Welcome, Google

June 14, 2006 5 comments

Personally, I thought this would have happened years ago, but they’ve finally done it – Google’s released their SmugMug killer 🙂

I’ve got my account already and started to play with it – and I actually quite like it. I’ve only spent a few minutes with it (you can too, if you can’t get an account – here’s a sample account to play with, at least as a viewer). Unfortunately, I’m travelling and on my Mac, so I can’t play with the Picasa integration yet.

Anyway, the things I like about it:

  • It’s very clean and simple. Pages aren’t cluttered with tons of crap, browsing is self-explanatory, and the interface revolves around the photos. Good job, Google.
  • JavaScript/AJAX-based image browsing with image pre-loading for speed. We’ve got this in testing right now for SmugMug, and it’s really great. The downside is the URLs get a little uglier, but I think everyone can agree the speed tradeoff is worth it.
  • Slideshow resizes to your browser window. We do this too, and it’s really the only thing to do. The unique thing about Google’s approach, though, is they show you a lower-rez photo first, stretched to fit your screen, which looks shockingly bad at first. Then the sharp version pops in after Google’s servers are done resizing it. At first, this was sorta disconcerting, but now I’m warming up to the idea. You get a “out of focus” preview while the real deal loads (there’s no getting away from the loading time, there’s a few seconds of rendering time that just can’t be gotten rid of), and then when it does load, it almost looks *extra* sharp because you’d seen the “blurry” one first. Very interesting approach. I’d like to hear from our customers whether they like our approach better or worse (we show a loading pane on the first image, and then don’t flip to the next image until we’ve loaded it completely. Downside is seeing a loading pane, and also irregular slideshow switching times as images are resized).
  • No ads! I was shocked to see this, but thrilled, too. People don’t want ads in their photo albums. They don’t go home and clip out newspaper ads and paste them into their physical photo albums. Shocking for Google not to do it, but good idea.

I don’t really have much negative to say about it – Google’s clearly attacking a different market than we are, and they’re doing it with simplicity. I was surprised to see that you only get 250MB (GMail gets GBs for free!), and for $25/year you get 6GB. For $40/year at SmugMug, you get unlimited storage, so this seems outta whack. Doesn’t Google run the largest datacenters in the world? I imagine that’ll change.

Welcome to the game, Google. 🙂

Categories: Uncategorized

U.S. Patent Number 6,985,875

May 23, 2006 1 comment

As a gesture of good will towards a possible settlement with Peter Wolf, I’ve removed this post.

I believe the terms of the settlement will let me explain why I removed it, what this means to SmugMug’s photographers, and what you can do about it. We’ll see, though. Stay tuned.

Categories: business

PhotoRank – help rate the world's photos

April 7, 2006 Comments off

We just released PhotoRank this week, and it’s already taking off in a big way. But enough talk. Here’s what it is:

No login required, single-click user participation to rate photos. No friction – just find photos you like, and give them a thumbs up. Don’t like it? Thumbs down.

Then, see the results.

You can browse most popular photos by time, by keyword, by photo community, by category, and by user. You can even mix and match some of the parameters.

So go wild. Rate the world.

TechCrunch says we're not 'Web 2.0'

April 7, 2006 2 comments

UPDATED: Michael just got back to me and has removed our mention in the article. We’re scheduling a time for us to do a more in-depth look at SmugMug, which I appreciate. It was obvious from his entry on it (which was mostly positive) that he liked what he saw – and it’s probably our fault for not making it obvious that we have all of these so-called ‘web 2.0’ features. In general, we don’t really feel they’re all that special – every site should just have them – so we may miss out on a lot of press compared to sites that do buzz about those things. Oh well.

Michael Arrington at TechCrunch has some nice things to say about us – except he’s ‘urging them to add the obvious web 2.0 features to round this out, starting with RSS feeds for photos and tagging’ because we’re not ‘very web 2.0’. Right. Here’s the comment I posted, in its entirety, in reply:

As the CEO at SmugMug, I feel compelled to comment.

SmugMug has had RSS, Atom, and even Google Earth feeds since before any of these other companies were even announced. Ditto for tagging. And do any of them have a public API? We do.

