus and PS Now... just like Jeff predicted! Also, a big shakeup at the Battlefield franchise, and the FTC steps in with Nvidia and ARM. The Playlist: Forza Horizon 5, FIFA 22, PGA 2k21, Rocket Lead Sideswipe, LEGO Star Wars: Castaways, Solar Ash, Townscaper, Century: Age of Ashes Parting Gifts!
Also talk about the games Townscaper and ORD.
Jeff and Christian welcome Wil Harris from the New Scientist podcast to the show this week to discuss Sony combining PS Plus and PS Now... just like Jeff predicted! Also, a big shakeup at the Battlefield franchise, and the FTC steps in with Nvidia and ARM. The Playlist: Forza Horizon 5, FIFA 22, PGA 2k21, Rocket Lead Sideswipe, LEGO Star Wars: Castaways, Solar Ash, Townscaper, Century: Age of Ashes Parting Gifts!
Jeff and Christian welcome Wil Harris from the New Scientist podcast to the show this week to discuss Sony combining PS Plus and PS Now... just like Jeff predicted! Also, a big shakeup at the Battlefield franchise, and the FTC steps in with Nvidia and ARM. The Playlist: Forza Horizon 5, FIFA 22, PGA 2k21, Rocket Lead Sideswipe, LEGO Star Wars: Castaways, Solar Ash, Townscaper, Century: Age of Ashes Parting Gifts!
Jeff and Christian welcome Wil Harris from the New Scientist podcast to the show this week to discuss Sony combining PS Plus and PS Now... just like Jeff predicted! Also, a big shakeup at the Battlefield franchise, and the FTC steps in with Nvidia and ARM. The Playlist: Forza Horizon 5, FIFA 22, PGA 2k21, Rocket Lead Sideswipe, LEGO Star Wars: Castaways, Solar Ash, Townscaper, Century: Age of Ashes Parting Gifts!
Gdyby powstał plebiscyt na pozornie najgłupszy tytuł odcinka to ten dzisiejszy byłby w topce. Jednak po przesłuchaniu odcinka wszystko tradycyjnie powinno się rozjaśnić. Tak to już w Forumogadce bywa. Omawiamy dużo newsów, tyleż samo gier, a wszystko to posypane niesamowitą ilością dygresji. W co graliśmy Townscaper Deeeer Simulator Mind Scanners Exo One Evil Genius 2: World Domination Archvale Warhammer 40,000: Battlesector Solar Ash Beyond a Steel Sky Chorus Forumogadka to podcast poświęcony szeroko pojętej elektronicznej rozrywce w ujęciu odrobinę mniej poważnym i zdecydowanie mniej profesjonalnym. Od graczy dla graczy. Regularnie, bo co dwa tygodnie, w każdą sobotę późnym popołudniem możesz posłuchać nowego odcinka poświęconego nowinkom branżowym, recenzjom gier i wszystkim innym tematom, o które potkniemy się w naszych rozmowach. Więcej Forumogadki na: Stronie WWW: http://forumogadka.pl iTunes: http://itunes.apple.com/pl/podcast/forumogadka/id328575115?mt=2 YouTube: http://youtube.com/Forumogadka Facebooku: http://facebook.com/Forumogadka Twitterze: http://twitter.com/forumogadka Spotify: https://open.spotify.com/show/0WJl8GgTBW4PxavSzykiOz?si=_s2hSy9vQ6W6lBhC8nsc8A Discord: https://discord.gg/tmxNSf8BYS RSS: http://forumogadka.pl/rss Pytania, uwagi i groźby należy kierować pod adres: kontakt@forumogadka.pl Sat, 04 Dec 2021 20:44:39 GMT Townscaper, Deeeer Simulator, Mind Scanners, Exo One, Evil Genius 2: World Domination
Fredrik snackar med Oskar Stålberg, skapare av stadsbyggarleksaken Townscaper. Townscaper bygger på Oskars utforskande av procedurella algoritmer och hur man använder dem för att bygga vackra saker. Procedurell generering har sina egna för- och nackdelar. Riktigt fint blir det ofta om man staplar flera algoritmer på varandra, och bygger sin idé på den procedurella genereringen från början. Vi diskuterar också fördelarna med att Townscaper inte är ett spel, och hur det skulle påverka om det var ett spel. Townscaper har sålt bra, Oskars teorier om betalningsvilja kom på skam - vilket var trevligt. Oskar berättar också om hur delningsfunktionerna i Townscaper lett till ganska självgående marknadsföring, och hur han i övrigt tänkt kring marknadsföring. Oskar berättar om vanliga önskemål och hur han tänker kring dem. Det är viktigt att koncentrera sig på sina styrkor när man väljer vad man ska göra, speciellt när man bygger något helt själv. Designa efter dina styrkor - och inte minst efter vad du tycker är roligt! Avsnittet sponsras av Länsförsäkringar, som kraftsamlar och investerar för ett digitalt kundmöte i landslagsklass. Surfa in på Lf.se/itjobb för mer information om att jobba på Länsförsäkringar! Ett stort tack till Cloudnet som sponsrar vår VPS! Har du kommentarer, frågor eller tips? Vi är @kodsnack, @tobiashieta, @oferlund, och @bjoreman på Twitter, har en sida på Facebook och epostas på info@kodsnack.se om du vill skriva längre. Vi läser allt som skickas. Gillar du Kodsnack får du hemskt gärna recensera oss i iTunes! Du kan också stödja podden genom att ge oss en kaffe (eller två!) på Ko-fi, eller handla något i vår butik. Länkar Oskar Townscaper Bad north Oskars tidigare projekt Brick block - spirituell föregångare till Townscaper The game assembly - där Oskar pluggade The division Grythyttanbord och stolar Raw fury - utgivare av Townscaper Länsförsäkringar - veckans sponsor Lf.se/itjobb - för mer information om att jobba på Länsförsäkringar Mikael Nyman Night call - spelet i Paris Oskar genererade hus till Oskars presentation om tekniken bakom Townscaper - med mycket om algoritmerna Oskars presentation om Bad north Unity Martin Kvale - som också gjorde ljud till Bad north Konsoll - konferensen i Norge där Oskar pratade Townscaper Konsolls Youtubekanal än så länge video av de hela konferensdagarna, individuella presentationer kommer senare som separata videos Oskars presentation, i början av andra dagen Titlar En stadsbyggarleksak Någonting som automatiskt blir fint Jag struntar i att hitta på ett spel Tilebaserad procedurell generering Bland de mer tekniskt lagda av grafikerna Finns det generella regler här? En estetisk konversation med sitt eget arbete Mjuka algoritmer och hårda algoritmer Jag talar inte om för spelaren att det är ett spel Två hus på helt olika ställen Kurviga fina gator Hitta kvarter
Listen to the stories of Delft Design with our very own Teacher of Practice Ianus Keller and his trusty producer Marc at the faculty of Industrial Design Engineering, TU Delft. We are back with season 3 of the Delft Design podcast Out of the Blue! This season we're going to tackle healthcare, mobility and sustainability in three episodes each. And perhaps give you some more treats along the way. Producer Marc joins Ianus as a co-host and they talk with Flora Poppelaars: sustainability consultant, circular economy expert and Delft Design PhD graduate. About stages of circularity, why smartphones are the perfect case study and heavy metal covers of infectious Disney songs. References in this episode: Townscaper game >> https://en.wikipedia.org/wiki/Townscaper Frozen – Let it go (Leo Moracchioli metal cover) >> https://www.youtube.com/watch?v=so49WpSj9bo Heavyweight podcast >> https://gimletmedia.com/shows/heavyweight
Uppföljning / uppvärmning Fredrik kör alternativ Dropboxklient iCloud har synkat klart för Jocke på M1 Mac mini: tog två veckor. Datormagazin Retro #5 är i hamn! The iOS App icon book. Kickstarter är igång. Vi funderar över ikoner vi gillar. Skicka in exempel på fina appikoner! Ämnen Byta hårddisk i en 27-tums iMac Springboard: The secret history of the frist real smartphone Film och TV Mannen från Mallorca: Bo Widerbergs mästerverk från 1984, baserad på boken “Grisfesten” av Leif G.W Persson. 4/5BMÅ. 7/10 hos IMDB. Länkar Maestral Datormagazin Retro #5 The iOS App icon book Townscaper Apollo Toot! Things Netnewswire Colloquy - ikonen har blivit fulare sedan förr Audio hijack Firefox developer edition Pycharm Webstorm Android studio Nova Byte hårddisk i en 27-tums iMac Springboard: The secret history of the frist real smartphone Handspring Psion EPOC Palms treo Palm Tungsten Qtek 2020 GEOS - Commodore 64-GUI:t Mannen från Mallorca Grisfesten Geijeraffären Mannen på taket Varuhuset Klubb super 8 Rapport från Stockholms sexträsk Klarakvarteren Fullständig avsnittsinformation finns här: https://www.bjoremanmelin.se/podcast/avsnitt-282-boraskansla.html.
