Once More Into The Breach

I’ve been following a post by Cory Ondrejka over on Terra Nova (a monster thread) which might interest a few (perhaps a very few) of you. It’s basically a re-engagement of the “Text Worlds vs 3D Worlds” … *ahem* … discussion. It’s pretty low-level stuff which, to be honest, gives me a headache; but if you have an interest – and some extra aspirin – head on over for some gnarly virtual world theoretical banter.

Taking Notice of Anime – Good and Bad

If you’ve browsed through my links list, a few of them might seem out of place (and maybe a few are). One such link is “anime news“. I’ve referred to it only once before because, while interesting, I still consider anime’s impact on industrial design to be rather low-level. However, as manufacturing and design increasingly head to Asian suppliers in the same countries where Japanese animation has been off-shored, anime’s influence on product design could grow significantly; and I mean in the sense beyond the obvious Japanimation spin-off toys (eg Pokemon, Dragonball Z, Sailor Moon, etc). One example of how this kind of influence can be transferred is this computer mouse design created by Masamune Shiro, creator of the hugely popular Ghost in the Shell. As technology liberates designers from the tyranny of manufacturing constraints, this kind of crossover can only increase; more and more artists can move beyond images into tangible, manufacturable items.

That said, this brings me to today’s BusinessWeek online article “The Anime Biz“. From the article:

What’s more, the images that roll out of Japan’s studios inspire everything from Hollywood blockbusters to high fashion. Anime “has been hugely influential,” says John Lasseter, executive vice-president and creative chief at Pixar Animation Studios… He and other foreign media execs think the role of anime could expand much, much more. “It has the potential to be Japan’s next big export,” says Todd Miller, managing director for Asia at Sony Pictures Television.

Okay, so that was rather expected and reinforces some of my reasons for keeping an eye on that industry. But what was really interesting to me as a designer are the problems and difficulties the anime industry appears to be having. Some of the issues the article raises bring to mind recent conversations I’ve had with other industrial designers – discussions revolving around designers being allowed to move into the ranks of upper corporate management. I’ve always been hesitant on that issue and some of what this article points out is why I feel that way. This part is worth noting I think:

Just as problematic is a widespread lack of business savvy. While toymakers and TV broadcasters have made billions from marketing anime characters, most studios are run by artists who rose through the ranks of animators but have little experience in management.

It’s hard to argue with observations like those made in the article (some of the deals mentioned remind me of designers willing to work with no expectation of compensation – of any form – beyond gaining experience).

Sometimes I read things expecting one kind of story, and I get something more. This is one such article. If you’re in a creative profession I think you’ll also find it worth reading.

RepRap Feed

sketch diagram of a feed head

The RepRap blog has been jumping lately. And I’ve been wondering how the feed system would start to evolve since early on when I’d discussed injection molding systems with Dr. Bowyer. His “integrated auger” idea posted here is a nice solution. No one said the raw material had to be an amorphous plastic chip.

Tracking Johnny

Clickable Culture points to and has an entry on an AdAge article (registration req’d) discussing the marketing power inherent in Microsoft’s new XBox 360 console. From their post:

Unlike any other in-game marketing network, the new Xbox Live could offer marketers data on every player’s move through the Xbox Live system, every gaming and lifestyle preference, and every purchase.

Not news, but as expected, this new capability is moving into the mainstream discourse. When AdAge or another publication explains how vectors work and how it’s possible to “sense” what a player is doing in the game (e.g. looking at their billboard for 12.93252 seconds), then let’s see how excited they all really get… beyond the obvious numbers. One guy, Jamie Berger from IGN, has some good advice to all the drooling hawkers out there though:

Marketers need to tailor their approach and make it special and unique to the platform “not just an ad, but a brand experience,?” Mr. Berger said. “They need to use the medium in a way that adds value to the consumer and show that they’re embracing the gaming culture.”

(Edit: there’s also another article on AdAge titled “AdAge.com’s Advergame Chronicles – Tracking the Rise of a New Marketing Venue“, but that’s paid content, sorry. I’m cheap.)