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#3D NOUGHTS AND CROSSES
silencemachine · 2 years
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noughts & crosses
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dracos-simping-wife · 2 years
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11th May 2022
Welcome back! Its me again.If im being honest today left me feeling really tired.Does anyone else feel like this too? Ive also been listening to a podcast called ‘The power of positivity podcast’ and honestly its really good,you should give it a try. Anyways ill get onto boring you with my day,aha.
Lesson one was geography.This lesson was hectic. As i said in my last post i was saying how my teacher was away on a school trip and that we had a substitute teacher. Nobody really listened to him until he sent all of the kids who were disrpting the class out of the room.After that lesson we had break,nothing really happened at break if im being honest.
Lesson two was better,i had english so that was fun. We had continued to read Noughts and Crosses. I really am enjoying that book,its quite interesting. Anyways before i go on a rant about how i enjoy the book,aha, we also did a recap on what we read in that lesson
Lesson three wasnt the best. I mean it was okay i just dont really like science. I have a science test tomorrow so wish me luck! We were doing an experiment on how many weights can rip a plastic bag,that was pretty fun. It did scare me a bit when they fell after the bag was ripped.
Lunch was full of laughter,talking and eating as usual so i am going to use this space as a space of me talking about things that dont relate to school in the slightest. :D. So i have started to slowly get more confident of my body,i do still struggle with accepting my weight and being happy about it but i wont get into it,I have started to appreciate the small things like my freckles,my lipshape,my eyelashes and much more. Honestly i cant wait until i get to go shopping with my own money.
Lesson four was kind of frustrating. Who knew it was so annoying to draw nets of 3D shapes? I certainly didnt.I like my maths teacher hes one of those fun teachers who are also serious. I would like to thank him for not setting any maths homework :D. 
Lesson five,drama. We had a substitute teacher because my drama teacher isnt well. He was sat laughing with me and my friends because of this picture of Tom Holland with his face edited onto that snapchat hot dog,it was really,really funny.As fast as that lesson started it ended.Then it was the end of the day.One thing I hate about school busses is how loud they are and the kids who throw rubbish,scream and shout and run aroung the bus,how hard is it to sit down and be respectful of others?Anyways thank you for reading it means so much to me when people read this. Feel free to talk to me in messages <3.
TW FOOD MENTIONS BELOW THE CUT
Here is the food i ate today if anyone is interested in this.I feel like i have eaten lots of food today and not even a lot of healthy food either.
Breakfast: Honey nut cornflakes and a cup of water
Snack: Raisins,an apple and sultana bar and fruit water
Lunch: Panini,pineapple and water
Snack:Biscuits and hot chocolate
Dinner:Curry and chips,banana,water
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golden-guide · 7 months
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Going through my old files from when I was a kid (all written by other adults such as teachers, day care staff etc) to see what I can find about my ADHD as a kid (despite the face I'm a predominantly inattentive presentation....
The inattentive symptoms I'm looking for are:
Missing details and becoming distracted easily
Trouble focussing on the task at hand
Becoming bored quickly
Difficulty learning or organising new information
Trouble comoleting homework or losing items needed to stay on task
Becoming confused easily or day dreaming frequently
Seeming not to listen when spoken to directly
Difficulty following instructions
Processing information more slowly and with more mistakes than peers
Let's see what I find:
So as a 4yr old I was:
Confident in my own abilities and determined to complete tasks by myself
Displayed good organisational skills
Good at sharing
Creative (I literally made a noughts and crosses board by myself)
Proud of her achievements
It seems I was obsessed with practicing my counting skills (either on paper or outloud)
I was very curious about things
I could see the world differently than others ("held up an A4 piece of paper, grabbed a corner on each side and turned it sideways announcing 'Look, I've made a diamond paper'")
In Kindy (age 5) I was
Decently good at everything but didn't participate in all activities
I did struggle a bit with maths and 3d shapes
I seemed to be an average student (doing everything to the expected level, in written, verbal, social etc)
I was good at pattern recognition
I absolutely loved hands on activities
Good with musical concepts
Creative
I didn't complete tasks on time
Good at oeganisation
Completes homework
Year 1 (age 6)
Confident in my own abilities
Able to follow a sequence of instructions to complete an activity
Good problem solver
Good at following a scientific method and enjoyed hands on activities
Would also provide possible explanations for problems
"She enjoys doing neat, careful work and has realised the need to work more quickly"
Getting really good at reading
"she can add and subtract numbers using a range of mental strategies and concrete materials"
Good at sorting and organisation
"she makes artworks about real and imagined experiences using different materials and techniques"
Something happed between the two halves of this year - this is where I go from an semi active member of the classroom (verbally and socially) to a quiet student (one who still asks questions when needed)
Year 2 (age 7)
"participate in class discussions when called upon" x2
"shows confidence when speaking in front of the class"
"will usually use capital letters and fill stops in writing" x2
Uses mental strategies more than written strategies for maths
"keen to try her best and learn new skills in physical education (PE)"
"enjoys the opportunity to experiment while creating original artwork based on both real and imaginary things"
Really enjoyed singing
"finds it difficult to finish her work in the given time frame"
"able to follow a short sequence of instructions to complete an activity"
"will ask and answer questions to improve understanding in class discussions" x2
My effort levels dropped drastically in all areas of schooling
"keen to undertake investigations to find out more about machines"
"she made an effort to get her work finished in the given time frame which has seen her work improve and her confidence increase
Year 3 (age 8)
"very quiet and conscientious student who works well within the class"
"she has put more effort into all school subjects and improving her pace with which she completes her class work"
"bookwork is beautifully presented and she takes great care with her handwriting" x2
"she is a gentle student who cares for her fellow peers"
"she effectively uses presentation skills such as eye contact, visual prompts and varying tone of voice"
"she can explain the mental strategy used to solve a problem and selects strategies to check her answer"
