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Lessons from Doom (2010)

A high-minded goal like “expand the boundaries of the medium” doesn’t always mean forging ahead in crazy new unknown directions. Sometimes it means examining lost evolutionary lines in game design – picking up ideas that were abandoned long ago and seeing if there’s any new life in them. The game I keep coming back to…

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Four months with Haskell

At the end of January of this year, I switched to a new job, almost exclusively because I was enticed by the idea of being able to write Haskell. The concept of using such an interesting programming language every day instead of what I’d been doing before (mostly Rails and JavaScript) was very exciting, and I’m…