Personal Blog of Amy Seaman

Work often requires me to write about the tangible, the concrete, the non-abstract. I'm usually attempting to do something, be it introduce a concept, sell a product or inform a reader. Sometimes, though, I like to think a bit outside of the lines. Here's the beginning of a story-to-be. Comments and critiques are always welcome :)

No-Wings looked up at the sky, sadness in his eyes. "I-I-I've read th-the signs," he squawked, his beak emitting puffs of warm steam that made the world feel just a bit brighter.

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It's been three years since I landed in Japan with the intent to move there, more like four since I made the decision to move there. If I were to sum it up, I'd say it was a good run. If I had to put it into words, I'd call my time in Tokyo bittersweet with a touch of melancholy.

I left Tokyo months ago, but even then it didn't really feel like leaving — it didn't even faze me, I didn't really even realize that I was leaving my cozy little Yutenji haunt for good. Maybe it's because I didn't actually leave Japan — I just went down to Kyoto to see a close friend, to get in a few days of relaxation before I threw myself into the whirling, stressful pool of chaos that is trying to start anew. Chaotic, but what I needed.

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A somewhat casual gamer, I've always been intrigued by what makes a good game tick. Strong characters and fluid gameplay are key, but what makes these things work the way they do? I'd known for a long time that video games are essentially massive blocks of code, but how exactly does each part contribute to the whole? Seeking answers to these questions, I started searching for a simple game development library that I could use to learn what goes on behind the scenes.

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As a writer who sometimes dabbles in the creative side of things, I occasionally find myself at a loss for ideas, blindly grasping for the next turning point in a story, a plot twist or even just for how everything begins. I once made the mistake of mentioning this problem to a non-writer: Their response was to buy me an annoyingly heavy box of cards that I was meant to pick from when in need of inspiration — a nice gesture, but who wants to lug around a giant box of cards to a café? Not me. Read More →
At the risk of sounding cold and detached, there is only one thing that I truly miss while in Tokyo. It's not the people of San Francisco — with things like Skype, it's easy enough to get in and to stay in touch — or the landscape — while not dotted with the hills my beloved hometown (if that's what you can call it) boasts so proudly, Tokyo's downtown cityscape is at times so bustling it's hard to think about anything other than getting from Point A to Point B. When roaming the streets of Tokyo, you quickly learn to snap to attention in a heartbeat, lest you find yourself a victim of pedestrian bowling games that bicyclists play on the sidewalks that line the metropolis's car-filled streets... Read More →
I am, perhaps, one of those people whom parents do not want their kids to be influenced by, to look up to. Among other reasons, I like meeting strangers, eating and drinking with them, hanging out with them. The way I see it, we were all — at one time recent or long ago — strangers to one another. I am one of those people who does not believe in altruism, in true selflessness. I believe that giving coexists with receiving — while the so-called "reward" of "altruism" may not be monetarily or quantifiably equal, it is most certainly emotionally so. There is perhaps nothing more satisfying, more happiness-inducing, for me than to see others happy. I love helping people — you could probably even say I thrive on it and you wouldn't be too far off. Read More →