A few years ago, I designed and ordered a slew of business cards that looked rather like the coffee-ring-on-paper design you see here. Now that I’m almost out of cards, I ordered a new slew from Moo. This batch is at slightly different dimensions, with a new texture and a few different varieties of photos. Most sport the paper design but a few feature photos taken by me or my wife on our travels—call them rare collectible editions, I guess.
(These are just the card backs, of course.)
So, this is one of the designs I’ve been working on for Will Hindmarch’s GUMSHOE game Razed. The game concept is great, and it’s been a blast working on the designs. more to follow, and here’s more info on the game and the piece, from the publisher.
It has been a wonderful experience, watching the concept artists bring the creatures of Razed to life. This illustration genuinely freaks me out. I love that about it.
Tinkering with logo sketches. More here. (Photo by Janne Moren, found on Flickr, used under Creative Commons.)
The future of design is about cross-pollination and collaboration, not clandestine compartmentalization. Good design is primarily good communication; communicating an intent and point-of-view from a unified design community is the way forward.
(via ndpdesign)
Reading Jane Jacobs for history on the way cities are designed for functionality.
(via smartercities)
Source: ccoldbrains
Awesome cover by Amy Houser for Sir Wendig’s upcoming Kindle collection of short stories, Irregular Creatures! (If you think ebooks don’t need great covers, you’re wrong.)
(via terribleminds)
Source: terribleminds.com
Subversion: a procedurally-generated city to infiltrate
So this is a game being made by the people who made Uplink and Darwinia. AND it’s a stealth action game. AND it’s set in massive procedurally generated cities?
This might be the perfect game.
Source: wired.co.uk