When using/exploring google maps "has been able to suggest possible explanations for differences in the computer image to the present day appearance"
"she participates with enthusiasm in regular physical activity and has been encouraged to recognise that it can be both enjoyable and important for her health along with a healthy balanced diet"
"she is a good student who always tries hard and displays a most cooperative and helpful nature"
"she has increased the pace in which she completes classroom tasks"
"I would like to see her continue with her home reading and table practice to support her learning"
This year we also had the NAPLAN tests (which sucked says high school me) but I did well above average for these in this year
Year 4 (age 9)
"she readily selects an appropriate strategy to solve problems and check the answer"
"she discussed comfortable and uncomfortable feelings and identified safe adults in her life" - why didn't my teacher include just a little bit more detail here (I'd really like to know what I said)
"she actively listens and interacts in games and roleplay in Indonesian"
"she is a polite and cheerful student who applies herself well to classwork"
"she is a wonderful role model to younger students and is always focussed and organised with her classwork"
"communicates confidently and effectively"
About an individual research project - "showed a pleasing amount of interest in her project and was able to create a sound display and was able to recall a lot of information from her own project when presenting a verbal report to her peers"
"able to identify positive qualities in herself and others and contributed to the list of helpful anti bullying strategies"
"Is a very helpful and friendly student"
"always applies herself well to all tasks and is has gained more confidence in asking for clarification when she does not understand an instruction or concept"
Year 5 (age 10)
"She is always well prepared, expressive and has interesting content"
"slowing her speech a little will enhance her talks even more"
About comprehension of set reading texts - "at times she does miss the point and her answer is amiss"
"she must ensure that she understands exactly what the questing is expecting"
"she is willing to try new procedures and is asking more often when she needs an aspect of her work clarified"
"her work [in maths] has become more consistent but at times she struggles with recall if terms or strategies but this is now becoming less frequent"
Works well in both group and individual situations
"she effective at fulfilling her tasks"
"she is able to recall most of the information from our government studies"
"although very quiet, she has participated well in discussions...this has continued to improve as her confidence builds"
"she is able to organise her thoughts and express herself well"
"she participates more frequently in classroom discussions and contributes quality comments and ideas"
"she is more willing to try alternate strategies and activities, albeit with some reservations at times"
"although she can be a little slow in completing tasks, her answers are fuller and more precise"
"she needs to be careful to keep her very good ideas well sequenced"
"she does need to ask more for assistance when needed"
"her recall of facts previously studied has been quite good"
"although she does participate in classroom discussions, this could increase"
"she is willing to try new things, albeit carefully, and is developing her individual skills to a higher level"
"she is a very valuable team member"
"she always gives 100%, is extremely dependable and has excellent work habits"
NAPLAN tests - I struggled in both the writing and English exama and was below average for my age group
Something again happened here maybe it was the fear of exams and the silence and the sitting still until the timeframe had passed
Year 6 (age 11)
"Her oral presentations are always well planned, precise, well delivered and interesting"
"she is always courteous when others are speaking, always aware of specific instruction and expectations given"
"misinterpretations of what questions are asking are less but still an area to be watched"
"her work efficiency is an area for concern"
"she has continued to show pleasing results in maths however she is not asking enough questions and this is restricting her progress. Her progress in lessons is very slow and this will need to be examined"
"she participates well in discussion, but can be a little reticent to do so." (Cause I got bullied by my classmates)
"she is very capable of tracking down information, retrieving the relevant sections and organising the data"
"She has a very positive work ethic and strives to do her best in all she does. An excellent model for her peers"
"she does need to be mindful to check her work to ensure all criteria have been fulfilled" - "in written work she communicates her ideas well, but must make sure she sticks to the point"
"she does participate well in discussions when drawn in, and when called upon confidently puts forward her views"
"she is very much the quiet achiever but also she has an extremely caring nature and is a good friend to her peers"
"she is reliable, courteous and dependable"
"she has the strength of character not to let others distract her but to stay focussed on the task at hand"
"her recall of facts has been excellent in all areas. Her time efficiency has improved and she is aware that this can be a challenge"
Right.....so that's it for primary school. I will be making another post about high school probably tomorrow. I am not tagging this as anything cause this is really only for me and I'll come back to this later
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trustsolution · 2 years
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Warioland 3 soccer boss
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#Warioland 3 soccer boss software
This release brings you 112 games for Sinclair QL: 2048, 23 Bullets, 3-D Maze, 3D Noughts and Crosses, Adventureland, Akalabeth: World of Doom, Anagram, AnalytiQL, Aries, Asalto y Castigo, Bombs Away, Break-Out, Breakout, Bridge, Britain, Bugziacs, Cavern, Clocks & Tables, Cluedo, Connect 4, Crazy-Cards, Cube Crawler, Cyclops, Decipher, Digitaya, Dino, Do-Re-Mi, Domino, Domino!, Einstein, El Blindo, Farce, Film-Fun, Froggy, Fruit Machine, Galaxia, GeeGees, Ghost, Ghost Town, Haunted House, Here We Go, Hole in One, Infernal, Javelin, Jumper, Linegame, Lucas, M-Cruncher, Maze, MemOmeM, Mini Adventure, Mission Impossible, Monopoly, More Tea Vicar!, Mystery Fun House, Naval Battle, Nim, One Day Cricket, Othello, Parachute Jump, Pentathlete, Pirate Adventure, Proteus, Psion Chess, Pyramid of Doom, QBMD, QBits Tic-Tac-Toe, QL Breakout, QL Invaders, QL Othello, QL Racer, QLTris, QSlots, QThello, Questprobe 1: The Incredible, Hulk, Questprobe 2: Spider-Man, React, Return to Pirate's Isle, Reversi, Rock-Fall, Runway, S.A.M. However, over the years, a lot of games were made by enthusiasts. Sinclair QL was not computer for gamers, not because of its harware capabilities, but because of its minimal library of games.
#Warioland 3 soccer boss software
It was not cheap, it had some software bugs initially and because of the production problems, there was not easy to buy one. It was great device for that time, but it was not very successful on the market. Sinclair QL was business/personal computer, developed in 1984 by Sinclair Research Ltd.
