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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.

  • You are currently browsing the archives for the Puzzles category.

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  • Archive for the ‘Puzzles’ Category

    June 3rd, 2010

    Lego Printer Magic

    Posted in Programming, Puzzles, Technology | No Comments »

    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

    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 »

    February 13th, 2009

    Are these digital toy-blocks the future of hands-on-learning?

    Posted in Film, Hardware, Interaction design, Maths, Music, Programming, Puzzles, Social Networks, Software, Technology | No Comments »

    MIT grad student David Merrill demos Siftables – cookie-sized, computerized tiles you can stack and shuffle in your hands. These future-toys can do math, play music, and talk to their friends, too. Is this the next thing in hands-on learning?

    February 1st, 2009

    Timelapse playtime baby film: inquisitve & curious tummy traveller

    Posted in Puzzles | No Comments »

    This really is simple, human interaction. The joy of interaction and play.

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