Drupalcamp Colorado June 11th and 12th

Event registration. This includes:

  • Access to sessions on Saturday and Sunday
  • Whatever drinks and food we end up getting
  • Access to the party on Saturday night
  • Access to the pre-registration/party event on Friday night

If you want a t-shirt, be sure to purchase an individual sponsorship.

Pre-conference training workshops on Friday, June 10th sold separately.

The ticket price will increase to $50 on June 6th. Payments are taken via Paypal and managed by Drupalcon Inc. $35.00


T F m
May 29, 2011

tedfromtheinternet:

merlin:

Sometimes There’s a Man (Part III)

MP3 Download

As heard on Back to Work s01e17, here’s the third part1 of my rock opera about Dan Benjamin (here’s parts one and two). Graciously commissioned by our friends at MailChimp—so, many thanks to them.

Tune in each week for the next part of the album.

Inspiration:

April is the cruelest month, breeding
Lilacs out of the dead land, mixing
Memory and desire, stirring
Dull roots with spring rain.
Winter kept us warm, covering
Earth in forgetful snow,


  1. Mea Culpa. We need to do a whole episode of FU just for me to apologize for this abomination. Sorry: to T.S. Eliot, for butchering the greatest poem of the 20th century; to Ezra Pound, Petronius, Dante, Ovid, Jessie Weston, et al, by extension; to Superchunk, for stealing their slidey, distorted octaves; to drummers everywhere for only using one lame drum loop; to human ears for rushing out a mix that I will heavily tweak as soon as I get a chance; to The Nerds of Back to Work for taking two motherscratching weeks to record FIVE (5) different versions of this atrocity. So: Sorry.
    That said? I really like this song a lot. Singing is fun

Merlin made a Three (3) part Rock Opera on GarageBand on an iPad and it is excellent.


T F m
May 29, 2011

repra:

A REAL BARBIE! …..REPRA !


T F m
May 29, 2011

(via 8-bit Fashion. Anrealage F/W 2011 | Tokyo Fashion Diaries)

celebrate the pixel!


T F m
May 29, 2011

Perhaps, for help with how we can do this, we can turn to father of abstract art, the Russian painter Kandinsky, and his essay Concerning the Spiritual in Art.

“A [game designer], who finds no satisfaction in mere representation, however artistic, in his longing to express his inner life, cannot but envy the ease with which music, the most non-material of the arts today, achieves this end. He naturally seeks to apply the methods of music to his own [game]. And from this results that modern desire for rhythm in [games] , for mathematical, abstract construction, for repeated notes of colour, for setting colour in motion. This borrowing of method by one art from another, can only be truly successful when the application of the borrowed methods is not superficial but fundamental. One art must learn first how another uses its methods, so that the methods may afterwards be applied to the borrower’s art from the beginning, and suitably. The artist must not forget that in him lies the power of true application of every method, but that that power must be developed.”

The astute amongst you may have deduced that this is not entirely Kandinsky’s original text, but instead, in the bracketed instances, I have replaced “painter” with “game designer” and “painting” with “game. Also, the emphasis is my own. However, you will notice how this does in large part, if not entirely, make a lot of sense. (via Kandinsky and Game Design « Mitu.nu)


T F m
May 29, 2011

Perhaps, for help with how we can do this, we can turn to father of abstract art, the Russian painter Kandinsky, and his essay Concerning the Spiritual in Art.

“A [game designer], who finds no satisfaction in mere representation, however artistic, in his longing to express his inner life, cannot but envy the ease with which music, the most non-material of the arts today, achieves this end. He naturally seeks to apply the methods of music to his own [game]. And from this results that modern desire for rhythm in [games] , for mathematical, abstract construction, for repeated notes of colour, for setting colour in motion. This borrowing of method by one art from another, can only be truly successful when the application of the borrowed methods is not superficial but fundamental. One art must learn first how another uses its methods, so that the methods may afterwards be applied to the borrower’s art from the beginning, and suitably. The artist must not forget that in him lies the power of true application of every method, but that that power must be developed.”

The astute amongst you may have deduced that this is not entirely Kandinsky’s original text, but instead, in the bracketed instances, I have replaced “painter” with “game designer” and “painting” with “game. Also, the emphasis is my own. However, you will notice how this does in large part, if not entirely, make a lot of sense. (via Kandinsky and Game Design « Mitu.nu)


T F m
May 29, 2011

The head of Universal Music France talked about just how much money was necessary to nurture new talent. DIdn’t Barlow understand economics? “If you’re spending $5 billion on new artists, we’re not getting our money’s worth,” Barlow cracked, and he reframed his argument in economic terms of scarcity and abundance. “Trying to optimize towards scarcity, as you are by all of your methods, is not going to be in the benefit of creation, I promise you,” he said. “It’s not IP enforcement that gets you guys properly paid.” In his view, payment comes from building a product that people actually want to buy—and the movie industry’s repeated record box office takes in recent years show that people have no problem coughing up the cash for something of value. “I am not against being compensated for what you do,” concluded Barlow. (via Copyfight: EFF co-founder enters e-G8 “lion’s den,” rips into lions

)


T F m
May 29, 2011

We first caught a glimpse of Frank Kozik’s 16-inch huge orange-colorway vinyl-fruit-with-rivets MECHABANANA (a peek below-right) earlier, now comes the hotness on the pinkness, which is destined to be a Kidrobot exclusive – available in September, in an edition of only 50 pieces. Expect a price-range between US$150 to $200, with Kozik’s SDCC-editions to be the final say in SRP. (via TOYSREVILs *I Like Toys* Blog: Kidrobot-Exclusive Pink Mechabanana by Frank Kozik

)


T F m
May 28, 2011

[In the writing of his history of the video game industry, Replay, author Tristan Donovan conducted a series of important interviews which were only briefly excerpted in the text. Gamasutra is happy to here present the full text of his interview with SimCity creator and gaming pioneer Will Wright.]
In this, the last in the series of interviews conducted for his book Replay: The History of Video Games being published by Gamasutra, Tristan Donovan catches up with game design legend Will Wright – shortly after his departure from Electronic Arts to focus on the Stupid Fun Club. Here, the discussion focuses on his entry into game making, the creation of SimCity and the development of The Sims. Along the way Wright talks about how constructivist education theories seeped into his work, why the Apple Mac made SimCity and how he disappointed a gay magazine. (via Gamasutra – Features – The Replay Interviews: Will Wright)


T F m
May 28, 2011

[In the writing of his history of the video game industry, Replay, author Tristan Donovan conducted a series of important interviews which were only briefly excerpted in the text. Gamasutra is happy to here present the full text of his interview with SimCity creator and gaming pioneer Will Wright.]
In this, the last in the series of interviews conducted for his book Replay: The History of Video Games being published by Gamasutra, Tristan Donovan catches up with game design legend Will Wright – shortly after his departure from Electronic Arts to focus on the Stupid Fun Club. Here, the discussion focuses on his entry into game making, the creation of SimCity and the development of The Sims. Along the way Wright talks about how constructivist education theories seeped into his work, why the Apple Mac made SimCity and how he disappointed a gay magazine. (via Gamasutra – Features – The Replay Interviews: Will Wright)


T F m
May 28, 2011