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retrocgads · 3 years
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UK 1983
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papafria · 3 years
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Historia
Origen.
La historia de los videojuegos tiene su origen en la década de 1940 cuando, tras el fin de la Segunda Guerra Mundial, las potencias vencedoras construyeron los primeros ordenadores programables como ENIAC, de 1946. Los primeros intentos por implementar programas de carácter lúdico (inicialmente programas de ajedrez) no tardaron en aparecer, y se fueron repitiendo durante las siguientes décadas. Los primeros videojuegos modernos aparecieron en la década de los 60, y desde entonces el mundo de los videojuegos no ha dejado de crecer y desarrollarse con el único límite que le ha impuesto la creatividad de los desarrolladores y la evolución de la tecnología. En los últimos años, se asiste a una era de progreso tecnológico dominada por una industria que promueve un modelo de consumo rápido donde las nuevas superproducciones quedan obsoletas en pocos meses, pero donde a la vez un grupo de personas e instituciones —conscientes del papel que los programas pioneros, las compañías que definieron el mercado y los grandes visionarios tuvieron en el desarrollo de dicha industria— han iniciado el estudio formal de la historia de los videojuegos.
Los inicios.
Durante bastante tiempo ha sido complicado señalar cual fue el primer videojuego, principalmente debido a las múltiples definiciones de este que se han ido estableciendo, pero se puede considerar como primer videojuego el Nought and crosses, también llamado OXO, desarrollado por Alexander S.Douglas en 1952. El juego era una versión computerizada del tres en raya que se ejecutaba sobre la EDSAC y permitía enfrentar a un jugador humano contra la máquina.
En 1958 William Higginbotham creó, sirviéndose de un programa para el cálculo de trayectorias y un osciloscopio, Tennis for Two (tenis para dos): un simulador de tenis de mesa para entretenimiento de los visitantes de la exposición Brookhaven National Laboratory. Este videojuego fue el primero en permitir el juego entre dos jugadores humanos. Cuatro años más tarde Steve Russell, un estudiante del Instituto de Tecnología de Massachussets, dedicó seis meses a crear un juego para computadora usando gráficos vectoriales: Spacewar. En este juego, dos jugadores controlaban la dirección y la velocidad de dos naves espaciales que luchaban entre ellas. El videojuego funcionaba sobre un PDP-1 y fue el primero en tener un cierto éxito, aunque apenas fue conocido fuera del ámbito universitario.
En 1966 Ralph Baer empezó a desarrollar junto a Albert Maricon y Ted Dabney, un proyecto de videojuego llamado Fox and Hounds dando inicio al videojuego doméstico. Este proyecto evolucionaría hasta convertirse en la Magnavox Odyssey, el primer sistema doméstico de videojuegos lanzado en 1972 que se conectaba a la televisión y que permitía jugar a varios juegos pregrabados.
1970-1979: La eclosión de los videojuegos 📷Un hito importante en el inicio de los videojuegos tuvo lugar en 1971 cuando Nolan Bushnell comenzó a comercializar Computer Space, una versión de Space War, aunque otra versión recreativa de Space War como fue Galaxy War puede que se le adelantara a principios de los 70 en el campus de la universidad de Standford. La ascensión de los videojuegos llegó con la máquina recreativa Pong que es considerada la versión comercial del juego Tennis for Two de Higginbotham. El sistema fue diseñado por Al Alcom para Nolan Bushnell en la recién fundada Atari. El juego se presentó en 1972 y fue la piedra angular del videojuego como industria. Durante los años siguientes se implantaron numerosos avances técnicos en los videojuegos (destacando los microprocesadores y los chips de memoria). Aparecieron en los salones recreativos juegos como Space Invaders (Taito) o Asteroids (Atari).
1980-1989: La década de los 8 bits.
Los años 80 comenzaron con un fuerte crecimiento en el sector de los videojuegos alentado por la popularidad de los salones de máquinas recreativas y de las primeras videoconsolas aparecidas durante la década de los 70. Durante estos años destacan sistemas como Oddyssey 2 (Phillips), Intellivision (Mattel), Colecovision (Coleco), Atari 5200, Commodore 64, Turbografx (NEC). Por otro lado en las máquinas recreativas triunfaron juegos como el famoso Pacman (Namco), Battle Zone (Atari), Pole Position (Namco), Tron (Midway) o Zaxxon (Sega).
En 1985 apareció Super Mario Bros, que supuso un punto de inflexión en el desarrollo de los juegos electrónicos, ya que la mayoría de los juegos anteriores sólo contenían unas pocas pantallas que se repetían en un bucle y el objetivo simplemente era hacer una alta puntuación. El juego desarrollado por Nintendo supuso un estallido de creatividad. Por primera vez teníamos un objetivo y un final en un videojuego. En los años posteriores otras compañías emularon su estilo de juego.
1990-1999: La revolución de las 3D.
A principios de los años 90 las videoconsolas dieron un importante salto técnico gracias a la competición de la llamada "generación de 16 bits" compuesta por la Mega Drive, la Super Nintendo Entertainmet de Nintendo, la PC Engine de NEC, conocida como Turbografx en occidente y la CPS Changer de (Capcom). Junto a ellas también apareció la Neo Geo (SNK) una consola que igualaba las prestaciones técnicas de un arcade pero demasiado cara para llegar de forma masiva a los hogares.
Mientras tanto diversas compañías habían comenzado a trabajar en videojuegos con entornos tridimensionales, principalmente en el campo de los PC, obteniendo diferentes resultados desde las “2D y media” de Doom, 3D completas de 4D Boxing a las 3D sobre entornos pre-renderizados de Alone in Dark. Referente a las ya antiguas consolas de 16 bits, su mayor y último logro se produciría por el SNES mediante la tecnología 3-D de pre-renderizados de SGI, siendo su máxima expresión juegos como Donkey Kong Country y Killer Instinct. También surgió el primero juego poligonal en consola, la competencia de la SNES, Mega-Drive, lanzó el Virtual Racing, que tuvo un gran éxito ya que marcó un antes y un después en los juegos 3D en consola. Rápidamente los videojuegos en 3D fueron ocupando un importante lugar en el mercado, principalmente gracias a la llamada "generación de 32 bits" en las videoconsolas: Sony PlayStation y Sega Saturn (principalmente en Japón); y la “generación de 64 bits” en las videoconsolas: Nintendo 64 y Atari jaguar. En cuanto a los ordenadores, se crearon las aceleradoras 3D.
