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โ€ขPosted by18 hours ago
  • r/Cyberpunk - Some of the art inspired by Akira seems great to me, its details and its design, the artist took great care, the artist Fernando Correa link in the comments.
  • r/Cyberpunk - Some of the art inspired by Akira seems great to me, its details and its design, the artist took great care, the artist Fernando Correa link in the comments.
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โ€ขPosted by5 hours ago
  • r/cyberDeck - portable computer made in a briefcase, but in another format than the usual one
  • r/cyberDeck - it has usb, line in and out , two speakers and a subwoofer
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portable computer made in a briefcase, but in another format than the usual one
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โ€ขPosted by19 hours ago
Bravo!Helpful2Wholesome

Last year I hadn't shipped any indie games in years. So in 2022 I set a New Year's resolution to ship 12 small but complete hobby indie games, one each month. With a full time job and kids this was an aggressive goal.

This month I hit my goal and shipped my 12th game. To my surprise one of them was even picked up as Official Selection in Out of Index Festival.

I wanted to share some lessons I learned in case it was helpful to anyone else:

WORK ON GAME DEVELOPMENT EVERY SINGLE DAY

Probably 80% of my ability to be so prolific this year is because of this one rule. David Whele who made The First Tree calls it "never have a zero day", and it's also shared by lots of successful authors. I found it very helpful to set a low bar of 15 minutes every day, no exceptions. If I missed a day, I made sure I didn't miss two days in a row.

This small goal helped because even if I was super unmotivated, tired and not starting until 11:45pm, I could still get in 15 minutes and call it a win. And what ends up happening most of the time is that I end up going for far longer, sometimes 2 or 3 hours in a day.

MANAGE NEGATIVE DEMOTIVATING THOUGHTS

I was surprised how many mental battles came along with this challenge. Within a coding session if I didn't get as much done as I had anticipated, I felt like a failure. "My only time to work on this today was wasted on this stupid bug that I didn't even fix".

This is frustrating but I learned to tell myself it still counts as a win because I put the time in. And if I keep going the next day, eventually progress will be made. This is easier said than done. Not every session is going to be a blowout success where you finish 5 features, that's just reality. Keep going tomorrow!

ENJOY YOUR GAMEDEV SESSIONS AND HAVE FUN NOW, TODAY

If you think to yourself, "Right now I'm suffering grinding it out and not enjoying myself, but one day I'll ship my game and it will be a big success, then I'll be happy," then you are doomed.

You can't delay your happiness to some point in the future. If you want to keep going long term then it's important to enjoy the process and have fun today. The victory and reward is not getting to the end - the reward is getting to sit down and work on your game today. That's the fun part and the part that should be celebrated.

Beyond this just being a more fun way to live, there's a lot of science behind this. There's a neuroscientist at Stanford named Andrew Huberman who talks about dopamine and how for anything that you want to excel at long term, it's important to attach the reward to the pursuit, not to the final reward. Otherwise you will eventually give up because it takes so long to get to the reward.

I found it really helped to have this present mentality. "I am a indie game developer today. I am living my dream today, right now. Sure I have plans for the future, but it won't get any better than this moment right here where I get to write this line of code, and that's awesome!"

GET STARTED QUICKLY WITH MICROTASKS

A "microtask" is my phrase for a tiny next step, no more than a few minutes of work. For example: "Make it so you can detect mouse clicks", "Make it so mouse click creates a GameObject", "Make it so the GameObject is a projectile".

Each night when I stopped I would leave myself a reminder and some microtasks of where I needed to pick up the next day. "You were working on the UIButton > Pause() function, next step is to make it so clicking it pauses the game." This helped me get going faster so I could make tangible progress in as little as 15 minutes.

BIAS TOWARDS SHIPPING

I tend to get caught up in wasting a lot of time around planning. Planning out the design, planning out the story, sharing on social media, etc. I can waste many hours on these things. But the most important thing is writing the code, fixing the bugs, and getting the game out the door. I found that focusing more on that and less on everything else helped me be prolific.

BE SPECIFIC ABOUT YOUR GOALS

There are many goals you can pick for indie game development. You might want to: make money, get lots of reviews and views and downloads, build a big team, make the games you loved playing as a kid, make innovative or original ideas, win awards, develop your skills and craft, work on everything yourself.

These are all really different and would result in different approaches. To figure out what I truly wanted, I asked myself lots of hypothetical questions: Imagine I made a Candy Crush clone that made a lot of money, would that make me happy? How about a game that I thought was beautiful but no one ever played it? What about a game that didn't make any money but won lots of awards? What if I was on a team of 50 people and worked on just a single part?

I found the answers to these hypotheticals helpful in setting what was my goal, and what were explicitly not my goals. For me personally I wanted to make things that were creatively interesting to me, work on things solo or in very small teams so I get better, and I explicitly did not care about making any money, but I do care about people seeing and liking my stuff. You will probably have other goals and that's great!

FOCUS ON THE PRESENT NEXT STEP, NOT THE FAR FUTURE

Another negative mentality aspect I sometimes found myself in is I would get really intimidated by seeing other indie games. "Wow, this team of people spent 6 years on this game...I will never be this good". I think that this is a distraction that can be very demotivating.

