Women in games are not a technology problem

“Look, technology is not the problem here. Thinking of male characters as “default” and female characters as “extra” is the problem, as is a history of poor representation in games meaning there are fewer existing assets that can be reused. You fix that by recognising that it’s not a tech issue. You fix it with planning, with remedial work so that you have as many stock female assets as stock male ones, with processes that don’t place the ability to fiddle with a character’s weapon loadout ahead of their gender. You can’t fix that with polygons. You fix that with people.”

Mary Hamilton

A proper go.

I’m taking courage and inspiration from Mary Hamilton’s Blogging Principles and giving this thing a proper go. Just 10 years to late, s’all.

Firstly, my employer BDH has posted a new showreel of our work. It’s less heavy on the natural history this time. There’s a few peaks at the animations we created for the forthcoming BBC documentary “War of the Words: Poets of the Somme” and quick shot of a digital enhancement of my beautiful beautiful face (keep ’em peeled for that).

Friend, fiend and colleague, Tim Willmott started a Facebook page for his zany visual experiments, it’s called The Secret Stuff Laboratory. You should like (follow?) it. Mine too, while you’re at it.

I bought this track of off Bandcamp by The Parlour Trick, a musical collaboration between Meredith Yayanos (aka @Theremina) and Dan Cantrell.  They do fantastic dreamy music, it makes me want to animate stuff to it.

I had a half day at work because the plumber was coming round. He finished early so I had a spare 2 hours, so I bit the daffodils and saw the new Godzilla movie. I was going to wait for the DVD release after the traumatic experienece of 1998, but I couldn’t stand the idea of everyone else seeing it whilst I sat grumpy in the corner. The craft and CG is amazing (obvs). I don’t really want to give it a full review because I don’t like spoilers.

If anyone can do anything half as good as this with the property, then give me a call.

I might give that Pacific Rim a go soon.

Ok, that’s that for now, I clicked all the buttons so this’ll get pinged to all the platforms, that’s what you do these days isn’t it?

 

 

The Epic of The Second Shed – a process

I have a week off to move and fix up this shed, then put up a new one in its place. Expect regular updates. #shedlife
May 12, 2014, 9:09am
Stage 1 – four slabs laid – complete. Also got word of sign off of very large animation project, so feeling quite accomplished this tea break.
May 12, 2014, 1:25pm
Stage 2 – successful move of Shed A, positioning of pre-assembled parts of Shed B into rear garden area (included certain parts going through neighbour’s house and over fence also accidental purchase of bass amp) – complete. #shedlife
May 13, 2014, 8:31pm
What we need here is a #fourthwall. #shedlife
May 14, 2014, 11:48am
Me on the roof. #shedlife
May 15, 2014, 4:13pm
Stage 14: Fixing old shed WITH TOOLZ. #shedlife May 16, 2014, 11:53am
And you may refer to me now as Two Sheds. #shedlife May 17, 2014, 7-36pm

When I was 16 I couldn’t find a poster of this so I drew it myself as large as I could

RIP Hans Ruedi Giger

 

O’Bannon introduced Scott to the artwork of H. R. Giger; both of them felt that his painting Necronom IV was the type of representation they wanted for the film’s antagonist and began asking the studio to hire him as a designer. 20th Century Fox initially believed Giger’s work was too ghastly for audiences, but the Brandywine team were persistent and eventually won out. According to Gordon Carroll: “The first second that Ridley saw Giger’s work, he knew that the biggest single design problem, maybe the biggest problem in the film, had been solved.” Scott flew to Zürich to meet Giger and recruited him to work on all aspects of the Alien and its environment including the surface of the planetoid, the derelict spacecraft, and all four forms of the Alien from the egg to the adult”