Insight

The first lesson I was taught about drawing was: Don’t draw what you know to be there, draw what you see. We know the hand has four fingers and a thumb, but sometimes fingers hide behind each other, sometimes the…

Uncanny Valleys

It feels, now, so naive to believe that higher resolutions, faster framerates, and more polygons could ever lead to something which appears truly real. Every step we take toward making things look realer becomes a step into the uncanny valley:…

Faceless

The mechanics of a game shape our perception of its characters. Samus, of the Metroid series, was perceived as stoic and resourceful, largely because the design of Metroid demanded resourcefulness of its players and had no real way to express…