Instead I learned it's more useful to focus on the present and the next step for me personally: what is the next level I'm trying to get to? What is the next modest goal? For example, I had done 2D games for a few months, so my next goal was to do a 3D game. Not an incredible mind blowing 3D game that got 100,000 downloads - just a simple 3D game out the door. That's the next step. Thinking about anything beyond that is a waste of energy.

COLLABORATE WITH OTHERS TO GO EVEN FARTHER

Game development is a game of hours. More hours put into the game means a higher quality game. And the easiest way to boost the number of hours is to team up with other people.

I did several collab games this year and each one was a ton of fun. You feed off each other's energy.Collaborating can be a lot of fun but also comes with trade offs. If you're going from one to two or three people then you give up some creative control - you can't just do whatever you want, you all need to be aligned on a vision together. So it's important to talk at the very beginning what everyone is hoping to get out of the project. If you aren't aligned it can be frustrating.

Doing a retrospective, where you talk about what went well and what could be improved, is also a great way to learn from a project.

GOOD LUCK!

Thanks so much to everyone in r/gamedev for your informative posts and discussion. I hope one of these is helpful to someone. Best of luck and happy game development to everyone in 2023!

If you want to check out any of my tiny games, you can find them at https://pandamander.itch.io/

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โ€ขPosted by9 hours ago
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Posted by8 hours ago
  • r/LeaksAndRumors - HTC Corporation files for trademark VIVE XR ELITE
  • r/LeaksAndRumors - HTC Corporation files for trademark VIVE XR ELITE
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Posted by12 days ago

a 2021 footage of my first sloppy tests.

teensy 3.6 + arcade buttons
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Senior researcher at large institutional mutual fund on being one

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Senior researcher at large institutional mutual fund on being one

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โ€ขPosted by
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18 hours ago

Senior researcher at large institutional mutual fund on being one

r/quant - Senior researcher at large institutional mutual fund on being one
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I feel there's some truths and lies. No way they are trading $mils just by running a linear regression with 1 independent variable. They do this to test the basic idea.

I agree with data cleaning though. Any PhDs that worked with data knows that the majority of the time will be spent on getting and cleaning data.

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ยท 17 hr. ago ยท edited 16 hr. ago
Retail Trader

You can trade $mils with a lot simpler than regression tbf

Lots of simple ideas are tradeable with good enough data

16
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I have personally seen 9 figs of pnl generated over a year with nothing more than linreg with 1 independent var.

That said, I'm sure RenTec is doing a lot more than just simple linear regression.

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In the context of the podcast he was telling the host it is a misconception that a pure quant fund like Renaissance only use extremely advanced algorithms with no regard for simple techniques and market intuition/knowledge.

But I'd take that exact quote with a grain of salt though because I think it's just his way of glossing over the proprietary stuff when pressed on it without saying too much. It's a white lie.

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ยท 10 hr. ago
Researcher

I just donโ€™t believe this bloke would make this comment with how strict rentec are. Maybe I overestimate NDAโ€™s, but Iโ€™m petrified of even mentioning that I use windows at work.

7
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Op ยท 7 hr. ago
Researcher

Probably because he worked there in like the 80s before Medallion closed to new investors and clamped down

1
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Regression with one independent...this guy can shove it and continue to be silent under the NDA.

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ยท 10 hr. ago
Researcher

His whole comment doesnโ€™t makes sense wrt NDAโ€™s. My NDA is pretty lax, but I would never make a comment hinting at what I do at work. Maybe I over estimate the strictness of NDAโ€™s, but I thought wouldnโ€™t be able to make those types of comments if you worked at rentec.

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Meh, if youโ€™re senior enough and important enough you can follow the spirit of the law and not the letter. Esp if the liberties youโ€™re taking further the goals of the firm. I donโ€™t know what event heโ€™s speaking at but it could eg be some industry sponsored โ€œquant financeโ€ conference aka product pitch. You get a room full of clients who are the people that decide if they wanna increase their allocation with you, you need to talk to them about something.

This doesnโ€™t actually reveal anything useful and maybe it makes some allocators feel like you have insight and like theyโ€™re really smart for picking you.

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ยท 10 hr. ago
Researcher

Yeah, I did a quick read up of who that was and it makes sense. Dude was working there since the 90s, probably had many Christmas dinners with Jimmy.

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Where is this from?

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Whilst probably an oversimplification I think the key message here is that these funds want to avoid mistakes at all costs. This is backed up by a good quote from Jane Street's head of Technology Yaron Minksy "There is no faster way for a trading firm to destroy itself than to deploy a piece of trading software that makes a bad decision over and over in a tight loop."


I found the quote from this blog post and would recommend people give it a read https://www.thediff.co/archive/jane-street/#understanding-jane-street

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Cool thoughts.

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Thereโ€™s a time and place for everything. If a simple regression works, then use it. Why look for a glamorous way to answer a particular question? Obviously, he wasnโ€™t saying that this is the most difficult Maths they use.

This is very encouraging to me because data cleaning/wrangling is a big part of my role. Maybe I have a future in QF after all :)

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Itโ€™s a larper. Revealing would violate the ndas

1
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This speaks to Occams Razor and the Variance Bias tradeoff. Start with the basics and build from there.

1
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