This Week on The Casual Hour… Video games (like these November temperatures) are dropping all over the place, and Bobby and Chase are here to talk about which ones are worth your time, and which ones should get left out in the cold. Chase is still underwhelmed by Psychonauts 2, Bobby is both building and rebuilding towns in Townscaper and Moonglow Bay and both hosts have a lot to unpack about Unpacking. All that and a very heated discussion about PB&J sandwiches on this edition of The Casual Hour! // T W I T C H ------------------------------------------------------------------------------------- M W F @ 10:30 PM CST twitch.tv/thecasualhour // S U B S C R I B E ------------------------------------------------------------------------------------- https://www.youtube.com/thecasualhour We post Quick Looks and VOD from previous streams weekly! // F O L L O W ------------------------------------------------------------------------------------- Check out our Podcast: https://anchor.fm/thecasualhour Like us on Facebook: https://www.facebook.com/thecasualhour Follow us on Twitter: https://twitter.com/thecasualhour // T H E C A S U A L H O U R ------------------------------------------------------------------------------------- Bobby Pease - Host @bobbypease https://twitter.com/Bobbypease Chase Koeneke - Co-Host @chase_koeneke https://twitter.com/chase_koeneke Johnny Amizich - Co-Host @jamizich https://twitter.com/jamizich Patric Brown - Co-Host @pbrown_the_aeon https://twitter.com/pbrown_the_aeon // M U S I C ------------------------------------------------------------------------------------- Love our theme music? It was created by Patric Brown. You can follow his antics on twitter @insaneanalog or check out more of his music and download our theme at www.insaneanalog.com --- Support this podcast: https://anchor.fm/thecasualhour/support
Karl har spilt det nye kapitlet i The Dark Pictures Anthology, House of Ashes, noe som utvikler seg til en diskusjon rundt det å legge handlingen i spill til Irak-krigen. Rune har spilt det beintøffe Steam-fenomenet Inscryption, det UTROLIG KOSELIGE spillet TOEM og Townscaper på mobil og Frida koser seg med, kremt, Clusterduck.Vi gleder oss også til å spille God of War på PC og det norske spillet Klang 2, vi diskuterer utsettelsen av Elden Ring, vi anbefaler kule indiespill til Switch og trekker fram noen favoritter fra det rikholdige Game Pass-biblioteket. Blant veldig mye annet!Du får også flere detaljer om det store 10-årsjubileet vårt på Eldorado 3. november. Det kommer til å bli en kveld for historiebøkene! Billetter er ute for salg nå på https://www.ticketmaster.no/event/level-up-10-ars-jubileum-pa-eldorado-billetter/676695 (halv pris for Patreon-backere, koden er postet på Patreon-siden vår).
Karl har spilt det nye kapitlet i The Dark Pictures Anthology, House of Ashes, noe som utvikler seg til en diskusjon rundt det å legge handlingen i spill til Irak-krigen. Rune har spilt det beintøffe Steam-fenomenet Inscryption, det UTROLIG KOSELIGE spillet TOEM og Townscaper på mobil og Frida koser seg med, kremt, Clusterduck.Vi gleder oss også til å spille God of War på PC og det norske spillet Klang 2, vi diskuterer utsettelsen av Elden Ring, vi anbefaler kule indiespill til Switch og trekker fram noen favoritter fra det rikholdige Game Pass-biblioteket. Blant veldig mye annet!Du får også flere detaljer om det store 10-årsjubileet vårt på Eldorado 3. november. Det kommer til å bli en kveld for historiebøkene! Billetter er ute for salg nå på https://www.ticketmaster.no/event/level-up-10-ars-jubileum-pa-eldorado-billetter/676695 (halv pris for Patreon-backere, koden er postet på Patreon-siden vår).
A Futureperfect Talk on new worlds and the world-building imagination, games, the Metaverse, and more , with John Manoochehri (BASE2), Brian Ringley (Boston Dynamics), Oskar Stålberg (Townscaper), Greg Kythreoetis (Sable). --- Futureperfect Talks are the unfinished stories of spatial technologies & the worlds we make, led by BASE2. Architecture, sustainability, tech collide - so what happens next? Subscribe on Apple or Spotify, and join live Futureperfect Talks on Twitter Spaces @_futureperfect. --- Futureperfect Talks are powered by Last Meter®, the service integration platform by BASE2 and partners. lastmeter.info base2.works --- Season 2 of the Futureperfect Talks are sponsored by Epic Games / Unreal Engine. Explore more here Download Unreal Engine / Twin Motion. --- Recommended follow-up Hypar Canoa Women in BIM Tech News from Around The World Blender BIM
The team are back with the gaming headlines this week. Plus a bumper pick-of-the-week: including, Townscaper, Slay the Spire, Eleven, Solar Sphere, Road 96, Hades, 4th Eva Movie, Civ VI, City Skylines, Xbox X/S, AC:O DLC, & Terraforming Mars: Card Game. #GameBurst More info -> Music includes 69 Police (David Holmes)
This episode looks at three very different building games – the under-structured endless creative mode of Townscaper, the overly points-based Islanders, and a game that hits the Goldilocks zone: Cloud Gardens. It's a mellow but melancholic light free-form puzzler in which you drop endless human trash into abandoned post-industrial dioramas, until wild plants completely overgrow them. Also mentioned this episode: Death Trash, Psychonauts 2, Lake. If you enjoy the show, please do come say hi on Twitter, Instagram, YouTube and Twitch - find the links at http://gaminginthewild.com. If you'd to support the show on Patreon, I'm very grateful – you'll get exclusive episodes, sale recommendations, and an invite to the show's Discord community in return. Go to http://patreon.com/gaminginthewild to join up! You can also support the show via Ko-Fi if that's your preferred creator platform: http://ko-fi.com/gaminginthewild. And as always, thanks for listening!
Vi lar oss imponere over det nylig avdukede Marvel's Midnight Suns fra Firaxis, hele redaksjonen har kost seg med chill-spill – inkludert Townscaper (Rune) og Behind the Frame (Karl), vi går gjennom spillrestriksjonene for unge mennesker i Kina, vi spekulerer i hvorfor vi ikke har fått se mer fra enspillerdelen i Halo Infinite og Karl har sett på en TV-serie om fotball. Blant mye annet!
