September 2015

Throwback Thursday: the princess, the dog, and the crowd-pleasing comic relief

M. J. Magee - Thursday, the 17th of September, 2015

Back in primary school (think elementary school but with painfully blue uniforms and unintelligible accents), I decided I was going to write A Play.

Nicole, who would have been my BFF had sassy acronyms been invented in the nineties, but was instead relegated to the role of mere ‘best friend’, had been reading Diana Wynne Jones and instead of running through our usual playground favourites – She-Ra and Swift Wind battling across Etheria, Crysta and Zach saving Fern Gully, Peach and Mario doing something so unrelated to Super Mario Bros that I’m still uncertain why I dedicated so much of my free time to imagining myself as a paunchy, hairy faced plumber – she wanted to play out an adventure in a medieval fantasy world.…

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Bad UX in a puzzle game

M. J. Magee - Sunday, the 13th of September, 2015

When I’m working on something like the front-end design of the game – something that doesn’t require I sit hunched over my laptop with my head clutched in my hands, muttering, ‘Why? Why?’, or gently weeping – I like to put on some TV as background noise.…

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L. Whyte: Drawer-of-Things, Destroyer-of-Netflix

M. J. Magee - Tuesday, the 1st of September, 2015

Cuthbert is, by its very definition, a massive project to take on.

kuh-th-burt

Noun. A massive project to take on.

See?

It’s big and over-complicated and… that’s sort of the point. I wouldn’t want to water it down. But it can be daunting and, after I’ve spent all day coding at work, it can be tough to summon the energy to do so much more coding.…

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