En PC eran muy populares los FPS  (juegos de acción en primera persona) como Quake (id Softare), Unreal (Epic Megagames) o Half-Life (Valve), y los RTS (juegos de estrategia en tiempo real) como Command & Conquer (Westwood) o Starcraft (Blizzard). Además, conexiones entre ordenadores mediante internet facilitaron el juego multijugador, convirtiéndolo en la opción predilecta de muchos jugadores, y fueron las responsables del nacimiento de los MMORPG (juegos de rol multijugador online) como Ultima Online (Origin). Finalmente en 1998 apareció en Japón la Dreamcast (Sega) y daría comienzo a la “generación de los 128 bits”.
Desde el 2000: El comienzo del nuevo siglo.
En el 2000 Sony lanzó la anticipada PlayStation 2 y Sega lanzó otra consola con las mismas características técnicas de la Dreamcast, nada más que venia con un monitor de 14 pulgadas, un teclado, altavoces y los mismos mandos llamados Dreamcast Drivers 2000 Series CX-1. Microsoft entra en la industria de las consolas creando la Xbox en 2001. Nintendo lanzó el sucesor de la Nintendo 64, la Gamecube, y la primera Game Boy completamente nueva desde la creación de la compañía, la Game Boy Advance. Sega viendo que no podría competir, especialmente con una nueva máquina como la de Sony, anunció que ya no produciría hardware, convirtiéndose sólo en desarrolladora de software en 2002. El ordenador personal PC es la plataforma más cara de juegos pero también la que permite mayor flexibilidad. Esta flexibilidad proviene del hecho de poder añadir al ordenador componentes que se pueden mejorar constantemente, como son tarjetas gráficas o de sonido y accesorios como volantes, pedales y mandos, etc. Además es posible actualizar los juegos con parches oficiales o con nuevos añadidos realizados por la compañía que creó el juego o por otros usuarios.
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ohwowasfuck · 4 years
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3D Noughts and Crosses
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imabinfer · 2 years
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Windows 7 32 bit pc games 無料ダウンロード.Get Discord for any device
Windows 7 32 bit pc games 無料ダウンロード.Windows7でISOディスクイメージを無料でダウンロードする方法!
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videojuegosociedad · 2 years
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2da publicación - María Montesdeoca 2do Bach Contable
 HISTORIA DE LOS VIDEOJUEGOS 
Durante bastante tiempo ha sido complicado señalar cual fue el primer videojuego, pero se han ido estableciendo  como primer videojuego el Nought and crosses, también llamado OXO, desarrollado por Alexander S.Douglas en 1952. El juego era una versión computerizada del tres en raya que se ejecutaba sobre la EDSAC y permitía enfrentar a un jugador humano contra la máquina.
En 1966 Ralph Baer empezó a desarrollar un  videojuego llamado Fox and Hounds dando inicio al videojuego doméstico.
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En los años 80  el sector del videojuego alentado por la popularidad de los salones de máquinas recreativas y de las primeras videoconsolas aparecidas durante la década de los 70.
en 1983 comenzó la llamada crisis del videojuego, afectando principalmente a Estados Unidos y Canadá, y que no llegaría a su fin hasta 1985.
Japón apostó por el mundo de las consolas con el éxito de la Famicom (llamada en occidente como Nintendo Entertainment System), lanzada por Nintendo en 1983.
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1990-1999: La revolución de las 3D
A principios de los años 90 las videoconsolas dieron un importante salto técnico gracias a la competición de la llamada "generación de 16 bits" compuesta por la Mega Drive, la Super Nintendo Entertainmet de Nintendo.
Por su parte los arcades comenzaron un lento pero imparable declive según aumentaba el acceso a consolas y ordenadores más potentes.
Desde el 2000: El comienzo del nuevo siglo
En el 2000 Sony lanzó la anticipada PlayStation 2 y Sega lanzó otra consola con las mismas características técnicas de la Dreamcast.
Microsoft entra en la industria de las consolas creando la Xbox en 2001.
Bibliografia:https://www.fib.upc.edu/retro-informatica/historia/videojocs.html
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Video Games
Today, video games make up a $100 billion global industry, and nearly two-thirds of American homes have household members who play video games regularly. And it’s really no wonder: Video games have been around for decades and span the gamut of platforms, from arcade systems, to home consoles, to handheld consoles and mobile devices. They’re also often at the forefront of computer technology.
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The Early Days
Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.
In 1952, for instance, British professor A.S. Douglas created OXO, also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge. And in 1958, William Higinbotham created Tennis for Two on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York.
In 1962, Steve Russell at the Massachusetts Institute of Technology invented Spacewar!, a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.”
Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.
Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong, the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong, which was as successful as its arcade counterpart.
Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.
In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.
The video game industry had a few notable milestones in the late 1970s and early 1980s.
The Video Game Crash
In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created.
The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.
Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros., The Legend of Zelda, and Metroid.
Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.
With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”
The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat, a fighting game that depicted blood and gore on the Genesis version of the game.
The Rise of 3D Gaming
With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.
In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.
Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.
Modern Gaming
The 8th and current generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.
In 2016, Sony released a more powerful version of its console, called the Playstation 4 Pro, the first console capable of 4K video output. In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft will release its 4K-ready console, the Xbox One X, in late 2017.
With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.
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oshierusensei · 5 years
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Being an NQT on a budget
Being a trainee can be such a blast! The experiences, the freedom with planning. THE STUDENT LOAN! But unless you get yourself a summer job, you might find that your student loan doesn’t stretch as far as you would like it to. As an NQT currently setting up her classroom with what’s left of my student loan, here’s how I’ve managed to set up on a budget. 
