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James Harris
806 followers -
I believe in stories.
I believe in stories.

806 followers
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An explorable explanation about the circumstances under which trust grows or shrivels.
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I've linked to this site before, but this is the first I've seen it summarized so well.
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This is a really interesting ongoing science-fiction story. It's about immortality, purpose, and the nature of play. Nonconventional storytelling, updating daily through the end of the week.
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Tired of untrustworthy media? WikiTribune is trying something new, where news articles are open to peer review and each fact has a linked source. They've got 2 days left on their fundraiser and they're 90% of the way there!

The reason we see so much clickbait and fake news is because news depends on advertising. WikiTribune has a chance to change that, which in turn could make people less jaded and polarized. And if they don't make their fundraising goal, you get your money back.
WikiTribune
WikiTribune
wikitribune.com
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Want to see AI doing something cool?

I always thought AI image recognition was just kind of a cool party trick with little practical application. But for the right audience, it's amazing.
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A little narrative adds a lot, even to a Rube Goldberg machine.
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I wrote a bit about a new social network I'm trying out! Mastodon seems to be solving the problem of "large communities become toxic and unmanageable" by creating lots of small, self-moderating communities which can choose to federate with each other. It's an exciting experiment.
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A few years ago I wrote an in-depth review of Watch_Dogs. https://plus.google.com/+JamesHarrisDesign/posts/UDRmEsjDFmS The game had some great original gameplay and some seriously awful problems. I wove it all into a piece with a solid emotional arc. I was proud of that review.

Now I'm playing Watch_Dogs 2. So far my review is "they kept all the great stuff from the first game, and fixed all the problems I noticed. Great job, great game!" Which is much less interesting to write about. Is this how game journalists feel all the time?
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Great video that explores in some depth how conversation systems work in cinematic RPGs.

Briefly: For projects that are too large to hand-animate throughout, animators assemble a library of gestures and animations that can be re-used across characters. If animators over-rely on this library, or it's not large enough, or it doesn't work properly, or it's used sloppily, or anything else goes wrong, the conversations seem fake.

Bioware has made many games with successful conversation systems; it's not clear exactly what went wrong here. Bioware also made The Old Republic, which suffered even more severely from this problem, but hardly anyone seemed to care--probably because that's an MMO so the bar is lower.
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Graduated from Viking Code School! My final project was creating an app for my mom's department at the Graduate Institute of Applied Linguistics--see celebratory blog post: https://www.vikingcodeschool.com/posts/agile-development-with-a-real-client

The last four months have been intense but very rewarding. Before I was limited to displaying information on the web; now I can create sites where users can type stuff in and the site will do stuff with it. So many ideas for cool stuff to make!

But first I need to find a job. Do you know anyone who works somewhere that regularly does or needs high-quality web design? I'm looking for steady work in the web development field, either front-end or full-stack. I know Ruby on Rails, HTML, JavaScript, and AngularJS, and I'm willing to learn other languages as necessary. I especially love distilling complex information into an easily-understood format; you can see examples of that on my portfolio site: http://jamesharris.design/

Heartfelt thanks to my parents for providing me with a place to stay and emotional support during this transition period. Here's to the next chapter!
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