Showing posts with label creativity. Show all posts
Showing posts with label creativity. Show all posts

Tuesday, August 21, 2012

Arsène Schrauwen


Amazing Belgian comic book artist Olivier Schrauwen (My Boy, The Man Who Grew His Beard) is currently working on the 2nd of a 3 part biography of his grandfather Arsène. Part 1 has been published but is sold out, a new print run will appear as part 2 is released. Some images and great praise can be seen and read on this blog, by Matt Seneca (link).

Tuesday, June 5, 2012

Ron Gilbert on developing Maniac Mansion

Maniac Mansion was a groundbreaking Commodore 64 adventure game released in the 1980's. Here's a nice and interesting talk by one of the developers, 25 years later, reminiscing and describing the development process. Having an incredibly soft spot for the magic of old-school computer games as well as listening to people talk about their creative processes, this made my day.



(Part 1 of 3)

Monday, April 16, 2012

John Cleese on creativity

Definitely well worth watching!

Wednesday, November 2, 2011

Alan Moore interviews Brian Eno

This is a radio interview from 2005. I've always enjoyed hearing Alan Moore speaking, and I've always enjoyed hearing Brian Eno speaking. So what could be better than the two of them in conversation? 28 mins. Enjoy!

http://n3ta.com/radio/?p=46

via Coilhouse

Monday, July 18, 2011

Alan Moore Interview

I just found a one and a half hour interview with Alan Moore from 2007, on resonance.fm. It's a very interesting listen and I think I'll have to listen to it all over again at least once.

During the course of the interview, Moore discusses (of course) his comics, his thoughts about art and magic (and why they're the same thing), and why low-budget B-movies are more imaginative and magical than big-budget blockbusters. And much more. He's a fascinating person indeed.


You can download the interviews in three parts here:
Part one
Part two
Part three

...or listen through Youtube, part one of nine starts here: http://www.youtube.com/watch?v=iNLwTwVbkng

Tuesday, May 10, 2011

Poor thing.

Wednesday, May 4, 2011

Matthew Smith

British computer game programmer Matthew Smith was 17 years old when he programmed the legendary early platform game Manic Miner, back in 1983. I spent a lot of time playing Manic Miner and its sequel, Jet Set Willy, as a kid way back in the 1980's, and it's been a huge and direct influence on my Odboy & Erordog series.


I just recently found this wonderful fairly recent video interview with the guy, who seems like a fantastically likeable guy with a mildly autistic-seeming manner. It just makes me very happy to watch. :) The interview starts at 3 minutes in.

Sunday, December 12, 2010

American Movie

Here's an interesting documentary for you, if you have an hour and a half to spare. "American Movie" (1999) chronicles the aspiring American filmmaker Mark Borchardt in the mid-90s as he's trying to shoot and complete his horror short "Coven".



This doc has apparently become quite the cult movie, and it's easy to see why. Like Tim Burton's Ed Wood, it balances a fine line between inspirational optimism and tragic comedy, some of the scenes rivalling the hilarity of mockumentary comedies such as This is Spinal Tap and The Office. Only this isn't a scripted mockumentary, it's the real deal, so you're not sure whether to laugh or cry...

Like Ed Wood, the film conveys a mixed bag of passion, inspiration, the triumph of the will to create over defeating circumstances, humour, tragedy, alcoholism, degradation and depressing hopelessness. All in all, it's an interesting look at working class (bordering on 'white trash') America, and its relation to the American dream.

(Via Coilhoise)

Sunday, May 2, 2010

Doing bad things



Starting tomorrow, I'm going to do really bad things, daily. Not morally bad, just artistically bad.

For some time now, I've been blessed with a stream of new, exciting ideas that I really want to explore, ideas that more or less divert from my previous work. And I've tried exploring them, too. Problem is, since it's new territory, the ideas often don't turn out very good when I start working with them. And so I get discouraged, start to doubt, and either I abandon the whole thing or I try to 'save' the result by reverting to old, proven methods, playing it safe, and ultimately ending up with something that isn't at all what I wanted to explore, but an uninteresting, safe result that is nothing but a testament to my own cowardice.

