Archive for the 'wemolab' Category
I have to say AngularJS hasn’t been exactly easy, but there have been several times where I have been surprised finding extremely simple ways to set up certain things, especially when binding event triggered method chains across completely separate scopes. It’s kind of great, even though all those directives are driving me crazy and the learning curve has been steep as hell.
I can’t remember the last time I officially hand crafted a website. To be precise, this is not even a website, it’s just a webpage; I plan to update the rest of the website over the next few weeks, but for now, I feel this is a great first step.
Obviously, my first design goal here is to get visitors to download theBlu, but also to learn about it, to want it, and most importantly, to believe in it as a viable platform to communicate knowledge about biological systems. I think about this branch of digital media as the the simulation of life. And there is also the geographical aspect: mapping the environment where this life occurs. If they manage to simulate life well, computer networks will be the Petri Dish of the future.
And it is also interesting to think about the Darwins of the future, combined perhaps with the Pasteurs of the future and others (of the future too, LoL). Because scale is a controllable variable, in the digital realm, looking into the microscopic drama that unfolds inside a Petri Dish can become a similar experience to sailing across the world’s oceans from Galapagos to Galapagos or whatever. Furthermore, the digital explorer is not limited to just observing and collecting samples, but he or she can control time or even manipulate or create life in a way that in the future will probably be possible in the physical world too, but the big difference is that in the physical world we learn to control nature, when in the digital world (or playground) we figure out how to create something like nature.
And on that note, looking back in history to the precursors of other media –Étienne Jules Marey and his relation to animation, for example– do you think stuff like theBlu will be faced by the same lens a few hundred years from now? Does it even make sense to think like this today?
Ah, we finally finished this monster, an iPad game called Superfugu by WemoLab, the digital studio formerly known as WemoMedia. I can’t really say we finished it, since it seems the very nature of digital games these days is to be in a perpetual state of flux. This makes sense, since the current state of digital media gives producers access to monitor their audiences’ behaviors, permitting for almost immediate reactions to compensate for negative outcomes. This means “I’ll change what you don’t like before you realize you don’t like it”, and it is after all, what cybernetics are about: an uninterrupted correction feedback loop.
I could spend hours comparing my recent experience of making a game with my long term experience of making movies, drawing analogies and postulating conclusions about what makes things work one way or the other, but I will only do this at a personal level next to a bottle of wine with those who are prepared to indulge me. I have never been a big fan of games the way I am a lover of movies or books, but I find the production of them fascinating from the perspective of management science. I’ve learned more lessons on management —and team hierarchy/dynamics— working on a game than ever before, and this includes the time I spent in the crazy social education, innovation and production experiment called the MIT Media Lab.
I first got involved with Superfugu back around September 2012, and I have been working on it full time until today. I am responsible for the User Interface design and implementation (Unity and Ngui, eek), some character designs (especially the urchins, and all the 2D character versions), aspects of the story (and I got to make the intro comic!), the design/implementation of some features like Parent Mode, and supervising the production of important marketing assets like the Superfugu App Icon (by Oscar Award winner Andy Jones and yours truly, based on Anthony Batt‘s idea).
To me this chapter is done, and I can’t wait to see what’s next. Download Superfugu in the App Store if you have an iPad (available May 1st). Then you can tell me what you think.