How about completely democratic, friction free, no login required ranking of popular photos? Look what’s bubbling to the top already.

I could go on and on about our AJAX’d interface for much of the UI, robust search engine, Google Maps integration, etc…

But maybe I just don’t get this ‘Web 2.0′ term. Maybe it’s that we’re a bootstrapped, self-funded, profitable-for-three years company, so we don’t qualify for the name. Does it only apply to those companies without business models?

75% of our customers are refugees from other sites. Flickr is easily our largest “switcher” demographic, followed by most of the other big boys: Kodak, Shutterfly, Yahoo Photos, and Snapfish. We must be doing something right – even if it isn’t ‘Web 2.0′.

Don

Categories: business, smugmug, web 2.0

SiN: Emergence available for pre-order! Save 10%

April 6, 2006 Comments off

SiN Episode 1: Emergence, the sequel to a video game I worked on, SiN, is now available for pre-order via Steam! What’s more, you’ll save 10% and immediately be able to play the original SiN and SiN multiplayer.

What are you waiting for?

Past blog entries about SiN Episode 1: Hands On and Your questions answered.

Categories: video games

Microsoft more relevant than Google?

March 3, 2006 1 comment

So they claim. Only problem with that? At 8pm on a Friday night, the parking lot at Google is packed and there are throngs in every visible conference room.

Guess whose parking lot & campus a few blocks away is a ghost-town? That’s right – Microsoft.

Categories: business

Best. Commercials. Ever.

February 25, 2006 23 comments

Volkswagen recently released a series of commercials called “Un-Pimp Your Ride”. Check them out:

Part I:

Part II:

Part III:

I was afraid they might be internet-only, but I’ve heard from people that they’re showing on TV. Way to go Volkswagen – if more companies would make commecials like this (or the FedEx SuperBowl one, for that matter), maybe people wouldn’t always fast-forward on their TiVos.

Categories: business, personal

Google causing web stagnation?

February 20, 2006 2 comments

It’s not an intended consequence, I’m sure, but it’s true nonetheless – I can’t build the pages I want to build because I have to design with Google in mind.

I *want* to build pages that feel much faster and snappier, by using AJAX to populate some portions of the page. But Google’s crawler doesn’t grok Javascript, so I’m left with slower, less useful pages just so Googlebot can find all the links properly. Ugh.

The pages look no different to a normal person – but they feel much snappier. That’s a big win for my customers. Losing Google indexing, though, is too precious. Google wields enormous power.

I’ve heard tell of a new Google crawler based on Mozilla that *does* grok Javascript. Does anyone happen to know if that’s really the case, and if so, when it’s expected to replace the old and crusty crawler?

I’ve thought about sniffing the User-Agent and rendering the page “the old way” for crawlers and “the new way” for humans, but apparently this can get me big black points in Google’s index. Which is sorta silly, because if you compare the old way and the new way side-by-side in a browser – they look identical. It’s just that one was partially rendered via AJAX and the other was sent in HTML/CSS on the GET query. Apparently that’s enough to get me beat down, though. 😦

Anyone have any other ideas?

Categories: smugmug

SiN Episodes – your questions answered

January 30, 2006 5 comments

UPDATE 5:20pm: Turns out Ritual has a survey up. Go let them know if you’d like Co-Op or any other form of multiplayer!

Got a bunch of questions via email, comments, and forum posts after my last blog entry about SiN Episodes, Emergence. Here’s your answers, right from the source:

