July 14, 2014
abandonedography:

An overgrown structure deep in the forest of Galicia, Spain by Francisco Lopez

abandonedography:

An overgrown structure deep in the forest of Galicia, Spain by Francisco Lopez

July 14, 2014
uromancy:

Joseph Mallord William Turner. The Vision of Jacob’s Ladder. 1830.

uromancy:

Joseph Mallord William Turner. The Vision of Jacob’s Ladder. 1830.

(via rossignol)

July 14, 2014

kierongillen:

kris-mtg:

owlturdcomix:

We go forward.

That setup. Those feels.

:(

July 14, 2014
slavin:

(via Photos of a traffic jam stuck in the woods for 70 years | Death and Taxes)

slavin:

(via Photos of a traffic jam stuck in the woods for 70 years | Death and Taxes)

(via rossignol)

July 14, 2014

artruby:

Edward Burtynsky.

(via rossignol)

July 14, 2014
"

The video game industry was quick to industrialise. Where literature, music and cinema had chance to explore their artistic potential away from monetary preoccupations, video games were born into the arcade where, Cinderella-like they had to earn their keep on the bar floor, minute by minute, credit by credit. Atari, one of the earliest video game companies, would playtest its games in select American bars for a fortnight. If the game failed to earn enough money, it would be figuratively thrown out onto the street. In this way video games and money were yoked from an early age. Thereafter, the cultural conversation has always been secondary to the industrial question: how do we monetise this?

But this is only one kind of success story. Video games, like photography, music, cinema and literature, have tremendous value aside from any consideration of financial gain. If the incentive that we present to young people for making games is predominantly a financial one, then we are all the poorer. Video games allow people to express themselves and present the ways in which they experience and interact with the world and its systems in a unique way to others. Games are, predominantly, a way for self-expression and enrichment and yet the conversation is primarily focused on the “how” of making a living than the “what” of what might be possible within the medium’s bounds.

"

— Simon Parkin is probably the best writer on videogames working today, maybe ever. Here he is over at New Statesman, talking all things this. (via kierongillen)

August 4, 2013

(Source: abandonedography)

August 4, 2013
marcoaoribeiro:

Passante.
"Entrei e vi, na sala de fora, passante de vinte pessoas." Afonso Arinos, Pelo Sertão.

marcoaoribeiro:

Passante.

"Entrei e vi, na sala de fora, passante de vinte pessoas." Afonso Arinos, Pelo Sertão.

(via fuckyeahbookarts)

July 24, 2013

(Source: theo-gosselin, via abandonedography)

July 24, 2013
abandonedography:

Carlos Galvez

abandonedography:

Carlos Galvez

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