Vi lar oss imponere over det nylig avdukede Marvel's Midnight Suns fra Firaxis, hele redaksjonen har kost seg med chill-spill – inkludert Townscaper (Rune) og Behind the Frame (Karl), vi går gjennom spillrestriksjonene for unge mennesker i Kina, vi spekulerer i hvorfor vi ikke har fått se mer fra enspillerdelen i Halo Infinite og Karl har sett på en TV-serie om fotball. Blant mye annet!
Kesha is unassailable and we hope she is forever free of Dr. Luke. Rocky, Tegan and Brian must build a catamaran and sail to New Zealand. Once there they will build a boat out of knives. Brian baits Rocky and Brian is proud of baiting him. Joe breaks Brian with a question and the gang spend like and hour talking about his question. 4:20 The Ballad of Tommy Tallarico 8:46 New Saint's Row on the way 11:57 Behind The Frame 19:57 Townscaper 21:56 Hoa 25:27 Baldo: The Guardian Owls 31:04 Skyward Sword ONLY 34:55 Tales of Symphonia Update 39:22 Great Ace Attorney 44:26 My Raid Group Got Through Titan. What up! 52:32 Patron Shoutouts! 54:15 Joe's Questions 1:40:29 THEY'RE SHREDDING EVIDENCE 1:47:15 Unity's Love Affair With The U.S. Military 1:55:30 THE INTERNET HAS SPOKEN: Niantic reversed their decision 1:59:00 Let's dig into the complicated and awful world of collectibles fraud! 2:11:28 How long for a refund?: Scrutinizing Steam's Refund Policy 2:20:23 Streamlabs is going to add a Monthly Tipping Service
Achtung Hinweis: Das Spiel Townscaper ist zum Zeitpunkt der Aufnahme noch nicht für Mobile Plattformen erhältlich. Bislang ist das Spiel nur auf PC und Nintendo Switch veröffentlicht worden! Townscaper ist richtig überraschend, denn das Spiel hat keine Zielvorgabe und keinerlei Angaben was du zu tun hast. Gerade auf der Nintendo Switch ist es dank Touchcontrol richtig einfach zu spielen bzw. zu bedienen. Alternativ können wir auch die Joycons einsetzen. Wir bauen unsere eigene Stadt und das geht so einfach, dass sogar keine Gamer dieses Spiel verstehen und vielleicht lieben lernen. Kunstvoll dürfen wir Plattformen unserer Gebäude bauen und diese mit verschiedenen Farben gestalten. Dieses "Spiel" ist ideal, um an einen Abend runterzukommen und einfach abzuschalten. Dabei ist der günstige Preis sicherlich sein Geld wert. Dennoch fiel es mir deutlich schwer dieses Spiel zu bewerten, da es im Grunde kein Spiel ist. Ich würde es eher als Kunstprogramm ansehen, dennoch eine gelungene Abwechslung für zwischendurch.
O roguelike tower defense de Bad North: Jotunn Edition do mesmo autor de Townscaper e distribuído pela Raw Fury, a mesma de Dandara, discutido no Homo Ludens, Assassin's Creed Valhalla, Nintendo Switch, loucura de Bayonetta 1 e 2, Platinum, discussão pública e geral, GTA V, desvalorização do real, Sable com cara de Moebius, temporada dá uma renovada em Apex Legends, são alguns dos assuntos da conversa infinita de videogames de Alexandre Sato e João Varella --- Send in a voice message: https://anchor.fm/2analogicos/message
Discuss this episode in the Muse community Follow @MuseAppHQ on Twitter Show notes 00:00:00 - Speaker 1: The purpose of design is really to marry the kind of far out there crazy ideas with what can be practically achieved and serve some practical function. 00:00:16 - Speaker 2: Hello and welcome to Meta Muse. Muse is a tool for thought on iPad. This podcast isn’t about Muse the product, it’s about Muse the company and the small team behind it. My name’s Adam Wiggins. I’m here today with my colleague Mark McGranaghan. Hey, Adam and Andy from Andy Works. 00:00:33 - Speaker 1: Hi guys, thanks for having me. 00:00:34 - Speaker 2: It’s great to have you on. I understand that uh you’re a woodworker. I was just looking at your clock project. 00:00:40 - Speaker 1: Yes, yeah, when I moved to Seattle, I finally had the space after moving from New York to open up a small woodworking shop here. 00:00:48 - Speaker 2: And how would you compare doing things with your hands where once you make a cut, you cannot take it back to the digital virtual space that is your day job, let’s say. 00:00:59 - Speaker 1: Yeah, it definitely requires a greater degree of thoughtfulness, I’d say, and the material is certainly a lot more expensive when you screw it up. But it’s been, you know, woodworking, I think has just been a great kind of like new creative field to get lost in and feel like a newbie again as someone who’s been in the design field now for 16 years or so. It’s great to just kind of get back to something and feel lost. 00:01:24 - Speaker 2: And maybe you can tell us just a little bit about your background. 00:01:27 - Speaker 1: Yeah, I came into design really through filmmaking first, and that was really sort of the first creative expression that I had sort of growing up in a, you know, small fishing village in Alaska and then found my way into design here in Seattle at the University of Washington, studied graphic design, and then started finding my way into this interaction field kind of combining filmmaking and storytelling with design and communication. This was definitely at the early years of product design, wasn’t wasn’t even called UX or product design at the time. And came through some different agencies, worked with Nike for a bit, worked at the big corporation Microsoft for a while on a project called Microsoft Courier, doing some ink and touch. 00:02:13 - Speaker 2: Courier, absolutely. That’s a, perhaps not a commercial success, but a um say a source of inspiration for future notebook computers, right? 00:02:22 - Speaker 1: Yeah. Well, we like to say it’s the new duo now, it just took 10 years or so to finally get out there. 00:02:29 - Speaker 2: Unfortunately, in this business, being early is the same as being wrong. Exactly. That’s a quote I often reference. 00:02:37 - Speaker 1: We used to joke at Microsoft that back in the Balmer era that they were either 5 years too early or 5 years too late with all their products. So in this case, maybe it was both. So 10 years off. But I did that for a while and that’s really what got me interested in tool making in the digital world and so left Microsoft and then ended up starting a company called 53 with some people from Microsoft. And that was really about taking that idea of building creative tools forward. And at the time, creativity wasn’t really a market that anyone was really looking at. The iPad had just come out and we started to see a lot of interesting opportunities with this mobile touch space on a larger screen and came up with a product called Paper and Paper was like a digital sketchbook and is still out there and doing well. 00:03:29 - Speaker 2: I suspect a lot of our audience knows paper and I certainly think of it as being one of the first apps that maybe really demonstrated the potential of the iPad, and especially back in those days, you know, there wasn’t an official stylus yet, and it was a much more nascent piece of. And yet if you saw an app like this and you thought, OK, now I can kind of picture what this might be for, how it could be more than just a big phone, not just a weaker computer. Right? 00:03:58 - Speaker 1: Yeah, that’s great because that was our intention. I think people forget when the iPad first came out, it was primarily marketed as a consumption device, you know, as Steve Jobs leaning back on a couch on the stage there. Reading books and watching movies. And, you know, we just always felt like that’s one view, but really technology for us really amplifies what makes us human, and a lot of that is creativity. So we just saw a lot of potential there. So we built paper, we built a stylus called Pencil before the Apple pencil, and really tried to kind of build out this ecosystem of creative tools. So we did that for a while and then ended up joining up with We Transfer and I worked there for a couple years heading up one of their products called Paste, and recently jumped away from that to start up this thing called Andy works. 00:04:54 - Speaker 2: And maybe that brings us to how we in fact got in touch, which is I came across here, let’s call it your uh initiating blog post. I don’t know, it’s the first article on your site in any case, uh, called No More boring Apps, and in fact, that’s our topic today, and maybe I can just scroll back in our, we have a slack inspiration channel here, and I posted the link when I first saw it a couple of months back or last month I guess. And I have a couple of quotes I pulled out here. One was, if you’re small, it’s to your advantage to be weird, you can build apps that the big tech companies never could. And secondly, when I use your app, I don’t want to see your company’s KPI that’s a key performance indicator. I want to see your point of view. And so those ideas being weird, particularly being weird and small, and not necessarily surfacing the business' needs, which I feel so much of technology today is something where they’re asking me for something because it helps their business, not because it helps. Me and the point of view, the perspective on the world, which could of course be wrong, but at least it can be unique and fit with your app and fit with your team’s vibe and dynamic, that sort of stuff is what I’m in this business for and hopefully is what we’re doing on the Muse team. I’ll link the article in the show notes, of course, but Andy, maybe you want to briefly summarize why you wrote that article or what you think the thesis is. 00:06:17 - Speaker 1: Yeah, I’ll try and summarize it as kind of succinctly as I can, but That statement, no more boring apps really was something of a rip off of the artist John Baldassari, who was a painter back in the 70s, who famously, you know, at the age of 39, well into his midcareer, done hundreds of paintings of landscapes, took all of his paintings, lit them ablaze. And took the cremations and made cookies out of them and it was