  • Middle of March is the estimated ship date. But I’m pushing them hard (and sounds like they’re pushing themselves hard) to not ship before it’s polished. So if it slips, don’t kill me.
  • The original SiN will come, free of charge, with a purchase of SiN Episodes. You can play it immediately, no waiting period.
  • SiN-on-Steam will work for multiplayer (including the awesome SiN-CTF!) via Steam and Steam’s browsers
  • SiN-on-Steam *is not* the Source re-make of SiN. Ritual’s working on it, but it’s a low priority right now.
  • The “shaky cam” video from a tradeshow (CES?) isn’t very indicative of the current game. In that video, it looked sorta like a HL2 mod. The game itself doesn’t look or feel that way at all. I guess I played with a newer version, but the art and design didn’t feel like HL2 at all. There were one or two placeholder textures, but most of it looked like new art and definitely a new feel.
  • Wages of SiN – Ritual wants to include this in the SiN-on-Steam package, but don’t know if they can yet. They’re looking into who has the rights, and whether they can get them if they can’t. They’re hopeful.
  • Multiplayer in SiN Episodes – it’s coming, but not in Episode 1. Hopefully in Episode 2.
  • Co-Op in SiN Episodes – A couple of people at Ritual would like to do this, but they’re not sure if lots of their fans really want it. Let them know if you do!
  • There will be a mod SDK for SiN Episodes shortly after release.
  • There’s *lots* of interactivity. I thought I made that clear in my first post, but I got questions about it. Lots!
  • Elexis’ “assets” have more animation “bones” in them than the rest of her model total. Think DOA4 level reality on the animation of those puppies.
  • ADV has a new SiN anime in the works. The first one was a blockbuster, so this should come as no surprise.

I’ll update again if there are more questions. Keep em coming!

Categories: personal, video games

Hands-on with SiN Episodes

January 27, 2006 9 comments

As some of you may know, I worked on the video game SiN back in the day. We loved making it, and everyone involved has wanted to make a sequel ever since. Ritual’s finally doing so, and I spent all of last night looking under the hood of the game. I’ve got some goodies to share. (And so does my brother). Also, I can get details on just about any aspect of the game you’d like. Post your stuff in the comments and I’ll do a follow-up entry with answers (UPDATE 1/30/06: Answers!).

Before getting into the details, though, I wanted to quickly touch on just how important this game is for the entire video game industry. Everyone wants episodic games. Developers want it because they get to make better games (by listening to their fans suggestions every 6 months and incorporating it directly into the next chapter) and do it more cheaply (6 months of game development vs years. Do the math). Gamers want it because their favorite games will be more frequent, higher quality, and more innovative since developers can now take some risks with different & new gameplay.

But figuring out if it’s a money-maker is a big risk. Someone’s gotta put their hard-earned dough on the line and try it out. Traditional publishers don’t want to jeopardize their revenue stream (just like the music and movie industries, they’re terrified of new distribution models.) Luckily, Ritual’s putting their money where their mouth is and self-funding this little experiment. If they succeed, the market will shift and we’ll all get what we want. Valve did an excellent job proving online distribution works (last I heard, 50% of Half Life 2’s ~5,000,000 copies were sold online via Steam)… now we just need Ritual to prove that episodic games make money. I know I’ve got Steam fired up and my $20 ready. Bring it on. 🙂

Let me get to the game itself. If the game sucks, this whole episodic thing could get set back 5 years. Luckily, the game looks awesome. (Bear in mind it’s not complete yet, and things may change, so don’t lynch me if everything’s not exactly as I described) It’s a true sequel to the original, and the art style manages to both remain consistent to the original and extend it. In fact, I saw some of the exact same geometry from the first game in one of the first sequences. 🙂

The thing that struck me first was how strong the AI is. They watch where you’re waving your gun and react accordingly. Aiming at their head? They’re gonna duck. Aiming at their torso, and there’s cover nearby? They’re gonna use it. Are there some garbage cans in the alley with you? They’re likely to pick them up and throw them at you before shooting. They help each other, too – we loved kneecapping guys and laughing at them as they fell to the ground, unable to walk. That is, until they still continued to shoot at us and called over a buddy, who helped them get back up. Oops!

Easily my favorite thing about the game is the adaptability. The game adjusts the difficulty on-the-fly, which we’ve all heard before. I thought that’d be sweet, but probably a little one-dimensional and easy to “game” or use to your own advantage. It turns out it’s not one-dimensional at all, but actually 5-dimensional. It utilizes a spider-chart to track your progress along multiple different game axis – things like how fast you’re moving through a level, your accuracy with your weapons, how much damage you’ve been taking, etc. The game then adjusts all sorts of variables to try to keep everything balanced just so. It’s got a great visual (I’ll get a screenshot for everyone) which looks remarkably like a spiders-web. The game tries to keep you dead-center on each axis, if that makes sense.

