March 27, 2008
I recently emailed a link of the the "Melodyne Direct Note Access" demo to a dear friend; he responded almost immediately with the following reaction:
Melodyne is crazy cool! Have you actually installed it and tried it out? I watched the demo, and it's like I'm watching an audio version of one of those eye-rolling effects in a sci-fi, where they snapshot and image and then extrapolate a 3d model out of it, or "enhance" the bit depth of an image =). If I had seen this in a movie, I would have definitely laughed.
Click here to see the demo.
March 14, 2008
This bizarre (and grossly oversized) alarm telephone looks like it's about 100 years old. It never fails to catch my attention when in the Paris Musee d'Orsay RER stop: I always wonder if it even works. And why it has to be so big!
Click on the above photo for a wallpaper-sized version (though I apologize for the graininess of the photo: it was dark).
This photo (to left) may give some context.
March 13, 2008
I discovered a plethora of old Riven files, hidden away in the depths of my computer. I guess i never went looking for them before now. Here's an interesting one: the grayscale representation of Catherine's prison island. I created this in Illustrator, using the method we invented in Myst. When the grayscale data is "extruded" (using a 3-D program) it is transformed into something that looks like an island.
If you want to try this yourself, using this prison island data, I've included the original data for you, as an Adobe Illustrator file (click on link below).
Dead in Paris
I recently took this photo at the Le Muséum National d'Histoire Naturelle. The skull's surface texture is especially fascinating: a texture which you can now study from the comfort of your cubicle! Just click on the above photo and it will enlarge to almost life-size proportions (though not quite that big).
Load time is fast. Firefox is preferred (for zooming in and out).
March 10, 2008
Captain Picard & the Fish People
Flowcharts From Riven
I just saw a Boing Boing post that immediately brought me back to Riven days. The game had a number of endings and possibilities for a player and, during production, we quickly we began to get bogged down in trying to keep track of everything. So we created a set of flowcharts. Largely, they helped to clearly point out the holes in our design: to tell us what we hadn't thought of yet.
The flowcharts started out as sketches and were, of course, a total mess. During production, I put them in the above form to give us something we could actually use on a day to day basis.