John Voorhees

5429 posts on MacStories since November 2015

John is MacStories' Managing Editor, has been writing about Apple and apps since joining the team in 2015, and today, runs the site alongside Federico. John also co-hosts four MacStories podcasts: AppStories, which covers the world of apps, MacStories Unwind, which explores the fun differences between American and Italian culture and recommends media to listeners, Ruminate, a show about the weird web and unusual snacks, and NPC: Next Portable Console, a show about the games we take with us.

Screenwriting, Novels, Apps, and More with John August (Part 1)

Today on Dialog, we published the latest interview of Season 1 featuring screenwriter and author John August.

John August is a screenwriter whose credits include films like Go, Big Fish, Charlie’s Angels, Titan A.E., Charlie and the Chocolate Factory, Corpse Bride, and Frankenweenie. He also wrote and directed The Nines and is the author of the Arlo Finch series of middle-grade fiction books. John is the co-host of the podcast Scriptnotes, the maker of the Highland text editor for the Mac and Weekend Read for iOS, and commissioned the Courier Prime typeface too.

A common thread across the wide variety of projects August has been involved in is dissatisfaction with the status quo. That’s led him beyond writing to projects like app development and commissioning a font. First and foremost though, August is a writer, which is where our conversation begins.

In this week’s episode of Dialog, we talk to August all about screenwriting: how he got started, how screenwriting differs from other forms of writing, his process for getting started, dealing with getting stuck, his writing environment, and more. We also talk about Arlo Finch, his middle-grade fiction trilogy and the role of luck, hard work, and privilege in his success.

Next week, we’ll cover more about August’s podcast, Scriptnotes, his apps, Highland and Weekend Read, as well as Courier Prime, the font he commissioned because he wasn’t satisfied with other Courier variants.

You can find the episode here or listen through the Dialog web player below.

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Ars Technica Interviews Apple Representatives and Developers about Catalyst

Samuel Axon spoke to developers and marketing, developer relations, and engineering representatives from Apple in a story for Ars Technica about Catalyst, Apple’s project for bringing iPad apps to the Mac.

Prior to WWDC, Apple gave a handful of companies access to Catalyst. Axon spoke to three of them about their experiences so far. Nolan O’Brian of Twitter, which discontinued its Mac app in 2016, had this to say about the experience:

“What Project Catalyst specifically offers is the ability to use our existing codebase, meaning that we don’t have to maintain separate code or a separate team to support Twitter for Mac,” he went on to say.

O’Brien said it was relatively easy to get going with the new app: “The surprising thing that got us excited about Project Catalyst was how much of our existing iOS codebase was able to just work.”

TripIt and Gameloft had similar experiences bringing their apps to the Mac.

Addressing the concern that Catalyst means the end of powerful AppKit-based apps on the Mac, Shaan Pruden, Apple’s senior director of partner management and developer relations, explained that there’s a place for ground-up AppKit apps as well as Catalyst apps:

“Good developers will know their audience and their users and what they’re going to want,” she said. “This just opens the door for lots of people to consider coming that wouldn’t have even thought about it before. And I think that’s more the target for this particular technology as opposed to someone who has a very complicated, big, heavy-lifting kind of creative app.”

Todd Benjamin, Apple’s senior director of marketing for macOS, elaborated saying that he:

…believes there are fundamentally multiple types of apps, and they’re not mutually exclusive with one another on a platform. And this is key to understanding Apple’s approach, here. He said:

I think apps on the Mac have always been these large and complex and highly capable apps that are very broad. And I think apps on iOS by nature are a little bit more focused. They’re highly designed. They’re very much considered in what they do and how they do it. And I think that’s changed how people look at apps, right?

The full story, which is full of detailed developer and Apple insights about Catalyst, is worth a read especially since it demonstrates just how nuanced the issues surrounding Catalyst are.

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Reminders in iOS 13

AppStories+ Deeper into the world of apps

AppStories Episode 118 - Reminders in iOS 13

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AppStories+ Deeper into the world of apps

This week, Federico and John continue their series of episodes on the new and updated apps coming from Apple in the fall with Reminders.

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Game Day: Worse Than Death

Worse Than Death is a narrative-driven horror game from Toronto-based Benjamin Rivers, the developer of Home. The two games share some similarities. Both games feature creepy, small-town mysteries where you play as a pixelated protagonist in a chunky-pixel world. What’s different about Worse Than Death is that it interweaves comic book-style, hand-drawn art throughout the story including cut scenes, when examining objects, and for dialogue. It’s a unique style that helps bring the characters and their surroundings to life in a way that pixel art alone can’t.

In Worse Than Death you play as Holly, who has returned home from the city to attend her high school reunion. When she arrives in town, she stops by the local bar where she meets with Flynn, an old friend who we learn was engaged to a woman named Grace before she died in an accident.

I don’t want to spoil the story, but what seems like a typical reunion when Holly and Flynn arrive turns out to be anything but ‘typical.’ Soon you’re racing around town faced with a growing number of gruesome deaths and chased by unseen monsters from whom you need to hide to survive.

The game does an excellent job of ratcheting up the tension as it progresses. I found myself jumping more than once as unexpected things happened during the game. As you make your way through the town trying to solve the mystery of what has happened, you face a series of puzzles that get progressively harder to solve, but clues are everywhere, so be sure to examine everything.

