Wish I had an Xbox

Posted in videogames by johnsnavely on August 7, 2010

I watched the trailer for this game a couple years ago. Last month it came out for xbox. It still looks amazingly beautiful.


Like Snake

Posted in art, videogames by johnsnavely on December 30, 2008

Ok. Sorry to overpost. But this struck my fancy. It’s game (soon to be iphone app) that allows you to wrap twine around a wooden sculpture.

It’s called Zen Bondage.

You can even upload your own 3d models to wrap! Anyone remember that passage in Orson Scott Card’s Xenocide where Wang-Mu, compelled by the voices of the gods, counts lines in the wood-grain of her floor?


Posted in chess, videogames by johnsnavely on February 1, 2008

I am so addicted to chess right now it’s not even funny. I finally felt proud of myself for kicking the video game habit. Which, even after an all nighter with T-bone and Mason playing the demo, I have done without fail.

Now I’m hitting this site: 64 Squares like a Hansel on gingerbread.

Places You are Most Likely to Find Mase’s Money Hanging Out Of

Posted in videogames by johnsnavely on November 19, 2007

This was too good not to make into a blog post.


Also, continuing my other game post, check out what “no gravity” has done for spatial representation in Super Mario Galaxy:

Space Rocks

Posted in architecture, art, friends, videogames by johnsnavely on November 10, 2007

This is probably a better post for twitter, but I don’t know if I’m going back there. (Sorry, T)

I’m blogging from Gund Hall at the GSD at Space Rocks, a symposium that Bryan organized. I had forgotten that the AsiaGSD element was going to make this a very Asian presentation, which, honestly, is an odd subtext for the topic of looking at “new ways of conceptualizing spatial experience and representation.” But being semi-Asian, I’m down.

It’s very exciting to hear how other designers work. Their process is really sort of amazing.

Dana Cho talked about IDEO’s prototyping process as part of a business/marketing model. IDEO’s partyline of functionally driven design came across just as strong as when Bill Moggridge presented his book at the Media Labs a few months ago. Personally I find it really boring, but it is very successful. My friend and former co-worker Eva is with them now. The foam core mock-up of a hotel lobby was amazing. Foam core is the new plywood!

Rain Noe showed a bunch of photos from Theme Magazine. It’s an odd magazine that seems to be an amalgam of everything that is both design-y and asian-y.

Nurri Kim’s talk on her project “Tokyo Blues” starts out sort of banal but ends up being elegant conceptual investigation. She’s an artist, but her presentation felt the most architectural of all of them.

Irene Hwang from Actar Publishing gave a presentation about MVRDV’s SkyCars and VERB “Boogazine”. Publishing is now so much more important to architects. Not just for the publicity or to have a record that they get there first, but also to set up and distribute the theoretical and critical groundwork for a pedagogical position. It reminded me a lot of the experience I had working at Volume Magazine. The weird/scary part is that are so few people who are publishing and editing what we (Architects) are looking at. It’s nuts. My favorite is the monograph on desert as new model for “big-ness” (hot topic for architects right now) but cast in biblical terms. But of course, not having to build but only to theorize and publish is what the Rem-dog empire is founded on.

Whilce Portacio from DC Comics gave a dope talk; the best of the symposium, i.m.humble.o. But I’m predisposed to this stuff. Some interesting quotes about comics relationship to Hollywood: “Modern comics are used to tell stories for Hollywood.” “Originally, we were competitors with Hollywood because we were both cheap media.” “Comics are a repository for market research for Hollywood.” Most of the talk revolved around Whilce’s production methods. Speed seems to be the real factor here. It’s amazing. He talks about making 100 drawings in a month, and within those 100 drawings he’s designing entire worlds: cities, people, fashion, and “a sled” all in a few days. For half of his talk, he sketched real-time for us, a real treat.


Sadly, I had to leave to get back to work on my thesis before the Q&A session started. Overall it was an enjoyable event! Great job, Bryan!