a whole performance piece, but one thing that he did is he proclaimed, I will not make any more boring art and recorded a video of him writing that thousands of times over and over again. So I just loved that story, that sort of like epic moment of kind of renouncing your past and then going on to something else. And he went on to become one of the seminal conceptual artists of the 20th century. And sort of hesitate to put myself at that same sort of epic moment, but a few things kind of started coming together for me and one of those was simply kind of looking around at the industry. Again, I’ve been in this industry for a bit now and talking with friends, you know, I just wasn’t finding that much inspiration from the product industry itself. And the more I started to look at other design disciplines, you know, fashion, architecture, industrial design, furniture design, you see so many inspiring things there and when you talk to people from those fields, they have their heroes, they have like these amazing pieces that are coming out, people that are really pushing the boundaries of what can be done in that field, even though many of those fields are many decades if not hundreds of years older. Than product design. And at first kind of thought it was just me, you know, I was like, maybe I’m just reaching that age and I’m getting a little jaded, but the more I started asking others, the more I started to hear the same response, you know, people struggling to find interesting work in this field. 00:08:28 - Speaker 2: And I’ll add on to that point by it was actually just a couple episodes ago on this podcast that Mark and I were talking with Josh Miller from the browser company and we got onto this topic of architecture and buildings and how architecture we find inspiring both because it’s sort of an active. Creation that’s like art, but at the same time has these practical and functional elements, but notably there we all got excited about this. We knew the names of specific architects whose work we find inspiring. That’s exactly an illustration of your point. I think that we look for inspiration outside our field, not within it. 00:09:03 - Speaker 1: Exactly. And I think, you know, some of it is because it’s a younger field, like some of those titans are probably still yet to be really christened. But I think all the ingredients are there for great things to happen. You think about our field compared to these other fields, there’s so many people in product design today and building products, it’s an incredibly vast field. It’s one of the largest creative disciplines there is today, and there are many more product designers than there are furniture designers, for example, but you know, furniture designer doesn’t struggle to find inspiration within their own field. That was part of it, you know, part of it was just feeling that sort of frustration and some people have asked, does that mean I can’t have any boring apps, you know, does that mean, what about my bank app or something a lot more sort of cut and dry? Does everything have to be breakthrough and different? And that’s not really what it’s about. It was meant more as a kind of manifesto for Andy works itself. So what I’m trying to do with Andy Works is really push on this idea of design driven products, a truly sort of design differentiated software business. Because there really aren’t that many of those, I think when you actually strip it back. 00:10:25 - Speaker 2: Certainly a word that people use plenty in this world shaped by the Apple juggernaut, and that word went from being not really a part of the computer industry that I was part of 20 years back, let’s say, to being something that I feel like every company does talk about use that word in some way, but it sounds like you feel like they’re not getting quite right or at least it doesn’t push the button for you. 00:10:48 - Speaker 1: I mean, I think for sure design plays a role, but I think there’s a big difference between design, driving a business in something like fashion. I mean, fashion, it’s clothes. It just needs to be as functional as software. Like it still has a purpose and a function, and yet there’s an expressive element to it that’s very important. And there are fashion studios that wouldn’t exist. It’s entirely about the design, right? And same with architecture, there’s architectural studios that are entirely about the design, and it’s really the design that sells the product. And something that I’ve come to appreciate, I think more so over the last 5 years or so is, and this is not a knock on business, but how much business drives everything at a company. And it can be for kind of good or bad. And I think a lot of this is gonna sound either really obvious or maybe unintuitive, uh, depending on who you are, but business really drives everything in a company and it drives the goals and the objectives of what you’re trying to achieve as a company. And design serves that goal, just like anything else, just like legal development, everything else, all the other operations at a company. And that’s not always aligned with people or users. And so if that goal, it can be really be based on anything. And it can be based on some like core revenue metrics that you want to hit, but everyone sort of has a different pathway there to get to those goals. And it’s not always coming directly through design. A lot of products that we use today that we think are well designed, they may be well designed, but I contend that a lot of them aren’t actually design driven. Examples of things like, I mean, I love the design of something like Airbnb, great design, great design team, but I think the truth is that like, I don’t know if it’s truly a design choice that you’re making when you go there. I think it’s actually a number of other factors like price, maybe some other aspects of convenience. There was a time where Airbnb design was not so good, and they did pretty well, and they found a great foothold. It’s not to pick on Airbnbs. 00:13:16 - Speaker 2: Is that partially a function of the business you’re in or who your customers are, you know, maybe in the Airbnb case, you just want access to the inventory that they have to offer. Exactly as you can imagine something else where you mentioned the bank example before, and I do think there is, yeah, we can come to the best practices versus the more original. Approach, but I do choose banks based on whether they have a good user experience in the way that I interact with the services they’re providing me because lots of banks can hold my money, but being well designed is in fact a differentiator and a big one for me, a deciding one. 00:13:51 - Speaker 1: Yeah, so I think there are these key kind of companies like that that really, for me, it comes back to how much of it is what you’re doing and how much of it is how you’re doing it. And I think design really comes into that latter portion. It’s really about how you do it. So where everything else is equal and you’re offering sort of the same thing as someone else, design really comes in and helps differentiate it. You know, paper is a good example of this. Paper was not the first drawing out on the iPad. There were literally, you know, 40 or 50 others. That we looked very closely at and just felt like they weren’t capturing the right sort of spirit of creativity and weren’t executing on it very well. And we took all those insights and thought, well, let’s formulate it into something else, something that focuses really on some of the key things that we knew were really important to the creative process. So it took those sets of values applied to something that already exists and I, I mean if you looked at paper just from a bullet point standpoint. It would have looked very boring, you know, if you just had a feature list. It would have looked like nothing. I think it’s that really that approach that you take that really makes it driven by design. And I think there’s just so much happening today where people are trying to find new problems to solve. And I think that’s great, but for me, I’m at a place where I don’t feel like I need more or I don’t feel like I have a ton of new problems to solve. I kind of want better, you know, when I look at my phone, it’s full of hundreds of garbage apps, to be honest, stuff that I just kind of downloaded in the moment. And I’m just finding this desire to have like that well crafted thing just like as we are in our homes, you know, I think you look around and the things that you choose to put in your office or on your desk or in your kitchen, you want those things to be considered to reflect your values. There’s nothing revolutionary about a new tea kettle, but maybe you want something that just like really reflects your values and your aesthetics and maybe even be a little bit inspiring. 00:16:07 - Speaker 3: Yeah, totally. So my perspective on your post was that there’s potentially a lot of degrees of freedom that you have when you’re designing a business and a product, but it feels like design is often the last variable, so you end up fixing things because of the economics, because of your or structure, because of your product goals, or because of just, um, assumptions or constraints that you impose on yourself. And then after you’ve done all of that, you don’t have a lot of room, basically. On the design, so everything ends up looking the same, right? And when I think of when I hear no more bad apps, it’s like break out of those constraints, let design be a more free variable, give yourself more degrees of freedom, so you can make different choices and not take on so many of these assumptions and premises and see what comes out of that. Yeah. And I think that speaks both to, by the way, the product in terms of where you end up with the design, but also speaks to you as a designer, right? It’s not super fun to be the last free variable where you’re very constrained. You want to be actually to have more agency over how the thing works in the broadest sense. 