I have an old metal break in the garage I have been meaning to make a laptop chassis out of copper or brass. I think it would be dope to have a unique looking steam-punkish designed laptop
Hand-made has given me a new perspective on opulence. Maybe it’s just the Ikea effect on overdrive, but making the things you want is so satisfying in terms of the process, and the one-of-a-kind results can be really prideful.
Edit: Actually, now that I have read the about page for slowhn, it's literally a clone of hckrnews with some features stripped out and some intentional "rate limiting" to slow down how quickly new stories appear.
> Would you prefer to hit a "Check for Notifications" button or would you prefer to just get a notification. The latter option has a million times better UX.
I would a love a button for every action. Particularly for things like check for notifications. The current problem is that someone else believes they know what a better UX is, any by better they mean better for the company for whatever reason.
> Nearly every aspect of game development is challenging and transferrable
I think thats if you dive into engine development alongside game development.
What I have found is a lot of newer game developers don't know the fundamentals because unity just takes care of it. Instead of spending time learning about data structures and the complexity of building a large interconnected codebase they memorise the unity api and learn how to make 'free floating' scripts that don't have to solve the hard problems.
I used to prioritise game developers when hiring for my corporate job. But I am finding this is less of marker of a good developer. Game development is still hard because it requires a huge amount of knowledge across many disciplines. Games programming has become significantly easier since the rise of unity and unreal.
You can see a correlation between healthy and unhealthy games in their icons.
Ungealthy games are mostly high quality 'renders' for lack of a better term. The healthy games have a much less attention grabbing 'lower quality' icon.
That observation suggests that if we want to improve player health, an effective place to start is to set up pro-bono or subsidized initiatives to create very high-quality, eye catching icons for the games recognized as healthy in order to help them compete. That's by no means an exhaustive solution - part of this is survivorship bias too. The devs are incentivized to invest in the dark pattern games that generate plenty of revenue for comparatively little effort and those investments include more frequent feature additions, bug fix and content updates. Services to buttress these offerings for healthy games would also be important.
I used to work for a government organisation and it was the same. Once I got disillusioned with what I was doing I would put in bare minimum effort which was, show up for standup every day, filibuster a bit then checkout. I was still one of the highest out-putters in the department.
I just quit a vaguely similar kind of environment because there's always a few internal wars and suddenly people invent shit about who is the reason nothing happens and spread lies to save their ass.
Not the wisdom I was expecting to find in this HN post, but it absolutely is the perfect description for when someone can be considered a "professional" of anything.