Poundland 
I would go to Poundland pretty much everyday after school just to see what I could grab while I was there and I found so so much stuff there. I grabbed a few (and by few, i mean 40) baskets and other bits for my class. These baskets are being used in my classroom as storage for materials like pencils and Lego bricks and fridge organisers I’m using to organise books in my classrooms. There’s so many great things here, I’m sure you don’t need me to tell you about the classroom essential, stationary and even the prizes you could pick up from here.
Car Boot Sales
Honestly, I’ve been to a grab total of one car boot sale but I found so much amazing stuff there. I grabbed myself a few books for my classroom library, a Lego building set, a 3D Noughts and Crosses game and few other bits for my class at very discounted prices. They’re such good place to pick up books, toys and even soft furnishing for your class at low prices and if you’re feeling lucky, you might be able to haggle the price down!
Discount Stores
Stores like B&M, Home Bargains and Poundstretcher are incredible, of course! I was able to buy spray paint I used to paint some things for my class, bowls for organising morning tasks and some decorative items for my class such as mini blackboards and decorative gems. They’ve also got a range of stationary sets, toys and craft materials for low prizes as well as packets of sweets, treats and prizes.
Charity Shops
This is an obvious one. I’m lucky to live somewhere where we have a street lined with charity shops so I often go to browse in an afternoon. There’s so many bargains to find, loads of books, toys and if you’re on the look out, some clothes for work. Be aware that not all the items in shops are worth it and that you might be able to find something better else where. I was able to find so many books to complete my collections but on the heartbreak when I found the same book 3 shops down the line and for cheaper.
Make Your Own
Apart from the cost of ink and paper, this is 100% free. All you need is PowerPoint and some decent fonts. Every display, tray label and decoration in my class has been made by me to used in my classroom. Mainly because, I wanted to use something to match my class but also because it’s free!
Teachers Pay Teachers and TES
These two websites are a great place to find resources that you can use in your classroom that have been used in classrooms and have been used by and created by teachers. I use TPT exclusively for a few things such as my brain break resources and some of my decor items but there’s so much out there from teacher planners, to classroom calendars and even digital resources
Obviously, you’ll still need to spend money but I recommend spreading out your costs. Yes. I have 40 Poundland baskets but I bought them over 5 weeks buying 2-4 at a time as I live so close to the shopping centre. If you can, work out what you need BEFORE you shop or browse the store and have at least 3 ideas for an item before you buy it to stop those impulse buys.
Those are all my ideas for setting up your class on a budget. Hope it helps!
Catherine
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retrocgads · 3 years
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kasafeara · 7 years
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This lesson we looked into the beautiful world of arrays where instead of writing in 10 players with a long list of code we can use arrays to simplify it to one line of code (such as: Player players[9]; ) in another part of our work which saves us time not only here but when we want to alter the code for players later on. With arrays it counts from zero so when you declare 5 arrays you have 5 arrays named 0-4 rather than 1-5, mentioning a 5th array will cause an error because there is no 5th array only 0-4.
This can be applied to the loops that we have been using as well so we don’t have to edit all them at once, but if we need to change the array in its set amount of players for anything we can use a pre-processor directive to define the size of the array in a way that can be altered for the cases when another player needs to be added in code but not in game play (like this: #define TEAM_SIZE 5 ). With this you can replace the part where you would put the number of players you in the array with the name you gave your pre-processor directive to save time and when you mention it later on, it will tell the code currently what number of arrays are at the current time, saving you from editing it in multiple places in the code.
There are also 2D, 3D and 4D arrays which can be used with nested loops to create games such as noughts and crosses which involve a board, there are also 6D arrays but they can be very memory hungry depending on what you are attempting.  Arrays are however limited, say for instance the number of something is changing constantly in game then it is inadvisable to use this technique.
For our workshop we applied these techniques with the loops we learned about in last lesson to see how we could implement them into our later work such as with multidimensional arrays where we learned to print onto console 1-9 on a 3×3 grid layout. This when our nested for loop that we programmed to print 1-25 comes into play and allows us to create a modified version of that piece of code to get our multidimensional array to print it out in order.
sources:
lecture 6 / Neil Dansey/ University moodle site
workshop 6 / Neil Dansey/ University moodle site
  2nd November Lesson 6 This lesson we looked into the beautiful world of arrays where instead of writing in 10 players with a long list of code we can use arrays to simplify it to one line of code (such as: …
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mathematicianadda · 4 years
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The Big Lock-Down Math-Off, Match 8
Welcome to the eighth match in this year’s Big Math-Off. Take a look at the two interesting bits of maths below, and vote for your favourite.
You can still submit pitches, and anyone can enter: instructions are in the announcement post.
Here are today’s two pitches.
Peter Rowlett – Quarto games of different sizes
Peter Rowlett is a maths lecturer at Sheffield Hallam University. You can find him on Twitter at @peterrowlett.
About Quarto
Quarto is a fun, commercially-available game. It’s played on a \(4 \times 4 \) grid. The game pieces are all unique, and have four attributes taking one of two values: colour, height, shape and whether it has a dimple in the top or not.
Since each combination of attributes is used once each, and each can take two values, the game uses \( 2^4=16 \) pieces. This is the same as the number of spaces on the board, which is \( 4 \times 4 = 16 \).
The aim of the game is to be the player who places the fourth piece in a row that matches in at least one attribute (i.e., the fourth tall piece, the fourth dimpled piece, etc.). The twist? You don’t choose your own piece — your opponent chooses the piece you will play, and you choose theirs.
Quarto game size
Let’s say it’s essential for a game of Quarto to have the same number of pieces as spaces on the board. This is so the game can end in a draw with all pieces used and all spaces filled.
This works for the standard Quarto you buy, because there are \( 2^4=16 \) pieces on a board with \( 4 \times 4 = 16 \) spaces.