00:17:06 - Speaker 1: Yeah, and I think we’ve kind of seen this sort of central premise of like user centered design. We’ve seen its flaws now, we’ve seen where it can fall short. 00:17:17 - Speaker 2: So here you’re talking about user centered as in more driven by kind of user research, as opposed to, I don’t know, a designer’s internal sense of what’s interesting, special and good. 00:17:31 - Speaker 1: Yeah, in a sense, I mean, again, it’s one of those things that can sound very obvious, but as people like we’re we’re terrible at knowing. What it is that we really need, right? You know, you can kind of ask us what we want, but we’re pretty bad at knowing what we really need. So that’s kind of a direct hit on the idea of user centered design. Now, there’s a lot of good with user centered design, but I think with anything, you know, once it becomes a dogma, it can go too far and we can start to see its flaws. You mentioned architecture earlier. I’m a fan of America’s greatest architect really, Frank Lloyd Wright, and His household name back in the first half of the 20th century. I think he was on the cover of Time Magazine like twice. Like everybody knew him. He was like a superstar back in the day and really shaped American architecture in the first half of the 20th century and even beyond that really. But, you know, his last work was the Guggenheim in New York and It’s a weird building. It’s not quite in line with much of what else he’s done. But when it first came out, it was super controversial. You know, now we think of it as this great pillar of architecture. It was very controversial at the time. People were complaining about how it was very disrespectful of the art. I don’t know if you know it, it’s a building that’s basically a giant spiral. So you walk along the outside on a slope. So you’re walking around this large atrium on the exterior around the slope, spiraling upward, and then you walk back down, spiraling down. And it’s kind of antagonistic to users in a way. It’s not very conducive to appreciating the art, but it’s become like one of the best places to build installations because it has become its own kind of unique place that has created its own sort of unique artwork. So artists will sometimes create paintings that follow the curvature of the floor and have this slight bend to it. And I think about that sometimes because I think, again, that wasn’t listening necessarily to what an art museum should be. It was creating this new vision and then having other people jump in and react to it. And that’s something that I think again is kind of missing like user centered design can be this great kind of iterative approach. It can get you kind of to this local maxima. But if you really want to step into new territory and see some new vista, you know, sometimes that takes some crazy leap of faith by like individual minds, right? 00:20:16 - Speaker 3: To look at another art form, Keith Raboy makes this point with movies. You don’t make a movie by surveying 100 people and then taking the average of what everyone said and then filming that, right? If someone has a vision for a movie that should exist and they pull together all the pieces to make that happen. They find the actors, they find the photographer, and so on, and then you test it, and you see, OK, people do where they don’t take that up, but you have to work backwards from a vision. 00:20:41 - Speaker 2: Which once again seeking inspiration from other fields, and actually that strikes square on one of my favorite books in this kind of maker biography category is called Making Movies. I can’t remember the author’s name, but it’s a pretty successful Hollywood director who basically wrote a, here’s how I make movies, he just kind of like walks through the whole process giving specific examples from his work. And the director is this sort of the visionary CEO type of the thing, he, she or they are doing some kind of artistic expression, but they also have all this practical management stuff of just getting the right people there and the technical stuff with the camera and Dealing with weather and dealing with municipalities and zoning and permits and you gotta sort of pull all that together while at the same time keeping the line of sight of the vision that you’re here to make a piece of art and make something that moves people and you do that by having a unique idea and sticking with it through all those practicalities. 00:21:39 - Speaker 1: Yeah, I love, as I mentioned, my first creative outlet was filmmaking, and I loved those as So I tend to use filmmaking as references quite a bit. And one thing that I love that a lot of great directors, Tarantino, Scorsese, the advice that they’ll give to up and coming directors is really to make the movie that you wanna watch, you know, find something that you want to see, that you want to exist, and make that. And if you’re lucky, there’s probably other people like you out there that are really gonna connect with it. But that’s really the only way to make a great story, is to really, you know, feel something personal about it. And I don’t really say it in that piece, maybe I hint at it, but Part of my hope is that the product design and products in general can actually be this vector for interesting culture to emerge. Again, our products are used by billions of people every day, and there’s so much time and so much attention put into these products that I think it’s just this great medium that we haven’t really fully explored in terms of creative expression. 00:22:55 - Speaker 2: Can you think of some examples of digital products as vectors for culture? 00:23:01 - Speaker 1: Yeah, I can, believe it or not. But it doesn’t come from the product world, it comes from gaming. 00:23:10 - Speaker 2: Yeah, Mark and I reference games and both technology inspiration and design and otherwise more often than you might think for a productivity tool. 00:23:19 - Speaker 1: I think gaming is amazing, and I hadn’t sadly really been following it that closely. You know, you’d think someone in UX design and filmmaking, like the intersection of that is gaming. But I hadn’t really been following it. So this last year I’ve really jumped in and kind of immersed myself in gaming, and it’s just fascinating. I mean, yeah, if you’re talking about ways to really connect with individuals at a brand or an emotional scale in the digital world, I think it’s gaming and so, yeah, I mean, a lot of work from Play Dead Studio like inside. Limbo. Yeah, I love Limbo. There’s a Swedish game designer, Oscar Stolberg. I don’t know if you guys have heard of him. He did a game called Bad North, uh maybe a couple years ago, but he just came out with a game, you know, it’s, it’s hard to even call it a game, it’s almost a creative toy. But it’s called Townscaper. 00:24:20 - Speaker 3: Oh, that guy, yeah, I just know him as the townscraper guy, yeah. 00:24:24 - Speaker 1: It is fascinating. I mean, the execution on it and the thought put into something, again, like to explain to people like you literally just click. Like a sort of empty grid and you create these little like cubes of a town and so you build a town. That’s kind of all you do. So it’s almost like digital Legos in a way where you’re like building structures, but just the thought and attention that goes into how these things are built and how they connect and how one connects with another. He has lighting, he has just amazing sense of polish and execution. On something that’s really just so simple. So those are the things that I tend to look at more and more these days. 00:25:08 - Speaker 3: Yeah, it’s interesting when I was thinking about inspiring digital creators, the first big category that I came to was these maverick game designers, and often it’s just one person who somehow builds the whole game end to end. A few examples that came to mind for me was Jonathan Blow with Braid, Notch and Minecraft, Jordan, I think that’s Bechner on Prince of Persia, and oftentimes they did not only the idea and the story, but the programming, the graphics, they composed the music, sometimes they record it. It’s an amazing breath, but going back to this idea of degrees of freedom, that gives me the ability to have this vision and to build it up using all of those different angles and aspects to the way that they want it to exist. So you get these very unified, polished, inspiring experiences from it. And they’re able to do things that are really out there, because when you have this new idea for how a game should work, you really need to change all those other aspects at the same time. And it’s hard to convince a bunch of other people to do that. So by having everything under your own control, you can often make that happen. 00:26:06 - Speaker 1: Yeah, and wouldn’t it be great to have some of that seep more into our everyday lives? That’s kind of my dream, I guess. And what we’re trying to pursue with Andy works is like, can you take some of that playfulness, that fun. That challenge it at times and bring that into everyday experiences, maybe. 00:26:26 - Speaker 2: Now games and film both are probably more on the, there’s obviously many practical aspects to implementing them, but the output really is art and it’s more pure form. It’s designed to give you an experience or show you a perspective on the world that doesn’t really serve a practical purpose, whereas the clothing and architecture examples we used earlier, those maybe are closer to something like digital tools, productivity tools in the sense that, On one hand, they can be inspiring. They can express an artistic vision and in the best cases they do, but they also need to do practical things. They need to stay on your body and keep you warm. They need to house humans or in the case of productivity tools, they need to solve a specific problem that a person has and is willing to pay for. How do either of you think about that trade-off between the express something original or inspiring or playful or soulful versus solve a problem such that someone wants to pay you for the product? 