Сценаристы компьютерных игр
- Джонатан Блоу (англ. Jonathan David Blow; нар. 1971) — американський геймдизайнер і програміст відеоігор.
- 3:31:49Jonathan Blow: Consciousness, Game Design, & Free WillДлительность 3 часа 31 минутa 49 секунд58,5KYayınlandı29 Eyl 202100:00Introduction02:46Jon recounting people using him for clicks05:53Too many wannabe gurus, and not enough instruction in our culture08:00Curt's mainupulation of the "formal" aspects of film is owed to Jonathan09:34The goal of understanding the universe (what does that mean?)17:23How understanding oneself is related to understanding the universe19:41Limits of language and "truth"25:10Video game design and building one's own TOE33:22Examples of what works and doesn't in game design for Braid's aesthetics44:03Game mechanics vs the "theme"54:29Not being able to explain true art56:06True art vs. "propaganda"1:04:01Dislike of contemporary art1:12:06Jon on video game reviews (and discussions on art, in general)1:32:32Specifics on how Jon does video game design1:42:02Rupert Spira in The Witness1:47:08Original ideas are difficult1:49:34Meditation and life long insights from single moments2:00:20Materialism vs. qualia vs. stories vs. models2:06:25Wolfram's physics model2:09:21Free Will is too "simple"2:16:12Super Bunyhop's and Joseph Anderson's review of The Witness2:16:39Dunkey2:16:45VR is interesting but not for immersion2:22:54Stanley Parable2:23:36OpenAI applied to video games2:26:00Unreal Engine 5, hype2:31:24[ForceField] On Henri Bergson2:32:49[stef] How do you achieve subconscious artistic expression in game making2:34:41[Steven Brent] Videos games better than other mediums for certain emotional expressions2:36:45[Pooja Soni] Video games and helping mental illnesses / adjunct to therapy2:40:27[James R] Mind uploading2:43:31[Tom] Analytic / rational vs. intuitive / supra-rational2:45:34[Chris Merola] Stephen's Sausage Roll is one of the best puzzle games2:48:42[championchap] Having aphantasia and designing games2:49:50[Brian Mauch] Ask why the industry has gone to "shit"2:51:41[James Jones] On Neuralink2:53:37[Johannes Norrbacka] Jai and opinion on other data-oriented languages2:56:33[Lara Lebeu] What connects him to non-duality teachers? (because of the Rupert Spira video in The Witness)2:59:35We're at a stagnation point in society3:04:00[Mr. K] "Yeah: wtf is Kojima working on lol"3:04:16[ZenoEvil - Meaning Machines] Why hasn't Braid's success led to copycats3:06:31[Wes Lord] Getting over burnout and other motivational issues3:08:45[bc1n0] "Please beta access to Jai? Will pay $100 for access."3:10:54[Michael Bespalov] Hades' early access model3:13:22How does playtesting work? And how does Jon use it3:15:25[Ivan] Thoughts on state of free speech in the world3:21:07Eric Weinstein, Peter Theil, and stagnation (again)3:26:02SCRUM? Kanban? What's the work process3:29:49[Ruari VK] Why is it called 'The Witness'
Джонатан Блоу
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Краткая информация
Джонатан Дэвид Блоу — американский программист, геймдизайнер, сценарист. Родился 3 ноября 1971 года в Сан-Франциско.
Наиболее известен по инди-играм Braid и The Witness, которые получили хорошие отзывы от критиков.
С 2001 по 2004 годы Блоу вёл авторскую колонку The Inner Product в журнале Game Developer. Он также руководил секцией экспериментального геймплея на Game Developers Conference.
Кроме этого, Блоу является одним из основателей фонда Indie Fund — бизнес-ангела для независимых разработчиков компьютерных игр.
Факты
- Родился:17 ноября 1971 года (52 года), Калифорния
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