It’s been 25 years since I first double-clicked a desktop icon that changed my life. The year was 1992 and I had just opened up Photoshop 2.5. I had no idea what I was doing. Fascinated by computers and making digital art, I didn’t care if I could make something look great. I just clicked on a tool and tried making anything. With each attempt, I increased my abilities and the outcomes became more complex, meaningful, and intentional. Practicing became the foundation for my education, career, and part of my ethos as a Creative Director—here’s the impact it’s had, and how you might be feeling if you’re not practicing.
It has been a few years since we did it, but this year we decided to spend an afternoon carving some pumpkins.
Last week, our newest team members Chris and Matthew found some time in their very busy schedules to build a voting app. You can check out the app at pumpkin.gskinner.com/2016/.
Please jump in and vote for best pumpkin! Instead of the usual “select your favorite”, this app uses a face-off model. If you don’t like where you end up, start again. We will cut off voting on Friday at 5pm.
RegExr 2.0 was released a little over 2 years ago. If you haven’t used it, it is a great way to test, preview, and share Regular Expressions. We’re committed to updating and improving RegExr, and in January we quietly pushed out some features to help inspect and explain patterns.
The New “Tools” Bar
Initially, RegExr only had one tool, the “substitution” panel, which let users show sample text with matches substituted using an expression. It was hidden by default, unless a pattern included a substitution expression. This tool has been renamed “replace”, and is now part of a larger “tools” bar, which we hope to continue growing in the future. In the meantime, it has a few other useful tools that I’ll describe below in more detail. Continue reading →
We are currently seeking to fill a job opening for a full-time visual designer in Edmonton.
Are you passionate about designing amazing digital experiences? Interested in creating engaging, usable UI on emerging platforms for incredible clients like Microsoft, Google, Mozilla, Adobe, NASCAR, Atari, and EA? Want to build best-of-breed apps, games, and experiences that run on everything from desktop, tablets, and phones, to smart TVs, VR, and robots?
It can be a challenging role, but you’ll be part of one of the best interactive teams on the planet, ensuring you have the training to excel, and the support to do it without too much stress or OT.
Strong visual / aesthetic UI design skills. A passion for designing interfaces that are genuinely usable, engaging, and beautiful on a variety of platforms and screen formats. A working knowledge of typography and how to leverage it appropriately.
Any experience level is welcome (passionate junior to proven senior), but some industry experience is valued.
Experience with any of the following get you bonus points, but aren’t a necessity: motion design, HTML / CSS experience, illustration, formal UX / interaction design experience, sketching (paper & pen), writing skills, prototype / walkthrough presentations.
We offer competitive wages based on experience and proven ability. We strongly believe in a work / life balance and offer regular hours, benefits, and performance bonuses.
You can apply by sending an email to firstname.lastname@example.org. Please share a few examples of interesting or innovative visual designs that you think best reflect your skills and interests.
Sharing code and visual experiments has always been a huge part of my professional life. Experimentation in Flash launched my career, and remained an important theme in my presentations for years. I exhorted audiences to make time for play, but ultimately forgot to follow my own advice.
As the company grew, and life got busier, I lost the habit of building things for fun. I’d dabble now and then, but there was no real concerted effort to create something worth sharing.
This seems to have affected much of the industry. The lab section used to be an integral part of every agency’s site, now they are rare, and when they do exist, tend to be really sparse.
It’s time for that to change, at least for us. We’re launching our lab section today. It has a decent smattering of experiments already, and we’ll add to it as time goes on.
Continue reading →
In 2014, we worked with BioWare to create the ISS: an interactive, animated cinematic of a player’s history in the first two games of the Dragon Age series, narrated by one of the characters, Varric.
When we first met with BioWare’s online team to discuss the Interactive Story Summary, we were floored. It’s always a privilege to work with one of the best game development companies in the world, and the ISS presented a challenge that was perfectly suited with some of the tech we have been focused on for the last few years. The goal of the ISS is to summarize the complex narrative and decisions that players have made in previous games in the series, and give them control of those choices leading into their latest chapter, Dragon Age: Inquisition.
I spend a lot of time thinking about video games, from concept to completion and then some. Whether making, playing or being involved with the community, there are a few things I have noticed that I’d like to share.
Game design is equal parts organic and structure, but the more time I spend with both the process and the end product, the more I realize that there are hidden, underlying core values in game design that closely resemble the six human needs. The more of these values/needs the game hits, the subjectively “better” the game is.