00:27:25 - Speaker 3: Yeah, I’m not sure there needs to be a trade-off. actually, as I was thinking about other examples of inspiring creators, I came up with this category of like the vertical integrators, this would be again Raboy with and team with Open Door, Ryan Johnson at Cul de sac, obviously Elon Musk and everything that he’s doing. These are people who like, in the case of cul de sac, for example, it’s like, I want a more walkable neighborhood. So do that. I’m just going to go to, I think it’s Arizona, buy a bunch of land and like build an entire neighborhood from scratch. OK, that’s a lot of real stuff to achieve a real end. And likewise, of course, with, you know, Elon sending stuff to Mars and so on. So I think you can get both of those and actually I think when you undertake a more ambitious and inspiring mission, you can often attract more talent, resources, and so on to your venture. 00:28:04 - Speaker 1: Yeah, I’ll even go a step further. I honestly think that is kind of the purpose of design, is really to marry that the kind of far out there crazy ideas with what can be practically achieved and serve some practical function. And I think without those two ends, it sort of gets lost or the design falls a bit flat or loses touch if it goes too far and the kind of playful. I mean, I’d be tempted to just build a game myself, but something in me, I think growing up in Alaska, feels like everything I do has to have some practical purpose to it. And so I like this idea of trying to bring those two together and again like I think we see it in so many other aspects of our lives, you know, the furniture that we buy to the items that we use every day. We use them, they serve a practical purpose, but we don’t just buy any chair, you know, we buy a chair that speaks to us, fits within our surroundings, maybe reflects something that we think is interesting. And so it’s always kind of this combination of the two, and again, yeah, you see it in fashion, you see it in architecture. We just haven’t really seen that much in the digital product space. 00:29:19 - Speaker 2: I like your connecting items in our daily life, physical items in our daily life to some of these digital products. And for me, this is why I like using the word tools. For me, my bike is a tool for me to get around the city. And my kitchen knife is a tool to help me do a better job at making healthy food, and the furniture, for example, a chair is a tool for me to sit on either to do productive work at a desk or relaxing chair to sit and read or feel cozy. These are all tools that serve a purpose, but also can make me feel inspired or make me have certain kinds of positive feelings and digital tools are no different. The apps on my phone, the software on my computer, the services I use for email and calendar and all these other relatively prosaic things, but in the same way that sitting and cutting and writing are all prosaic everyday things, so too are these digital things. I mean they can’t be inspired and that they can’t, as you say, marry together the practical function that they fulfill with something extra, something special. 00:30:21 - Speaker 1: Especially because we’re spending more and more of our lives in the digital world now, and we expect to spend much more of it over time. I mean, especially now, of course, with the quarantine, but we’re spending so much of our time here. And that was another thing. I just started to see where this was going. It’s like, oh man. This world needs to look a little better and be a little bit more inspiring if this is, you know, where we’re gonna be spending the majority of our time down the road, you know, where we meet people, where we connect with people, where we get our work done. And I’m really drawn to these everyday things. 00:30:59 - Speaker 2: So when we think about everyday physical items in our life, one that comes to mind for me is this clock project that I saw you document on Twitter. How does that fit into what we’re talking about here? 00:31:10 - Speaker 1: Yeah, so that really came about through one this interest in furniture making and just really like, again, getting really deep and lost in like a brand new field. As soon as you get that new talent and that new ability, I feel like you start to see everything around you as something that can be rebuilt or redesigned or or recreated. And one thing that I had my eye on for a long time was a clock. And the reason for that is that my kids, I have two young kids ages 3 and 5, and they would constantly ask me, as young kids do, is it time for bed yet? Is it bedtime yet? Is it time for lunch? Is it time for dinner? They didn’t know how to read an analog clock, and at first my thought was, well, let’s just teach them how to read a clock, but then the design brain kind of kicks in and you’re like, well, maybe the problem isn’t the kids, but it’s the clock, not the user’s fault. 00:32:10 - Speaker 1: Exactly. So you start digging into it and you start to realize how many of the conventions that have really been set. You know, how arbitrary many of them really are like the sort of twice around 12 hour dial clock that we think of as the analog clock, was more of a mechanical limitation at the time, and it’s just kind of hung around for a few 100 years. So I started to think about what a clock could be. It turns out like an analog clock is really hard to read actually. It sounds simple cause we’ve learned it and we looked at it all the time. But if you’re a young kid, or if you’re, you know, it’s even used as mental aptitude test for people that may have like early onset dementia. And so it’s actually quite a complex abstract test. You know, you have to think of which hand is what, you know, there are multiple hands, they represent different increments of time, and you have to know which direction they’re moving. You have to know that like the large hand pointing at a 3, multiply by 5, that means it’s 15, that’s a fraction of 60. There’s a bit going on, and that’s just too much for a 3 year old to really grasp. But it’s silly like they understand time, in a sense, they understand that things take time and that something isn’t now or it’s later. They understand the concepts. 00:33:33 - Speaker 2: They just can’t the cyclical aspect of the day as well that there is a dinner time every day that is at the same time and it’s the day that changes, uh, even though there’s a, there’s a, there’s a new day, but maybe the only thing they understand is that there is a schedule. 00:33:45 - Speaker 1: But I started looking at that and just going down a rabbit hole of like questioning every assumption and actually ended up coming back to the first clocks, which were sundials. And that was the first goal was to fix the model rather than spinning twice. We see the sun move around the earth, or that’s how we perceive it, once a day. So, OK, let’s have a 24 hour clock rather than 12. And then I got rid of the hands that was clearly like just too much information. And the truth is, if you’re a kid is at 1253 or 1255, like that level of precision doesn’t really matter typically. So I replaced it with just a single hand that moves around a 24 hour clock, and then I painted half of it dark and half of it light. So the dark half was nighttime, the light half was daytime. And then probably the best move was just, I did this right at the end. I just slapped a sticker next to bedtime on the clock. So just a little red dot. So the hand is like a nice bright red and this red dot. So all they have to know is like, has that hand hit that dot yet or not? That’s when they know it’s bedtime. And kind of, you know, whenever you make something, you don’t know if it’s gonna work. This like surprisingly worked really well. Like, they immediately got it, didn’t have to really be taught it. And now they can read it and they can tell me the time, they could tell me if it’s bedtime or not. And so it’s really kind of changed their abilities and really like opened up their own sense of agency. But probably the most interesting thing is I found that for me, it was also a little bit easier. I didn’t quite realize just how those micro moments of kind of looking at an analog clock to kind of compute the time. How much that was really in the way. It’s kind of like uh uh it’s hard to explain, but it’s almost like screen refresh rates, you know, once you jump to 120 from 60, suddenly like, you notice it, you feel it, and it’s hard to go back. It’s that same kind of like mental exercise that suddenly it feels easier. And the other thing is that I noticed that of all the things I built, I mean, paper’s been downloaded 50 million times and I use it every week, but I don’t use it as much as this clock. This clock I use 20 times a day at least, and it’s just like making those small moments better and easier and more delightful. And that really got me on this path and what we’re trying to do with Andy works around taking that idea of like, no more boring apps and the everyday, and you make these everyday moments. Marry them with great design and build something that’s truly like design differentiated. So all these little digital moments that touch our lives throughout the day, you know, I wake up, I check the weather, I set a timer, these things like this, can you elevate those to something interesting, inspiring, maybe even simpler. 