The reactions from the game aren’t just “oh, ok, we’ll spawn more guys” or “let’s make more health canisters”. Instead, they’re things like more helmets on enemies if you’re getting very good at headshots. Feels more immersive than just piles of health everywhere. 🙂

The weapons are great. Blade’s magnum still feels and sounds powerful and meaty. You can now look down the barrel to get a more accurate shot, and it has an alternate fire which shoots a wall-piercing antigen round. The antigen round, when used on certain mutants, can make them grow or shrink. His shotgun now has an alternate fire with a ricochet. Bounce shots around corners and things. All the weapons have a melee attack, so you can beat SinTEK to a pulp. There’s an assault rifle, a sniper rifle, and off-hand grenades. The grenades have great effects, with sweet particle sparks and nice flames which affect the environment and enemies.

From time to time, Jessica (JC’s hot sidekick) will drive Blade around the city and Blade’s on gunner duty. She’ll take different courses each time, based on her decisions, so there’s a little extra replayability for the “rail shooter” portions of the game. The car is totally destroyable piecemeal, so parts (doors, windows, the trunk, the hood, etc) can fly off as Blade takes heavy fire. Oh, and for a funny easter egg, stare at Jessica’s assets a bit sometime. 🙂

Ritual’s built an amazing skybox with the complete city all laid out. So as you progress from location to location in the game, all of the scenery totally matches up. Further, one of the buildings is an enormous skyscraper, from which you look down on all the other places you’ve visited during this chapter.

As SiN fans will know, Ritual has ABOs, or Action-Based Outcomes, which let the player change the direction the game takes based on how you accomplish tasks. One thing we talked about was the possibility of meta-ABOs where this episode gathers data on how everyone killed the final boss, for example. They can then take that information and start the second episode in such a way that it matches up with the way most people played the first. It wasn’t clear whether this would make it in this first episode or not, but I truly think the most powerful aspect of episodic game design is something like this. When fans can tell the developers what parts of the game they did and didn’t like, and the developer can incorporate that into a brand-new game within 6 months, everyone wins. Automatic stat gathering could help this a great deal and keep the story seamless.

There’s TONS of interactivity, and as a result, tons of easter eggs. You can use almost everything the world, including pay phones, and there are tons of numbers to call all over the place. If you see it in the world, you can probably do something fun with it.

The physics stuff is present and works well. It looks like they’ve extended Valve’s base physics to include things like oxygen tanks that have accurate velocity when shot. The game remembers which portion of item you picked up, so when you drop or throw it, it spins naturally as if you’d grabbed some corner of something, rather than the whole object.

There’s a massive amount of stat-tracking in the game. They keep track of everything you’d imagine, like your hit percentage, time playing, shots wasted and lots you wouldn’t. There are dozens of different metrics the game tracks and you can take a look anytime. If you’ve got a Logitech G15 keyboard, the game will show you your stats on the built-in LCD display.

We saw one boss fight, and he was sweet. Didn’t seem to have multiple stages or anything, but he did have a variety of attacks (huge melee fists, and a great glowing ball of stuff) and his skin showed all the damage we were laying on him. During the fight, we discovered that you can blow up any of the health containers in the game and they’ll make volumetric clouds of health. Likewise, the antigen containers will make coulds of antigen. And it turns out that antigen harms you but heals the mutants (and vice versa). So we could blow up health canisters as a means to injure the boss and other mutants. Pretty sweet.

Whew. I could go on-and-on, but the game really looks like a winner. Ritual, like Valve, has a full-time writer on staff and it shows. The game feels cohesive. It’s story-driven without getting bogged down in the details. The world exists already and you just happen to be in it. Some lame video game story isn’t shoved down your throat, whether you like it or not. You don’t know everything that’s going on, and it doesn’t matter.

Oh, yeah, and before I forget: All SiN Episodes buyers will get all of SiN 1 as a free bonus. So when you pre-order SiN Episodes, you’ll immediately get to play SiN 1. Pretty great, if you ask me. (Long live SiN-CTF!)

Post any questions in the comments (or over on my brother’s Shacknews thread) and I’ll try to answer any questions you have. I think I’m at liberty to talk about just about anything.

Categories: business, video games