The gameplay is simple. Tap the left and right sides of the screen to walk that direction and double tap to run. Examining objects and interacting with other elements of the game is as simple as tapping icons that appear around Holly.

Worse than Death also supports MFi controllers. The onscreen controls aren’t difficult to use, but with a narrative game like Worse Than Death, I like to lean back with a controller with my iPad Pro in the Brydge Pro Keyboard so I can get the angle just right and relax. The SteelSeries Nimbus’ thumbstick and buttons were perfect for exploring the game.

I also highly recommend playing while listening with headphones. The sound design is fantastic and an integral part of the tension built by the story. Sounds come at you from every direction thanks to a 3D audio track that’s a perfect match to the game.

I also love the hand-drawn art and the way it contrasts with the pixelated gameplay. It’s a combination that makes Worse Than Death stand out from other action adventure games and succeeds in conveying strong character emotions, which adds to the tension that builds through the game. What’s more, the many hand-drawn images used in the game were drawn entirely on an iPad Pro using the app Procreate. Here’s a time-lapse that developer Benjamin Rivers posted on Twitter of the art being created:

https://twitter.com/benjaminrivers/status/1131553256960942080

It’s a testament to the iPad Pro and Procreate that such a large part of this game’s artwork could be done using the combination.

The hand-drawn artwork in Worse Than Death was created on an iPad Pro using Procreate.

The hand-drawn artwork in Worse Than Death was created on an iPad Pro using Procreate.

I’m not usually a fan of horror games, but I love a good mystery and puzzles, which Worse Than Death delivers on. With simple gameplay and story-driven action, Worse Than Death is like a creepy mystery you take with you on summer vacation. Wrapped in terrific artwork and absorbing sound design, Worse Than Death is a game that shouldn’t be missed.

Worse Than Death is available on the App Store for $3.99.






Jony Ive to Leave Apple to Form New Design Firm and Sabih Khan Named SVP of Operations

Tim Bradshaw of the Financial Times dropped a bombshell: Jony Ive is leaving Apple to start his own design firm called LoveFrom, and Apple will be its first client. Ive told Bradshaw:

While I will not be an [Apple] employee, I will still be very involved — I hope for many, many years to come,” Sir Jonathan told the FT in an exclusive interview. “This just seems like a natural and gentle time to make this change.

Ive’s transition from his role as Apple Chief Design Officer where he oversees the design of both hardware and software to his new company will begin later this year with LoveFrom launching in 2020. Marc Newson who has collaborated with Ive in the past will join him as part of the LoveFrom design team. In addition to continuing ongoing projects for Apple, Ive told the Financial Times he would work on unspecified ‘personal passions.’

Ive has led Apple’s design team since 1996 and is responsible for the company’s iconic product designs like the iMac, iPod, and iPhone. He also guided the design and construction of Apple Park. In a press release issued by Apple, Tim Cook said:

Jony is a singular figure in the design world and his role in Apple’s revival cannot be overstated, from 1998’s groundbreaking iMac to the iPhone and the unprecedented ambition of Apple Park, where recently he has been putting so much of his energy and care,” said Tim Cook, Apple’s CEO. “Apple will continue to benefit from Jony’s talents by working directly with him on exclusive projects, and through the ongoing work of the brilliant and passionate design team he has built. After so many years working closely together, I’m happy that our relationship continues to evolve and I look forward to working with Jony long into the future.

Apple has not announced a replacement for Ive. Instead, the company’s press release says that design team leaders Evans Hankey, Vice President of Industrial Design, and Alan Dye, Vice President of Human Interface Design, will report to Apple’s Chief Operating Officer Jeff Williams. Of the design team, Ive had this to say:

After nearly 30 years and countless projects, I am most proud of the lasting work we have done to create a design team, process and culture at Apple that is without peer. Today it is stronger, more vibrant and more talented than at any point in Apple’s history,” said Ive. “The team will certainly thrive under the excellent leadership of Evans, Alan and Jeff, who have been among my closest collaborators. I have the utmost confidence in my designer colleagues at Apple, who remain my closest friends, and I look forward to working with them for many years to come.


Separately, Apple announced that it has named Sabih Kahn as joined the company’s executive team as Senior Vice President of Operations. In a press release, Apple said that Khan who has been at the company since the mid-90s:

will be in charge of Apple’s global supply chain, ensuring product quality and overseeing planning, procurement, manufacturing, logistics and product fulfillment functions, as well as Apple’s supplier responsibility programs that protect and educate workers at production facilities around the world.

According to Apple CEO Tim Cook and Williams:

Sabih leads our Ops team with heart,” said Tim Cook, Apple’s CEO. “He and his entire worldwide team are committed to delivering unmatched experiences to our customers, treating workers everywhere with dignity and respect, and protecting the environment for future generations.

I’ve been privileged to work with Sabih for more than 20 years, and you won’t find a more talented operations executive anywhere on the planet,” said Williams. “He is a world-class leader and collaborator, and I have no doubt that he will be the best leader of the Ops team in Apple’s history.

This is a surprising turn of events. Ive will continue to work with Apple, but it clearly won’t be his sole focus anymore. He’s left a lasting imprint on Apple over the course of almost three decades and is leaving behind design team led by Apple veterans, which leaves the company in good hands. Still, it’s a shame to see Ive go.

The addition of Kahn to the leadership team who, along with the company’s two design leads, will report to Jeff Williams is interesting too. I wouldn’t be surprised if Williams is being groomed to take over as CEO someday.