Adobe’s VP of Experience Design Michael Gough on Paper dependency and the omniscient gadget

Adobe's Michael Gough on his dependency on digital Paper and the omniscient gadget

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

In this week’s edition of our regular answer sessions, Adobe’s VP of Experience Design Michael Gough discusses digital sketching and six-fingered spies. Head to the other side of the jump to peruse those and a number of other topics in this coup d’état of queries.

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Source: Distro Issue 97

The New York Times has a wonderful feature about Wikipedia-founder Jimmy Wales which you should go r

The New York Times has a wonderful feature about Wikipedia-founder Jimmy Wales which you should go read. Spoiler: he’s not a billionaire.

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Steve Wozniak talks in-car tech, Google Glass, and the new Mac Pro

During Ford’s Trend Conference at the company’s headquarters in Dearborn, Michigan, Apple co-founder Steve Wozniak sat in during a panel about driving distractions in vehicles and what solutions we could see in the future to limit these distractions in the car. Are touchscreens in the dashboard really the way to go? Do wearables like Google

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Sony’s Jun Katsunuma on the inspiration for Xperia Z Ultra’s design

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After the Xperia Z Ultra’s launch event in both London and Shanghai, we had a brief chance to talk to Sony’s Product Design Director, Jun Katsunuma, who was present in the latter city. Jun’s been responsible for Sony’s mobile devices since the Xperia S days, so the transition to the Xperia Z’s double-glass design was also under his watch. That said, the newer Xperia Z Ultra isn’t simply just an enlarged version of its smaller sibling, as we found out straight from the horse’s mouth.

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HTC Creative Director Daniel Hundt on the first-gen iPod, Leica M8 and the quandary of constant social connectivity

HTC Creative Director Daniel on the 1stgen iPod, Leica M8 and the quandry of constant social connection

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

In this week’s installment of your smattering of queries, HTC’s Creative Director Daniel Hundt chats up the versatile smartphone and responsible consumption. For a look at all of the responses, cozy up on the other side of the break.

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HTC Creative Director Daniel Hundt on the first-gen iPod, Leica M8 and the quandry of constant social connectivity

HTC Creative Director Daniel on the 1stgen iPod, Leica M8 and the quandry of constant social connection

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

In this week’s installment of your smattering of queries, HTC’s Creative Director Daniel Hundt chats up the versatile smartphone and responsible consumption. For a look at all of the responses, cozy up on the other side of the break.

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Oculus remains focused on PC first for Rift, using new capital to scale up staff

The Oculus Rift company is barely one year old, but it’s already off to a strong start. Developers have kits from a massively successful Kickstarter campaign, said kit has support from the industry’s biggest game engine creators, and the consumer-friendly HD version is already being shown off to press (we loved what we saw at E3 2013 last week). And now the company’s got a solid $16 million in the bank backing up its next step: creating a virtual reality headset that’s significantly more mainstream than the $300 dev kit currently available. But don’t think that alters the young company’s promise of virtual reality on the PC platform; quite the contrary, as CEO Brendan Iribe told Engadget, “We’re really focused on the PC as the platform to bring this to market right now.”

He said that Oculus isn’t against bringing its VR headset to consoles, but that PC remains the primary platform. “We’re always looking at other platforms — looking at consoles, we’re also looking at Android and the mobile side in a big way — but right now we really are focused on the PC platform,” he said. Sony’s Shuhei Yoshida told us last week in an interview that, “We’ve got a couple of the development kits, and I tried it out and I love it,” though he wouldn’t outright say if the PlayStation 4 will support the Rift. We’re betting “yes.”

As for what Oculus is doing in the short-term with the new infusion of cash? In short, it’s being used to staff up (the company’s still under 50 employees right now, mostly engineers). “We’re using the funding to ramp up on hiring more smart people, the best and brightest that we can find,” Iribe said. “The dev kit as it is now, that we’re shipping, will stay the same, and the software side will just keep getting better.” The vast majority of those new employees will be engineers — one glance at the company’s careers page quickly confirms this claim. Outside of new employees, though, Iribe said little will change in the company’s ongoing goal to develop “the very best virtual reality platform we can create.”

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Minecraft creator Markus ‘Notch’ Persson on the HTC Desire Z, CPU speed demons and more

Minecraft creator Markus 'Notch' Persson on the HTC Desire Z and CPU speed demons

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

In a brand new installment of our weekly smattering of questions, Minecraft creator Markus “Notch” Persson offers his take on high-precision nerdery and the evolution of nature’s most intuitive interface. To peruse all of the responses, join us just beyond the break.

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Source: Distro Issue 95

Talking Frostbite, Battlefield 4 and Mirror’s Edge 2 with EA DICE’s big boss (video)

Talking Frostbite, Battlefield 4 and Mirror's Edge 2 with EA DICE's big boss video

EA’s DICE studio is the motor that powers several of gaming’s most popular franchises. Need for Speed and Battlefield are just two of the enormous series that DICE’s Frostbite engine is behind, and EA’s pledged the engine’s support to many more of its titles. It’s with these things in mind that we met up with DICE General Manager Karl Magnus-Troedsson at E3 2013, where we discussed Frostbite 3, Frostbite Go, Battlefield 4 and even a little Mirror’s Edge 2 for good measure.

Troedsson had a headline spot during EA’s E3 stage briefing, where he helped to narrate a live demo of a 64-player match. Beyond a showcase for Battlefield 4, the presentation was perhaps the most stunning demonstration to date of the DICE studio’s Frostbite engine and the power it’s able to wield when harnessed by skilled developers. And for the first time ever on next-gen consoles, Battlefield‘s console versions (at least the next-gen ones) are identical with that of the PC one. Massive online battles and incredible in-game events — such as a Shanghai skyscraper being brought toppling down, all while naval scraps and helicopter dogfights are taking place — are possible on both PC and the next-gen boxes from Microsoft and Sony. We discuss all that and more with Troedsson in the video we’ve dropped just below the break.

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Sony’s Shuhei Yoshida talks Remote Play ubiquity on PlayStation 4, not bundling the Eye with the console

With the PlayStation 4, unlike the PlayStation 3 before it, Remote Play functionality on Vita is handled on a system level. Though Sony’s asking developers to take into account the Vita’s different button setup and additional input mechanisms that the portable console has, the actual act of enabling Remote Play is handled by the PlayStation 4 itself. “On PlayStation4 , it just happens. You just make a PS4 game, it supports Remote Play,” Sony Worldwide Studios head Shuhei Yoshida told us in an interview at E3.

We’d asked whether Sony’s “mandating” Remote Play functionality from developers, and Yoshida first explained how it worked on the PlayStation 3 to offer some context. “The single biggest issue, why there are not many PlayStation 3 games that support Remote Play, was that it was optional — the system didn’t do much. The game has to set aside some memory or CPU to be able to do that, and usually, memory is the most precious resource that [development] teams fight amongst each other for. So when it comes down to the priorities, these are features that are very easy to drop,” he told us. The idea with PS4 is that, by offloading responsibility for Remote Play support to the console itself, developers are freed up to make the control tweaks necessary for a comfy experience playing a PS4 game remotely on Vita.

“Please make sure that when you play your games on Vita, the control is good. That’s the minimum thing we’re asking them to do,” he added. All that said, not every single PlayStation 4 game will work with Remote Play — “Maybe not Just Dance,” Yoshida offered with a laugh when we asked. That’s a pretty reasonable exception if you ask us, and it sounds like only games that require the PS4 Eye or Move (or some other such input method that’s impossible to emulate on Vita) are on that excepted list.

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