Concept Building in public
The practice of sharing your work with openness and transparency.
A collection of concepts, quotes, articles, works, etc. that have influenced my thinking, work and art.
Inspired by Canonize: Creating a Personal Canon Template.
With time I will be adding more items here, and also add my own notes about them.
The practice of sharing your work with openness and transparency.
A book by Austin Kleon about building in public.
When you don't create things, you become defined by your tastes rather than ability. Your tastes only narrow and exclude people. So create.
—why the lucky stiff
All of us who do creative work, we get into it because we have good taste. But there is this gap.
For the first couple years you make stuff, it’s just not that good. It’s trying to be good, it has potential, but it’s not. But your taste, the thing that got you into the game, is still killer. And your taste is why your work disappoints you.
—Ira Glass
Notebooks that compile quotes, proverbs, poems, tables, etc.
Deliberate practice focuses on the hardest, most difficult parts. I find this essential when building skills.
Learning in public is the practice of sharing what you learn, as you learn it.
If I have seen further [than others], it is by standing on the shoulders of giants.
—Isaac Newton
A memorization technique with flashcards in which you new and more difficult items are presented more frequently than older and easier ones.
An article by Ashe Dryden about how to be able to do unpaid labor for an open source project is a privilege.
A foundational principle of software development. A lot of other techniques (like SOLID) are just practical applications of this.
A code kata is a programming exercise meant to be repeated over an over in time. Useful as deliberate practice.
Software that has its source code available, which can in turn be modified and redistributed.
Distilled wisdom from Patricia Aas, a veteran software developer. A must read if you are a woman working in technology.
A classic of game design, and in my opinion the best book on the topic.
Derek Yu shares advice on finishing games. Explains cutting out scope, prototyping and grit.
An iterative approach at making games in a short amount of time, borrowing principles from agile development. Useful for game jams, prototypes, etc.
Lev Grossman explains how damaging the "starving artist" myth is, and that it's OK to work a day job to pay the bills. You cannot make good art if you are struggling to survive.
We live in capitalism. Its power seems inescapable. So did the divine right of kings. Any human power can be resisted and changed by human beings. Resistance and change often begin in art, and very often in our art, the art of words.
—Ursula K. LeGuin
A sci-fi and action movie by the Wachowski sisters about the nature of reality.
Personhood granted to non-human beings (such as great apes, for instance) is an on-going debate, and a common occurence in sci-fi for alien species and robots/AIs.
One of my favorite books. There's transhumanism, time travel, a sapphic romance… It has it all.