00:37:01 - Speaker 3: I think it’s such an interesting example because it shows. How often bad design or boring design is really directly downstream from the wrong assumptions or constraints. So yes, if you assume your clock needs to go around once every 12 hours, it needs to have second accuracy, it needs to have two hands, it needs to have 12 at the top, it can’t have any other markings. Like you basically back yourself into the boring old clock, but when you break free of those constraints, when you allow yourself to analyze the problem from first principles, there’s a lot more you can do. That’s a power and I see a lot with things that end up being boring apps. 00:37:33 - Speaker 1: Well you guys are doing this too. I feel like testing some of the assumptions around navigation, input, creativity. 00:37:40 - Speaker 3: Yeah, totally. And not only assumptions on the design, the solution that is, but also on assumptions on the sort of problem or the inputs. So for example, a big one for us is we broke the assumption that you need to be flexible to people having a stylus or not. Basically, Muse requires the Apple pencil to. substantially and a lot of apps, they just would never accept or even consider that being a possibility. We realized, hey, actually, basically, everyone has a stylus, the people who don’t, they’re happy to buy one, so let’s just roll with it. And that gives us a lot more degrees of freedom to use that as an input modality in a more powerful way. 00:38:12 - Speaker 2: Thinking about established conventions like 24 hours on a clock or do the hands go around twice and thinking about Muse and where we’ve tried to sort of challenge the status quo because we think things can be improved, such as requiring a pencil versus places where we just go with what people know and expect. I feel like with apps and software, you have the platform conventions and in many cases even rules, right? Apple and their human interface guidelines and the the app store rules and the review process and there’s a different but similar set of conventions for say web software, desktop software and so forth and. I think part of the hard part of the journey we’ve been on building this particular product and I expect it’s the same for anyone that wants to do something a little bit original, is trying to decide where to take your weird thing and just really take that all the way and just double down. on the fact that you’re breaking on what’s expected or even breaking the rules of the platform and in other places, you just want to be as simple and standard and boring and exactly what’s expected on the platform as possible because that’s not where you’re really innovating. How do you navigate the trade-off between those two things? 00:39:22 - Speaker 1: Yeah, you can’t really play either extreme, obviously, and you see that happen sometimes, especially with younger product makers or designers trying to reinvent everything in their experience or their app, and you can very quickly go down a path of just everything’s too new. Everything’s like, look at me. I mean, you’re really calling attention to something when you are rethinking it. And so just like with, you know, a great piece of graphic design, you kind of know how to control someone’s attention. You can’t make the whole thing loud. You have to know where to put white space and where to draw attention. And that’s really the trick is kind of finding what’s unique about you. That’s usually where you want to put the innovation. I don’t know if you guys have heard this before, but sometimes we in the past talked about things like an innovation budget, you know, you have a certain amount of innovation that you can plug into your app that people are willing to kind of learn because there’s something new and unique and interesting behind it or that is unlocked by it. And so you have to really, I think, know what’s unique, you know, like what is it that you’re bringing that’s unique, and that’s where you focus on what becomes, you know, unique and interesting and rethinking common conventions. But honestly, like most of an app, oftentimes or any sort of product is convention, and that’s important because you need the important stuff, the truly innovative stuff to pop out, to jump out at you. And you can’t have it all jump out. So there are places where you kind of need it to recede a bit, and the best way to do that is to follow some convention. There’s nothing wrong with conventions, like they’re there for a good reason. But they become the sort of like receding sort of principle. 00:41:12 - Speaker 3: This actually reminds me of another great blog post called funnily enough, Choose Boring Technology, which seems contradictory to your blog post title, but it’s actually making a similar point to what you just said, which is, I think he called them innovation tokens, if I remember correctly, this idea you have like 3 to spend in your entire business and so choose wisely what you invest your novelty in. 00:41:32 - Speaker 2: Maybe that one is on the implementation side. And Andy’s talking about sort of the user side, users only have so much willingness to kind of struggle through figuring out something new, so you want to spend that call attention to the things that really matter and everything else kind of follows conventions and on the implementation side, such as technology. It’s just your team is going to need to push hard and invest more and spend more time to get the weird stuff right, to get it good or get it interesting versus following conventions. It’s kind of almost mindless. You just do what is known to be the best practice and that’s it, you can move on. 00:42:08 - Speaker 1: Yeah, and I think one of the challenges or shortcomings that I see today is that there are a lot of products that are almost all convention and you sort of struggle to find it, at least again from a design standpoint. I see a lot of companies innovating on business models or distribution or various services, but in terms of design, execution or a user experience, there are very few that I think that are really kind of pushing the innovation button there, but there are things like design systems are great, but again, that’s like a tool you’re establishing a convention, and if your entire design. It’s just kind of hinged upon pulling components from existing design systems. Then, you know, your index experience is gonna look pretty conventional. 00:42:56 - Speaker 3: Yeah, and ultimately, well, I think it’s important to have a sense of how you’re going to navigate this tradeoff of convention versus originality, I think you ultimately need to go back to first principles and just make a great design. I think some people sometimes get lost in how they’re relating to the convention or whatever. You gotta ask yourself, is it good? I sometimes joke with our designer Leonard, like, Leonard, you can design this however you want as long as it’s good. And I’m only half joking when I say that. 00:43:18 - Speaker 1: Yeah, to go a little further, I, I, you have to realize, like, why do these conventions exist? I mean, the truth is a lot of conventions exist. A lot of the guidelines for these things exist. Like think of who is building an app like Google has to build these guidelines for everyone. Like somebody that knows nothing about design. They’re kind of building a base layer and also one size fits all, right? 00:43:40 - Speaker 2: So it’s not just the skill level of people implementing, but just all very different kinds of apps or in some cases weighted towards just where their existing customers or revenue bases, right? That’s part of what we run into with Muse, which is so much of the iOS platform and design conventions are based around phone used with one finger or small screen. And so those conventions are basically good there for consumer apps on the phone, but they become quite restricting and even very counterproductive on the iPad for a professional tool. 00:44:11 - Speaker 1: Yeah. So in many cases, the conventions are just that, they’re conventional, like they’re not going to get you to something interesting because they’re not really designed that way. These guidelines are put in place to provide some very base common denominator experience for everyone. Like you’re not gonna be able to kind of push above the noise and achieve something truly great by following those alone. 00:44:38 - Speaker 2: I’m also reminded of a lesson that my high school English teacher taught me, which is I was complaining that we were taught all these rules of good writing and even grammatical rules, and then we would read these classics who were held up as these amazing works, and I would point out all the ways that these authors broke the rules. I said, why are we learning these rules if these great works break them? And her answer was, well, you have to know the rules first because then you can break them in interesting ways. 00:45:03 - Speaker 1: Yeah, I agree. Thumbs up. I’m curious for you guys, what you think your most controversial belief is. Hm. 00:45:14 - Speaker 3: It was very interesting. 00:45:16 - Speaker 2: Yeah, for me, and part of the premise of MS is that I believe that computers can help us think, not just author, but think our thoughts. And actually maybe with some of the tools for thought stuff that’s breaking into the zeitgeist a little bit this year, that’s slightly less controversial, but the counterpoint to that is everything about the way that they’re created now, particularly when you get to the realm of web and mobile platforms, which is essentially where all the action is, let’s say, is designed really specifically to keep you from thinking. There’s literally a bible of user experience design titled Don’t Make me Think. And my view is, no, please, make me think and actually help me think. 