Using this constraint, we can’t play on an arbitrary-sized board, even if we vary the number of attributes we use. For example, we can’t play on a \( 3 \times 3 \) board, because this would have \( 9 \) spaces but three binary attributes would only generate \( 2^3 = 8 \) pieces.
Stop reading and have a think about what size boards work for valid games? How many pieces would these use?
Rather than thinking about numbers of pieces directly, it helps to think about the number of attributes we have. If we have \(m\) binary attributes (each taking two values), this generates \(2^m\) pieces.
Say we play on an \( n \times n \) board, using pieces which have \( m \) binary attributes. Then we require
\[ n^2 = 2^m \text{.} \]
This can be rearranged to give
\[ m = 2 \log_2(n) \text{,} \]
meaning, for a viable game (i.e. \(m\) and \(n\) as positive integers), we need \(m\) to be even and \(n\) to be a power of \(2\).
For example, we can play Quarto on a \( 8 \times 8 \) board if we use pieces with \(6\) binary attributes, because \( 8^2 = 2^6 \); and we can play Quarto on a \( 128 \times 128 \) board if we use \( 14 \) attributes, because \( 128^2 = 2^{14} \).
Notation for Quarto pieces
How would we arrange a game using more attributes? We could invent new attributes for our game, say making pieces spotty or not, have handles or not, and … You can see that as we increase the number of attributes, we are going to run out of ways to make pieces quite quickly.
One way around this is to invent a notation. Since attributes can take two values, label them \(0\) or \(1\). For example, label the pieces in standard \(4 \times 4 \) Quarto as follows: white (\(0\)), black (\(1\)); short (\(0\)), tall (\(1\)); round (\(0\)), square (\(1\)); dimpled (\(0\)), flat (\(1\)).
Using this labelling in this order, we can represent Quarto pieces as binary strings. For example, \(0100\) would be white, tall, round and dimpled; \(1001\) would be black, short, round and flat-topped. The winning condition is met if four pieces in a line share one digit in common. For example, \(0100\) and \(1001\) are both round, so both have third digit \(0\).
You now have the notation you need to play Quarto with larger numbers of attributes, or in settings where you don’t have a shared game board. I recently enjoyed a game of \( 4 \times 4 \) Quarto over Slack; some years ago I spent a summer playing \( 8 \times 8 \) Quarto via Twitter with a student.
More flexibility
To generalise further, we could think about attributes which have more different values, e.g. three different colours, seven different heights, etc. Say we have \(m\) different attributes each taking one of \(k\) different values, then we have \(k^m\) pieces and require that
\[ k^m = n^2 \text{.} \]
This means we can play using our \( 3 \times 3 \) game board after all, by using two attributes taking each of three values (\(k=3\),\(m=2\)), for:
\[ 3^2 = 3^2 \text{.} \]
Higher-dimensional thinking
But why stop there? Just like we can make 3D Noughts and Crosses by stacking three boards on top of each other to form a cube, and 4D Noughts and Crosses by stacking three cubes on top of each other (in the fourth dimension) to make a hypercube, we can play Quarto in different dimensions.
A Quarto board with side length \(n\) on a board in \(d\) dimensions, would have \(n^d\) spaces.
\[ n^d = k^m \iff m = d\log_k(n) \]
for a valid game, with \(n\), \(d\), \(m\) and \(k\) all positive integers.
So now you can play Quarto on all sorts of boards! Setting \( n = k^p \) to give \( m = dp \) allows viable game configurations to be generated for positive integer \(p\).
For example, playing pieces which have 15 ternary attributes on a \( 27 \times 27 \times 27 \times 27 \times 27 \) 5-cube would use \( 3^{15}=27^5=14,\! 348,\! 907 \) pieces.
For a simpler example, if you have a standard Quarto set, you can play using the standard binary pieces on a \( 2 \times 2 \times 2 \times 2 \) hypercube.
You might wonder how to play on a \( 2 \times 2 \times 2 \times 2 \) hypercube. Here I took inspiration from David Butler’s 4D rules for Noughts and Crosses. Because there are just so many ways to win with lines in 4-dimensions, it seems to make sense to make a plane be a winning move. Visualising planes in 4D is mind-bending, so I present a 4D Quarto worksheet to try to help you through. Take a look, have a play and let me know how you get on!
Zeno Rogue – A truly self-referential formula
Zeno Rogue works mostly in theoretical computer science and non-Euclidean geometry. They tweet at @zenorogue, and made the non-Euclidean game HyperRogue.
In Match 2, Sam Shah has shown us the formula known as the Tupper’s self-referential formula. This is a formula which, where we draw its graph at a specific point, can be read as the formula itself.
But is it really self-referential? I would argue that it is not. It is possible to encode all 17 pixel tall pictures made of white and black squares into integer values (by replacing all black squares as 1 and white squares as 0, and considering the result, read column by column, as the binary representation of a number \(k\)). Tupper’s formula works like a decoder: given the number encoding (by looking close to \(k\)), we get back the original picture.
You could say, so what? It can encode anything, so it can be used to draw itself, so it is self-referential! The problem here is that this formula is not self-referential by itself — it can only draw itself when supplied with external information (the correct window of arguments). Being able to produce a copy of self, without external information, is a much more difficult task! Tupper himself did not call his formula self-referential.
Let’s try to encode the data in the formula itself. Let \(\frac{1}{2} < p(x,y)\) be Tupper’s formula, and \(k\) be the value where we get the self-referential window. We could try something as follows:
\[ \frac{1}{2} < p(x,y+k) \wedge y>0 \wedge y<106 \]
Well, did we succeed?
If we draw the whole graph of this, we can read Tupper’s formula. But this is not exactly the formula above!
Of course, we can change the value of \(k\), to get another image as a result. We could choose \(k_1\) which reads the formula above. But it still refers to \(p\) which is not defined!
Of course we can replace \(p\) by the definition of Tupper’s formula. This will be a bit better, but the formula still does not tell us what \(k_1\) we shall use!
