24. March 2010 09:24

Ada Lovelace Day: Robin Hunicke

This year I was really sad to see that the Women in Gaming conference has been cancelled due to low delegate numbers. I am an avid gamer and I think the games industry is sometimes behind other areas of technology, where it could really benefit from getting more women involved in games development. Often women go for the human focused areas of development, such as user experience or copyright, which are often sadly overlooked in games development. Instead there are a steady stream of churned out games like Imagine Babies and its ilk, lacking original gameplay and creativity. While I am glad that the games industry is finally realising gamers are girls and women too and I value a diverse set of games to choose from, I don't think it all needs to be Barbie dolls and toy soldiers in electronic form. Obviously this isn't just due to a lack of women, but by cultural stereotypes and an industry that has increasingly large budgets and monolithic development houses. Independant games development however still have a wealth of opportunity.

There are however some amazing women involved in games development, one of whom is Robin Hunicke who is a games designer and producer. While at EA she worked on My Sims and Boom Blocks and their sequels before recently moving to ThatGameCompany, who developed the truly awesome Flower. She combines this with academic study on Artificial Intelligence and Video Games, building bridges between the theory and the application. Her research on dynamic difficulty examines different techniques for representing and reasoning about uncertainty, to see how these approaches can be extended and combined to create flexible interactive experiences that adjust on the fly.

Robin Huckine and her cat Mika

I was lucky enough to see Robin talk at Gamecity last year and she spoke about how in order to be a better game designer you need to do much more than play games that you need to look outwards and experience as much of life a possible, reading and travelling. I think this is great advice no matter what your role, especially where you want to explore creativity. She also spoke passionately about using sketchbooks to capture ideas, to allow you to externalise ideas, and as creative people to capture ideas and work through some concepts, something which has definitely been true in my experience.

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20. March 2010 18:22

Jane McGonigal: Gaming can make a better world

This video is an amazing argument for the power of playing games. Her latest game takes this to the next step, check out Evoke.


24. November 2009 03:14

Stella Im Hultberg

Stella Im Hultberg is a New York based, Korean born artist who creates amazing feminine artworks of raven haired skeletal women. Created using mixed media, particullarly oil and ink, often on tea stained paper. Emotive and striking, the images explore the fluidity of the media used and with subtle use of colour create a flowing and evocative and feminine images. In particular I love how she paints hair, exploring and accentuating the organic forms that the media offers, to create striking contrast and movement within her images.

Nuri. Oil and ink on tea-stained paper

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6. July 2009 18:49

Google Wave

I loved the Google Wave demo, but probably for all the wrong reasons. I loved the fact that it was an honest demo, ok so that means it breaks, but I prefer to forgive a few bumps in the demo than see canned demos that are so slick I'm left wondering if it was all faked up.

Google Wave made a lot of noise when the demo video was released, and understandably, anyone with an ounce of geek in them keeps an eye on what the big guys are up to. I love how Chrome has changed the way I browse the web and I'm interested to see how Wave might change behaviours too.

For the most part Google Wave, while technically a huge accomplishment, is really the next generation of the web (whatever we might call it), it is a natural evolution from where we are now.

I like the concept of simultaneous conversations; I’ll often have at least two concurrent conversations with an individual via instant messaging, and being able to thread that could be really useful. However I can imagine not wanting to share everything I type straight away. I find the thinking time typing allows me to be really useful. Interestingly I might not turn off the functionality – and give the game away – but rather think more before I type. Typing becomes more transparent like talking, but still lacks the other sensory cues we use in communication.

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29. May 2009 18:09

Girl Geek Dinners is relaunched in Nottingham

At last the ball is rolling...

I'm really excited that at last I have managed to get the ball rolling and Girl Geek Dinners are back up and running in Nottingham. I have to say a massive and huge thank you to everyone who has been really supportive. I've never run an event like this before, but what I lack in experience I make up for in enthusiasm and a willingness to ask questions.

If you want to be kept up to date about these events then either email me or follow @NottsGirlGeeks on Twitter.


22. May 2009 00:53

Blaine Fontana

Long overdue is a post on another of my favourite artists, Blaine Fontana. His work is beautiful and mixes two of my favourite styles of art; Japaese prints and graffiti. I discovered his work at the same time as Samuel Flores in San Francisco's Upper Playground gallary: Fifty 24SF.

The Last Koi Chapter #1 • 48" x 48" acrylic on canvas

The Last Koi Chapter #1 • 48" x 48" acrylic on canvas

 The print is also available as a Gelaskin for the geeks out there who like to customise and protect their laptops and iPhones.


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24. March 2009 14:12

Ada Lovelace Day: Molly E. Holzschlag

If you are reading this then you are probably already aware of Ada Lovelace Day, but just in case; it is a day dedicated to blogging about women we admire in technology:

I'm choosing to write about Molly E. Holzschlag, and why I admire her. (Disclaimer: fangirl moments are therefore to be expected).

Molly Holzschlag

I've been working with the web for all of my professional career and it became very clear, very quickly that web standards were fundamental in making writing code easier, while more importantly being necessary to create an open and accessible web that was capable of what we hoped and imagined it could do. Although she doesn't know it Molly has been with me every step of my journey, writing about best practice and web standards, shaping the way I and many others work. I started way back with a HTML and CSS textbook and A List Apart and WaSP.

Molly was leader of WaSP (Web Standards Project) from early 2004 through to the end of 2006 and in that time drove real change by recognising that it is not enough to be evangelical about your subject, you need to make connections with and influence those that create the tools and the code inorder to affect the change you want. She helped build relations with Macromedia to influence the tool that web designers were using, and connections with Microsoft to help improve the browser that most people were using. Coming from a history of hacking Dreamweaver to try and force it to write valid XHTML while struggling with browser inconsistencies, it was good to know someone was talking to these corporate giants and refusing to be ignored.

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About the author

Elsa Bartley has been taming the cutting edge of the internet since 1995.

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Disclaimer

This is a personal blog. These opinions are my own, not those of my employer.