1463 – Grim Dawn (2016 video game)

timespace coordinates: Cairn, a dark, war-torn world (loosely based on the Victorian era) where a once proud empire has been brought to ruin and the human race driven to the edge of extinction. Cairn has become ground zero of an eternal war between two otherworldly powers, the Aetherials and Chthonians, one seeking to use human bodies as a resource, the other intent upon destroying the human race before that can happen.

Enter an apocalyptic fantasy world where humanity is on the brink of extinction, iron is valued above gold and trust is hard earned. This Isometric Hack and slash ARPG features complex character development, hundreds of unique items, crafting and quests with choice & consequence. (steam)

Crate Entertainment is a small indie studio founded by the lead gameplay designer of Titan Quest and includes veterans from such companies as Blizzard North, Irrational and Harmonix.

SYSTEM REQUIREMENTS (MINIMUM): OS: Windows XP / Windows Vista / Windows 7 / Windows 8 / Windows 10 / Processor: x86 compatible 2.3GHz or faster processor (Intel 2nd generation core i-series or equivalent) / Memory: 2 GB RAM / Graphics: 512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better / DirectX: Version 9.0c / Storage: 5 GB available space / Sound Card: DirectX 9.0c compatible 16-bit sound card / Additional Notes: 4GB of memory is required to host multiplayer games

1462

Leonardo da Vinci, Notebook (”The Codex Arundel”) 1478-1518

Contents: Notebook of Leonardo da Vinci (”The Codex Arundel”). A collection of papers written in Italian by Leonardo da Vinci (b. 1452, d. 1519), in his characteristic left-handed mirror-writing (reading from right to left), including diagrams, drawings and brief texts, covering a broad range of topics in science and art, as well as personal notes. The core of the notebook is a collection of materials that Leonardo describes as ”a collection without order, drawn from many papers, which I have copied here, hoping to arrange them later each in its place according to the subjects of which they treat” (f. 1r), a collection he began in the house of Piero di Braccio Martelli in Florence, in 1508. To this notebook has subsequently been added a number of other loose papers containing writing and diagrams produced by Leonardo throughout his career. Decoration: Numerous diagrams.

1416

Joseph Needham’s sketchbook from his visit to the Buddhist grottoes at Chienfodong 千佛洞 (Qianfodong), Dunhuang, Gansu Province,… (NRI2/5/12/4)

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Joseph Needham



Mirroring the Master: Making Magic in a Nineteenth Century Tibetan Book of Spells

1389 – Keith Haring Journals (by Keith Haring 1977 > 1989)

.. it’s POETIC UNDERSTANDING AND JUSTIFIABLE HATE. It’s July 4 on the top of the Empire State Building after reading an ART SIN BOY mimeograph at Club 57 watching fireworks and thinking about the smile exchanged on the street and nothing but a second glance and lots of dreaming. … It’s letting records skip for ten minutes and thinking it’s beautiful. … IT’S LISTENING TO OTHER POETS AT CLUB 57, TALKING TO POETS, BEING A POET AT CLUB 57. It’s painting on ST MARK’S outside of STROMBOLI PIZZA.

… IT’S DREAMS OF FALLING INTO WARM WATER HOLE WITH EXOTIC FISH CREATURE AND ENOUGH LIGHT TO SEE EVERYTHING.

it’s painting on walls in the suburbs.. IT’S FINDING OUT THE SPACE AGE BEGAN IN 1958. … it’s pornographic pictures and blue feathers.

goodreads   /   amazon


1377 – Indie Game: The Movie (2012)

Indie Game: The Movie is a 2012 documentary film made by Canadian filmmakers Lisanne Pajot and James Swirsky. The film is about the struggles of independent game developers Edmund McMillen and Tommy Refenes during the development of Super Meat BoyPhil Fish during the development of Fez, and also Jonathan Blow, who reflects on the success of Braid.

After two successful Kickstarter funds, interviews were conducted with prominent indie developers within the community. After recording over 300 hours of footage, Swirsky and Pajot decided to cut the movie down to follow the four developers selected. Their reasoning behind this was to show game development in the “past, present and future” tenses through each individual’s story. (wiki)

imdb   /   rottentomatoes