We can try to replace \(k_1\) in the formula with our current value of \(k_1\), and get a new \(k\) (let’s call it \(k_2\)) which produces the formula with \(k_1\). Still not self-referential — as we can easily imagine, \(k_2\) will be a different number than \(k_1\) (it will be greater)!
We can try to continue this process: get a \(k_3\) which displays \(k_2\), then get an \(k_4\) which display \(k_3\), and so on. But that does not help: the \(k\)-number we use will be always greater than the \(k\)-number we get as a result. It appears that we cannot get a truly self-referential formula using this method. But is it really the end? Maybe it is possible by using some other method? If possible, would not it be much more impressive?…
It is a bit difficult to find a truly self-referential formula if we think about numbers and pure mathematics. So let’s move to the programming world, where everything will be easier. In Python we can write a program print(k) which prints whatever is given as k.
This program is very similar to Tupper’s formula: it can output anything, given the correct k. It is “self-referential” in the same sense as Tupper’s formula is: if k is "print(k)", it will print itself. We could attempt to write a program like print("print(k)"), or print("print(\"print(k)\")") — these attempts are similar to the our attempts at making a truly self-referential formula, and fail for similar reasons.
But if we think a bit, we can actually solve this. The trick is that we do not really have to make the value \(k\) include a description of itself! We can have \(k\) which lists the whole program except for the value of \(k\); we can let our program fill the ‘hole’ itself. This works as follows:
k= def insert(text, q): # insert a quotation of q after the second character of text # return text s = replace(k, k) print(s)
except that after “=” we should insert the quotation of the program above. Look, a truly self-referential program! We have left some details as an exercise, but if you do not want to have some programming fun, look here. Such programs are called quines.
Now let’s go back to the world of pure mathematics. Can we use the same trick? It is difficult, but we can! We already have print(s): this is the Tupper’s formula. We have to write a mathematical function ‘replace’ which checks that the two coordinates \(k\) and \(s\) are in the following relation: Tupper’s images of \(k\) and \(s\) are similar, except that \(s\) inserts some extra columns after the column \(i\) which contain a drawing of the number \(k\). This can be done, as follows:
\[ s = k{\rm\ mod\ }2^{17i} + \lfloor k / 2^{17i} \rfloor k \cdot 2^{17i} \cdot 2^{170 \lceil \log_10 k \rceil} + \sum_{j} 2^{17i+170j} d(\lfloor k/10^j\rfloor{\rm\ mod\ }10) 2^{17i} \]
where \(d(0)\) to \(d(9)\) are 10×17 Tupper representations of the digits 0 to 9.
The whole self-referential formula will be:
\[ k=\ \wedge s = k{\rm\ mod\ }2^{17i} + \lfloor k / 2^{17i} \rfloor k \cdot 2^{17i} \cdot 2^{170 \lceil \log_10 k \rceil} + \sum_{j} 2^{17i+170j} d(\lfloor k/10^j\rfloor{\rm\ mod\ }10) 2^{17i} \wedge \frac{1}{2} < p(x,y+s) \wedge y>0 \wedge y < S \]
but where we first replace \(i\) and \(d\) with their correct values, \(S\) by the size, and then we replace \(p\) with Tupper’s formula. After this, we insert the Tupper representation of the obtained formula after \(k=\). And this way, we get a truly self-referential formula!
This puzzle actually has very deep consequences. For example, we can construct a formula \(\phi\) which says that:
“preceded by its own quotation cannot be proven” preceded by its own quotation cannot be proven
Note that \(\phi\) works similar to our quines above: it actually talks about itself! \(\phi\) says that \(\phi\) cannot be proven. It could be false or true. If it was false, this would mean that \(\phi\) could be proven, and hence \(\phi\) would have to be true. So \(\phi\) is a formula which is true but could not be proven. So not everything that is true in mathematics could be proven. (Note: it is very easy to misunderstand Gödel’s theorem — claiming that we understand it after reading this short, popular explanation is definitely not recommended.)
Another consequence of self-reference is the life itself. Live beings are also able to create copies of themselves. If you know a bit about biology, you should recognize the parts of our quine in our cells. The number \(k\) is our genetic code. We have a biological machinery \(p\) which can use the genetic code to create proteins; this machinery can construct a copy of itself, given the correct genetic code. However, this machinery does not construct a copy of the genetic code itself; the genetic code is simply copied using another special biological machinery \(r\). I have read some popular articles about the origin of life, claiming that chemical molecules such as RNA and proteins could appear spontaneously on the young Earth quite easily, and that’s how life was created. But is it really life? I could believe that something like a biological Tupper’s formula could easily appear spontaneously, but to create life, we actually need all three components \(k\), \(p\) and \(r\) at the same time: \(k\) is worthless without \(p\) to copy it, and \(p\) is worthless without \(k\) to describe it. It seems that the spontaneous creation of life is as likely as randomly writing out the self-referential formula above! (But if the universe is infinite, it must happen somewhere!)
So, which bit of maths made you say “Aha!” the loudest? Vote:
Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.
The poll closes at 9am BST on PUT THE DATE IN HERE, when the next match starts.
If you’ve been inspired to share your own bit of maths, look at the announcement post for how to send it in. The Big Lockdown Math-Off will keep running until we run out of pitches or we’re allowed outside again, whichever comes first.
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universallyladybear · 5 years
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iyarpage · 5 years
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20 Best New Portfolios, February 2019
Welcome back, Readers! It’s February, and I don’t think I have a single pink or chocolate-themed site anywhere in the mix. Ah well…
I really shouldn’t have typed that. Now I want to either eat some peanut-butter and chocolate goodies, or base a design on that color scheme. I probably will.
Anyway, we’ve got a generally mixed bag of portfolios for you to check out, with a number of aggressively monochromatic designs in there. Enjoy!
Note: I’m judging these sites by how good they look to me. If they’re creative and original, or classic but really well-done, it’s all good to me. Sometimes, UX and accessibility suffer. For example, many of these sites depend on JavaScript to display their content at all; this is a Bad Idea, kids. If you find an idea you like and want to adapt to your own site, remember to implement it responsibly.
