This feels more like a repost of items that I have missed out on posting during this year's  FITC. Or probably
I was getting over the double dose of hangovers that were had from the night before. One being creative over the and the other more to deal with the physical. Still a fun ride to conclude the 3 Day tour of the industry from a club venue. It all took place at the Guvernment club in Toronto. To backtrack a bit: here are the first two(Day 1, and Day 2).

The morning started off with the Doug Winnie presentation of an early sneak peak of the Adobe Edge - and no, not the newsletter. The Edge Prototype is noted to be the bridge between the Flash Developer (or flasher for anyone reading this from Japan - which I shall get to later on). The product feels as if it is a merge between Flash and HTML content through CSS and Javascript library manipulation as the out. I was amazed at how this was handled, especially without disrupting the content. I felt as if this was a steady workaround for the team. I've seen Winnie's textbook style training in several of his ActionScript tutorial videos prior, but adding an "Arggggggghhhh" to HTML5 shows his passion for the product he demonstrated.

The IDE itself was lightweight and inherited After Effects and the Flash IDE's toolbar concepts. It resembled After Effects mostly, keeping the timeline to the bottom instead of the top. The library was still to the side and labeled mostly the divs. EDGE also was mentioned to use existing CSS 2.1 properties for further manipulation. The animation was slick, I thought. No jumping around with the tweens. The library of choice was JQuery, however, there was talk of  the product supporting other libraries in the future. Edge, as exciting as it is, is still in its' early stages with a beta on the way.

I also took in the Jason Theodor talk about the Creative Method v2. Usually, I have only seen this one through the use of slides and probably the brief run-through of it from his blog missives. In, Theodor's approach to creativity flipped the script completely and was more productive than the plan first tactic. Theodor was also able use this model, of 5 steps, to challenge his audience to discovering where they fit and how to improve. Each piece of the puzzle was essential for growth. And also, the very item was probably the inspiration to have him and Grant Skinner at the FITC Pre-Party After Party for one-on-ones with some lucky attenders. After a bit of questions on the lecture and probably some personal inquiries there, Theodor also shared some of his reactions to the feedback given, even from his daughter. I'd take up her version of the Creative Method, but... I don't want a horse yet.

The Cool Shit Hour brought three of Japan's FITC entries together together with their producers. The first two stood out for me the most. Coconoe Inc. had the most interesting of the three with their Doodle War breakdown.

Check this out for some gameplay.

The gents had this on display at the event, and I've probably dropped about 10 or so drawings to this game in utter enjoyment and fraustration! The game was explained in detail by Yoshihiro So. Especially with the 6 steps of what's going on when one drops the card drawing down. The experience there was comparable to Yu-Gi-Oh if anything. I was impressed at the UX interaction and had no idea that it was Augumented Reality at work with the Flash application. There were two cameras and an LCD screen that were involved. Their best doodle, a replica of the RX-79 model(Gundam), now sits on my desk. Thanks, guys!

It's A Gundam! .... leaning on the whiteboard. It's so gonna destroy my whiteboard.

Kenichi Nagai produced adverse sound effects with's "Creative Is Endless Battle"piece. "  punch punch punch punch punch " "ta ta ta ta ta" noises littered the atmosphere while this was going on. The most impressive part was the "Creative Is Physical Battle". The application of  what was done with the original concept was made into a punching fest. Two bags pitted two contestants together as their avatars did the work onscreen to react. The Virtua Fighter inspiration was met with actual motion capturing for the browser-based flash game. Nagai and his 1-10 team of eight delivered as a great end to the Cool Shit Hour.
To conclude FITC, there was the After-Party at the Courthouse for extented debauchery. The whole 3 day affair ended nicely. I loved meeting new/old/"I follow their work" creatives and the like during sessions and several Heineken intakes, the FITC Master of Conversation applicants,  and demonstrations.   It was a great and inspiring time, and I'll definitely come out again next year!

Thanks for reading! Can't wait to see the FITC Youtube channel!