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Work is Play: The personal blog of Nick Craske, Interactive Creative Director. Killerpoke is the independent blog of Nick Craske, Interactive Creative Director living and working in London. Nick Craske has worked at LBi, FramFab, Landor, AKQA, HarrimanSteel, & Siebert Head
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Who in the blazes?

Killerpoke is the independent blog of Nick Craske, creative director, living and working in London. Killerpoke is a method of inducing irreversible hardware damage on a machine. As a little-scamp the most rewarding play was always disassembling objects, turning them upside down, inside out and making something more useful, unexpected or playful - and sometimes just to enjoy pulling them apart. I'm even more curious now, and increasingly fascinated with technology and narrative to communicate and entertain in the digital world. Work is play.

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  • Archive for the ‘Games’ Category

    « Previous Entries
    August 8th, 2010

    Every games console ever made

    Posted in Games, Technology | No Comments »

    The Insane Console History Video 2.0 from Elder-Geek on Vimeo.

    July 6th, 2010

    Matel and Qualcomm partner Augmented Reality

    Posted in Augmented Reality, Games | No Comments »

    It’s just a tablecloth and a piece of paper, until you pull out a Nexus One, at which point it magically becomes an arena where toy robots fire off punches.Augmented reality isn’t anything new, of course, but Qualcomm seems determined to bring it to cell phones in a big way — launching an AR game studio, sponsoring a $200,000 developer challenge, and announcing a free software development kit (which will see open beta this fall) all on the same day. The company partnered with Mattel to build the Rock ‘Em Sock ‘Em Robots proof-of-concept you see above using that very SDK, and you’ll find a hilarious video of grown men pretending to have the time of their lives with it right after the break.

    However, augmented reality is only half of Qualcomm’s mobile gaming plan — a rep told Pocket-lintgames like Rock ‘Em Sock ‘Em Robots are only financially viable if they can work across platforms. To that end, the company also demonstrated a simple three-player peer-to-peer title, but with — get this — a Nexus One (over Bluetooth), a Nokia N900 (over WiFi) and a Dell Latitude laptop all playing the same synchronous game. To commemorate this mishmash of awesome, the company funded another video; listen to an individual with a ludicrously bad accent give you the play-by-play after the break. Oh, and find some press releases, too.

    April 13th, 2010

    Alice in iPad-Wonderland. This works.

    Posted in Books, Games, Software | No Comments »

    January 23rd, 2010

    The Unfinished Swan

    Posted in Games | No Comments »

    Unique indie game idea, The Unfinished Swan looks wonderful.

    The Unfinished Swan – Tech Demo 9/2008 from Ian Dallas on Vimeo.

    August 17th, 2009

    Porky Playtime: quirky, quixotic and charming game art-and-design

    Posted in Advertising, Design, Games, Programming, Puzzles, art | No Comments »

    Fat Princess: The beautifully art directed multi-player game from Santa Monica’s Titan Studios sparked a flair of controversy when it was announced. Cake retention? Nevertheless, Sony has finally released the game here in the UK. Fat Princess is priced at £11.99 on the PSN.

    The premise of the game is ludicrously simple. The curvaceous royalty in question is the “flag” in a an elaborate take on the ‘Capture the Flag’ game mechanic.

    Fat Princess is beautifully presented in a fairy tale style. Level designs are elaborate and detailed and the character design –with quirky upgrades and power hats– are beautifully rendered.

    July 27th, 2009

    Windosill: setting the standard for high quality Flash games

    Posted in Animation, Design, Flash, Games, Puzzles, art | No Comments »

    Windosil is a beautifully conceived, constructed and executed Flash puzzle game. The implementation of simple real world mechanics – within a strange, surreal and beguiling graphical world – makes for a a surprisingly tactile digital experience. The sound design is simple but effective. Windosill is designed, programmed and animated by Patrick Smith, of Vector Park. The objective of the game is to solve the puzzle: how to find the cube to open the door. Simpe eh? No. Tickling a giant bird in a distorted – and elasticated – spherical metal bird house, and rolling a wooden train, have never felt so satisfying… play it.

    windosil1

    June 5th, 2009

    Project Natal: ultra slick XBOX implementation of motion detection

    Posted in Animation, Games, Hardware, Science, Software, Technology | No Comments »

    Elegant motion detection from the Natal development team. This is clearly a controlled – or pre-rolling – promotional piece, but judging by the responses from E3 crowds – as crowds watch live demonstrations of the basic motion capture function – this project is moving closer to a full implementation. I’m really not evangalising about the big-evil-Microsoft, contrary to the recent amount of related posts…

    March 17th, 2009

    Rubik’s Cube twists ever closer to unlocking The God Algorithm

    Posted in Film, Games, Maths, Philosophy, Puzzles, Science, Theory | 2 Comments »

    Twenty three is the magic number. The number of moves necessary to solve an arbitrary Rubik’s cube configuration has been cut down to 23 moves, according to an update on Tomas Rokicki’s homepage. This is in agreement with informal group-theoretic arguments suggesting the necessary and sufficient number of moves should be in the low 20’s.  This theory is known as the God Algorithm.

    rubik

    more »

    March 2nd, 2009

    Startup time is nigh, the Mothership is coming: We Are Humans

    Posted in Advertising, Animation, Brand planning, Computing, Design, Digital Marketing, Film, Flash, Games, Installation, Integrated, Interaction design, Internet, Media Buying, Music, Programming, Social Networks, Software, Technology, art | No Comments »

    Starting with a raft of digital marketing, web-build and film work for Graham Coxon, the time is nigh to launch a company: head, heart and feet first – curled up foetal position – into the crunch. We Are Humans.

    February 11th, 2009

    The ball was a square: Pong Museum celebrates 40th anniversary

    Posted in Computing, Games, Hardware, Programming, Software, Technology | No Comments »

    The museum is officially opened since 27 January 2009 to commemorate the 40th anniversary of the video ping-pong and the birthday of the Magnavox Odyssey 37 years ago. My dear late Grandad had this very first machine – he never beat me, I let him win, honest…*cough*.

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