The thing is, we must crawl before we walk, everyone knows that. But as accomplished, adult beings we don't like the idea of going back to crawling -- our egos won't allow us to, so we play it safe and stick to what we know, saving face but failing to develop. Children, always the fastest developing people ever, do not care; they have no other choice but to crawl, stumble, fall, do things badly, because they have nothing 'safe' to revert to and nothing to lose. And so they do things badly, over and over again, until one day, they do them really well.

So I've realized that what I have to do if I really want to explore these new ideas is to push my ego aside and really do things badly in the beginning. I think and hope that it'll be easier if I make my mind up and decide to really, really do very very bad stuff the next couple of months. Daily. In fact, as I've done before with stimulating results, I'm going to start a secret little blog where I post my daily piece of bad work, just to have a framework and a little something to motivate me to stick to it daily. But I won't tell you the address to my secret blog, because I'm still scared.

Tuesday, April 27, 2010

Do you like manifestos?

I do!
I'm not sure why, but they have a strange appeal to me
I should really do a longer research on this phenomenon.
But for now, here's my first tip:
Bruce Mau and his manifesto for growth from the late 80ies.
It's kind of helpful for the creative process, sometimes, espiacially if you're confused and don't know where to start (anywhere, of course:).

It's kind of long, I paste here just a few lines...


1. Allow events to change you.
You have to be willing to grow. Growth is different from something that happens to you. You produce it. You live it. The prerequisites for growth: the openness to experience events and the willingness to be changed by them.

2. Forget about good.
Good is a known quantity. Good is what we all agree on. Growth is not necessarily good. Growth is an exploration of unlit recesses that may or may not yield to our research. As long as you stick to good you'll never have real growth.

4. Love your experiments (as you would an ugly child).
Joy is the engine of growth. Exploit the liberty in casting your work as beautiful experiments, iterations, attempts, trials, and errors. Take the long view and allow yourself the fun of failure every day.

6. Capture accidents.
The wrong answer is the right answer in search of a different question. Collect wrong answers as part of the process. Ask different questions.

8. Drift.
Allow yourself to wander aimlessly. Explore adjacencies. Lack judgment. Postpone criticism.

9. Begin anywhere.
John Cage tells us that not knowing where to begin is a common form of paralysis. His advice: begin anywhere.

13. Slow down.
Desynchronize from standard time frames and surprising opportunities may present themselves.

14. Don’t be cool.
Cool is conservative fear dressed in black. Free yourself from limits of this sort.

16. Collaborate.
The space between people working together is filled with conflict, friction, strife, exhilaration, delight, and vast creative potential.

18. Stay up late.
Strange things happen when you’ve gone too far, been up too long, worked too hard, and you're separated from the rest of the world.

21. Repeat yourself.
If you like it, do it again. If you don’t like it, do it again.

22. Make your own tools.
Hybridize your tools in order to build unique things. Even simple tools that are your own can yield entirely new avenues of exploration. Remember, tools amplify our capacities, so even a small tool can make a big difference.

23. Stand on someone’s shoulders.
You can travel farther carried on the accomplishments of those who came before you. And the view is so much better.

24. Avoid software.
The problem with software is that everyone has it.

27. Read only left-hand pages.
Marshall McLuhan did this. By decreasing the amount of information, we leave room for what he called our "noodle."

34. Make mistakes faster.
This isn’t my idea – I borrowed it. I think it belongs to Andy Grove

35. Imitate.
Don’t be shy about it. Try to get as close as you can. You'll never get all the way, and the separation might be truly remarkable. We have only to look to Richard Hamilton and his version of Marcel Duchamp’s large glass to see how rich, discredited, and underused imitation is as a technique.

39. Coffee breaks, cab rides, green rooms.
Real growth often happens outside of where we intend it to, in the interstitial spaces – what Dr. Seuss calls "the waiting place." Hans Ulrich Obrist once organized a science and art conference with all of the infrastructure of a conference – the parties, chats, lunches, airport arrivals – but with no actual conference. Apparently it was hugely successful and spawned many ongoing collaborations.

42. Remember.
Growth is only possible as a product of history. Without memory, innovation is merely novelty. History gives growth a direction. But a memory is never perfect. Every memory is a degraded or composite image of a previous moment or event. That’s what makes us aware of its quality as a past and not a present. It means that every memory is new, a partial construct different from its source, and, as such, a potential for growth itself.