00:46:02 - Speaker 1: Yeah, that’s related to my belief as well, which is, well, I guess I have 2. Maybe I’ll throw 2 out there. But they sort of formed some of the the backbone of Andy works and what we’re doing. So the first is that a product can challenge its user. So at times maybe even be antagonistic or seem to be antagonistic towards the user, but again it’s something that you see in other aspects and so many other experiences that we experience in the physical world in other areas, you know, again, films, if it doesn’t challenge you, it’s not interesting, right? And so, I really think that design can challenge, it doesn’t have to be invisible. It can kind of be right up there in your face. And we just have yet to see it. That’s one. The other one is around pushing back against the idea of scale in software, and it really kind of cuts against, I think, what is just natural in the software world, or, you know, software just naturally wants to be high volume, low margin, but thinking about, you know, is there a way to flip that around where it’s, you’re talking about very low volume, high margin value though, and Ship something and create products that are only for a few people, but really deliver a ton of value to them in the consumer space, not just in the like specialized professional space, but in a consumer space. I don’t even know if that’s possible, but I’m really interested in it. And like we’ve been trying some things with Andy works to do some of that, but it’s really cutting against the grain of software. Everything about software wants to be completely open and available to everyone, you know, we’ve been exploring ideas around like making limited edition versions of software. That’s something that is just like, you wouldn’t have to think twice about that in the physical world. It would just come naturally. But like in the software world, you have to do extra work to limit it, you know, you have to like track quantities and things like that. But I’m really interested in that sort of sense of exclusivity and personalization and having this like high impact on fewer people. 00:48:16 - Speaker 3: Nice. I like that a lot. And that also resonates with what I was thinking about from my controversial opinion, and it connects back to this idea of design is related to everything else in the business. It’s related to your work structure, it’s related to your business model, it’s related to the economics, it’s related to your users and your protocols. So I think the flip side of that is that if you really want to do something innovative with design, you have to grapple with those other aspects. I actually saw, there was a tweet from Patrick Colson yesterday about people who are doing interesting work on desktop designs. And to me, that’s, you actually can’t tackle that without tackling the whole problem of funding that work and getting it distributed. So I think the most interesting design problems are really these system problems of how do you organize people over time to come to this future that you want. And I’m excited that people are now starting to try that a little bit, like in your case with software, I’d like to see a lot more of that experimentation. So before we close out here, I want to bring it back to where we started, which is working with your hands and woodworking. So Andy, I have a sort of pet theory about woodworking in particular, and I’m curious if it resonates with you as a woodworker. And I developed this theory because a lot of my programmer friends and acquaintances have wandered into the field of woodworking. So I think there’s some particular attraction for people who work in technology. And here’s my theory. So, There’s the kind of obvious piece of it’s a new and different creative endeavor. In the same way that I, you know, play the piano, and that’s a creative thing, woodworking is also a creative thing. But I think there’s more factors at work. One is, it’s a very physical undertaking where you use your whole body and also the work product is something you can, for example, sit in or lie in. And so that is something that I think a lot of people who work in technology are missing because it is very digital, unsubstantiated work products. But the thing that I think is most important with woodworking is you have a lot of agency. As a woodworker, you can go all the way from the tree to the end product yourself. You have control over the exact wood use, you can choose your tools, you can choose what you build. You’re so much creative freedom and agency as an individual woodworker, whereas with Modern programmers, it’s like, OK, you basically got to use iOS and you got to use Swift, and if you don’t like that, too bad, you know, find another job. And I think people are increasingly grinding up against that as developers and when they see woodworking, they see all those ideal qualities as a creative person. So I’m just curious if that resonates with you. 00:50:33 - Speaker 1: Yeah, actually, that does. And like you said, I think it’s a common feeling. I think even outside of woodworking, you know, you see a lot of people baking their own bread during the pandemic, right? I mean, to the point where it’s almost becoming a joke. But look, if you’re gonna go out and make something, I’m not gonna make fun of you. I think there is something about, yeah, going back to some very fundamental materials and being able to shape it into something again that you can use and you can use every day. And that was definitely part of it for me. Another part for me personally was I’ve always been interested in 3D and getting deeper into 3D. But you know, like, uh, when I left we transfers at the start of the year, I’d just been kind of burned out on digital things and just needed to like step away. But a great way to get into 3D is not actually through the 3D software. 3D software is like some of the most complicated software in the world. I mean, uh, the modeling, the rigging, animation, texture, I mean, like building a game is pretty sophisticated stuff, and it can really be a beast to try and get into. So the way that I kind of wanted to break into it wasn’t actually through the software, it was through like playing around with 3D form and thinking about three dimensional form. I mean, again, I come more from a graphic background. So for me, it was a great way to just start thinking and playing in 3D, getting back to basics. I feel like I learned a lot actually about product design now that comes from woodworking that I’m sort of bringing back into product. But yeah, wordwork is great. I mean, it’s amazingly deep. It can seem so simple, but I mean you could spend a long, long time just trying to figure out the right finish for your desk or your bench or whatever it is, because there’s so much history there, so there’s so much depth, so much history. To dig into and you can never really reach the bottom of it. I feel like you talk with super experienced woodworkers and they’ll all still say like, uh, I don’t really know what I’m doing, you know, like, there’s someone who’s a better expert out there than me. And so I really love that, the sorts of combinations of things, the depth of it, like you’re saying, the kind of like elemental nature of it to take something very primitive and transform it into something that you can use every day. And then again, personally for me, it was partly just like Getting my hands into something 3 dimensional. Hm. 00:53:09 - Speaker 3: Very interesting. 00:53:11 - Speaker 1: Do you guys do woodworking? 00:53:13 - Speaker 3: I had dabbled in it a little bit. I actually took some courses here in the Seattle area, and then when I was younger, I did a lot of model working, which is like, you know, balsa wood type stuff, and I had a lot of those properties of you have agency over what you’re building and what you end up with is something very physical and potentially interesting, if not, you know, useful in the classical sense. 00:53:31 - Speaker 1: Yeah, I mean, I think the reason a lot of us, like a lot of people from our generation got into this sort of like digital product world. It was partly because of how open it was. Back when I got into this 20 years ago, there were no tools to design this stuff. There wasn’t a software application to design software, you know, you had to use photo editing software or like, you had to hack Flash, you know, which was meant for animation to build something with scripting. And so we kind of got into this, I think, because of its ambiguity and its openness and now over time as it. That open field is like slowly started to pave pathways. And then lay down the asphalt. Now things are very set in many ways. And so, yeah, moving something to a discipline like woodworking or metalsmithing. I know some folks jumping into that. That’s just kind of going back to this idea of like, well, now anything’s possible again, kind of going back to something that’s very elemental that you can really shape in any way that you want. I personally think that there’s still room in the digital world. Oh yeah, totally. And we just haven’t, maybe to your point, haven’t set up the businesses and the sort of fundamentals right to make it possible yet. I’ll stop there, cause I’ll probably keep going. 00:55:00 - Speaker 2: I think that’s a great note to end on because it leaves me feeling inspired. Great. Well, if any of our listeners out there have feedback, feel free to reach out to us at @museapphq on Twitter or use email with hello at museapp.com. We’d love to hear your comments and ideas for future episodes. And Andy, this was really inspiring discussion. Thanks for coming on and thanks for pushing us all to not be boring. Thanks for having me, guys. All right, see you both later. Bye. 00:55:26 - Speaker 3: See you, Adam.