Rob Weychert
Rob Weychert’s portfolio may not be new as such, but I just found it… and probably should have found it sooner. He used to be a designer at Happy Cog, and is now at ProPublica, so you should expect earthy tones and fantastic typography. He sells his expertise mostly through his client list and his extensive blog, using the “go look at my work, it’s super famous” approach to marketing.
Well, it works.
Platform: Static Site (as far as I can tell)
Transatlantic Film Orchestra
The Transatlantic Film Orchestra do exactly what you think they do. Music for video. And on their website, they do it right: no music plays when you load the site. All you get is a calm, dark, and monochromatic one-page portfolio.
I do particularly like the implementation of the audio players, though. The Morse code, the grainy photos, it all works.
Platform: WordPress
Ramon Gilabert
Ramon Gilabert’s portfolio brings us a calming and classic minimalist design combined with some beautifully-used SVG graphics. Mind you, it’s a little confusing when you click on the “social” link in the navigation, as the social links are practically hidden at the bottom, on the right, and on their side. Otherwise, it’s a beautiful and charming design.
Platform: Static Site
Charlie Gray
Charlie gray’s portfolio is full of cinematic-looking photography and Hollywood celebrities, so this layout that feels like a cross between a magazine layout and a PowerPoint is actually right on the money. I’d almost be disappointed if a site like this wasn’t loaded down with a bit too much JS.
In the end, it’s the images that sell everything anyway.
Platform: WordPress
Jordy van den Nieuwendijk
This portfolio is pretty much an art gallery, and it embraces the theme with a full-screen slideshow on the home page, lots of white space, and monospaced type. It’s a classic approach and it hold up well in this case.
Platform: Static Site
Atelier Florian Markl
Atelier Florian Markl has taken the inherent “blockiness” of web design and absolutely run with it. The theme of the day is rectangles and bold colors. You might have a hard time seeing anything, but once your eyes adjust to the glare, you won’t forget this highly modernist design in a hurry.
Platform: Joomla
Nathan Mudaliar
Nathan Mudaliar’s copywriting portfolio may not be the fanciest out there, but it is a master class in showcasing your work creatively. There’s a sort of conversational bit of UI where he showcases his work in different “voices”, interactive examples of his copywriting techniques, and more.
It’s a bit hard sell, perhaps, but you can’t argue with results.
Platform: Static site
WebinWord
WebinWord know how to to stick to a theme. This minimal-ish but highly animated site manages to use the shape of their logo mark all over just about every page. And weirdly enough, it works.
Platform: WordPress
Okalpha
Okalpha goes right for bright colors and pseudo-3D graphics to catch your attention. Honestly, they’re using the same colors and shapes people have been using on us since we were toddlers, so why wouldn’t it work? Slightly kid-ish or not, I think it works.
Platform: Custom CMS (Probably)
Makoto Hirao
Makoto Hirao’s portfolio is ticking a lot of boxes for me, including great type, good use of imagery, and a horizontal home page layout that I actually really like, and that feels intuitive.
My only real criticism would the the usual one about JS dependence.
Platform: Custom CMS
Lydia Amaruch
Lydia Amaruch brings us a beautiful grid-themed portfolio (I am, as always, a sucker for this look) combined with some fantastic illustrations, and decidedly modernist layout. Some bits are weirdly low-contrast, but it’s a darned pretty site overall.
Platform: Static Site
The Sweetshop
The Sweetshop, being a video production company, naturally puts a lot of video front and center with the dark layout you’d expect. But even so, their typography game is surprisingly strong, and there’s not a serif in sight. Even their press releases look pretty.
Platform: WordPress
Noughts & Ones
Noughts and Ones is another agency that’s sticking to their theme, with their branding being a big part of their site’s aesthetic. Other than that, it’s pretty classic minimalism. I personally adore their footer.
Is that a weird thing to say?
Platform: Squarespace
Margaux Leroy
If I had to describe Margaux Leryo’s portfolio—and I do, that’s my job—I’d call it a fusion of ‘90s era futurist design with more modern trends. It’s dark, it’s sleek, and some of the text might be a little too small and low-contrast.
Why did we think text would be that small in the future anyway? Did we think everyone would have augmented eyes?
Anyway, flaws aside, it looks fantastic.
Platform: Static Site (as far as I know)
Julia Kostreva
Julia Kostreva’s portfolio keeps it simple with some pseudo-asymmetry and soft tones. As a branding designer, she lets that branding work do, well, most of the work. And it works.
Platform: Squarespace
Baibakov Art Projects
Baibakov Art Projects takes the monochromatic to another level, and the animations are only sometimes in the way. It’s tall, dark, and elegant, like the work it features. Fantastic use of asymmetry, too.
Platform: Static Site
Kolaps
Kolaps has a decidedly modernist design that feels at once very “business-friendly” and quite eye-catching. It’s classic minimalism come back again with a touch of sci-fi futurism and particle effects.
Platform: Custom CMS (I think)
Betty Montarou
Betty Montarou’s portfolio is kept dead simple with a sort of “click to collage” method of showing off her work. It keeps the whole experience down to about two pages, and only shows off the very best of what she does.
Platform: Static Site
Jordan Sowers
Jordan Sower’s portfolio is another artsy one that sort of mimics the art gallery aesthetic a little. Still, it’s pretty. It’s interesting in that it functions as a portfolio and a store at the same time, but the store is kept almost hidden unless you actually click a link to buy something. It’s a store without the hard sell, and so it’s free to be artistic in its own right.
Platform: Static Site
Heller
And finishing off our list we have another monochromatic design with Heller. It’s modern, it’s pretty, and it has an interesting approach to the collage patterns we see everywhere. This one is definitely going for a futurist feel, even as it’s grounded in the trends of yester-month.
I like the horizontal swipe-in animation they use for images. I mean, if you’re going to animate everything, why not give it that Star WarsTM feel?
Platform: Static Site
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