Hitler had had entirely too brilliant a graphics department, and had understood the power of branding all too well.
Well, Apple invented the PC as we know it, and then it invented the graphical user interface as we know it eight years later (with the introduction of the Mac). But then, the company had a decade in which it took a nap.
For most of the '90s and the first part of this decade, content providers who wanted to publish online only needed to worry about the graphical web browser.
From a technical point of view, there seemed to me to be absolutely no reason why - with the existing technology - we couldn't do very high quality audio, because whereas the boom in digital graphics is ongoing, the boom in digital audio has already ...
It wasn't until the Apple Macintosh that people understood what true hardware-software integration was about. It took one company to line it up: low-cost hardware, cool graphics, third-party products built on top of it, in an all-in-one attractive pa...
There's established gaming IP that's coming from console to mobile, which is interesting. Everything is converging a little bit toward mobile devices in the living room. On the casual side, the graphics and animation and game design and all of those ...
Minted.com is both a global design community and stationery retailer. Independent graphic designers from all over the world submit designs to our ongoing design competitions, and Minted's community votes to tell us what to sell.
I'm blown away by the graphical detail of today's games. I can't imagine that it's going to get any better, but it's just going to continually progress and soon we'll be living in that world.
There are already a lot of devices in our lives that have rich text or the ability to handle graphics. Our devices are designed to be understood in less than a quarter of a second.
Clearly, if we'd had the kind of computer graphics capability then that we have now, the Star Gate sequence would be much more complex than flat planes of light and color.
But I think we are seeing a resurgence of the graphic ghost story like The Others, Devil's Backbone and The Sixth Sense. It is a return to more gothic atmospheric ghost storytelling.
There are so many games where you fight aliens or zombies, and they have very high-fidelity graphics, but they don't ask the question of why the events are happening.
Speed is scarcely the noblest virtue of graphic composition, but it has its curious rewards. There is a sense of getting somewhere fast, which satisfies a native American urge.
I don't keep a record of the parts I've played, and I don't compare characters, but maybe I should? I could construct a graphic that grades badness and madness levels? Interesting idea.
Because I was extremely uncomfortable talking about sex with him at all and particularly in such a graphic way, I told him that I did not want to talk about these subjects.
The Apple has the fewest bells and whistles. It has simple sound and few graphics special effects. In a way, that is a weakness because markets for the other machines are getting bigger.
Novel writing is like heroin addiction; it takes everything you've got.
Henry James said there isn't any difference between "the English novel" and "the American novel" since there are only two kinds of novels at all, the good and the bad.
Madly, futilely, I wrote novel after novel, eight in all, that failed to find a publisher. I persisted because for me the novel was the supreme literary form - not just one among many, not a relic of the past, but the way we communicate to one anothe...
Publishers send me a lot of first novels because my first novel was the defining novel of my career, and I guess a lot of people want my benediction or something.
English writing tends to fall into two categories - the big, baggy epic novel or the fairly controlled, tidy novel. For a long time, I was a fan of the big, baggy novel, but there's definitely an advantage to having a little bit more control.