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slayemin

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Everything posted by slayemin

  1. slayemin

    June 2018

    I suppose I should recap my trip to Las Vegas. I got to attend the Dell World Expo at The Venetian and one of the stations for Dell was dedicated to showing off the application I built for them. Here are a few pictures I took: This is the booth setup before the show begins. There's two podium stations, a set of wireless headphones, and a Leap Motion device attached to a laptop via USB cable. The convention is in full swing and people are coming up and interacting with my application. It's driven entirely with hand gestures. No mouse, keyboard, game pad, etc. This is the first application of its kind in the world. Nobody else has used hand gestures to control and interact with 360 video before. Usually there were healthy crowds of people watching other people try it out. I had three different interactive scenarios people could play through. The game portion was a fun way to learn about Dells philanthropic programs. I had some people literally go through every single video because engagement was so high. Who wants to watch 15 minutes of corporate feel good video? These guys do! Just in case, I brought my laptop with me and had it setup to create new builds if I needed to. There were some small bugs and changes I wanted to fix, so I started to create another build. I copied all of the files over... and then disaster happened. I don't know how it happened, but somehow, the source code folder was completely empty. I still don't know how that could happen because I just copy/pasted the root project folder and the source code folder was a sub folder. All of the other subfolders had all of their files copied successfully, so it shall remain a mystery. So, if there was a critical bug, we would either need to just deal with it or I would have to catch an emergency flight back to Seattle. There were bugs, but fortunately they were minor enough that we could brush over them. I had to train the Dell employees how to run the application. Fortunately, I had already anticipated this need and tried to simplify the application management to be as easy as possible. Basically, you could jump between scenes with the number buttons, and the first button just resets the whole app. Unfortunately, there were a few small lighting artifacts which popped up on a reset level, so I had to train them how to quit and restart the app. It only took a few seconds, but it did mean that a booth attendant had to always be on hand and paying attention. For most of the event, I stood nearby and just watched people using my app and took notes. Where were the pain points? What assumptions were people making about the interface? How long was user interest being held? What was holding their interest? What mistakes did I make? How can I fix them in the next update? What am I missing? One thing that I realized is that our introduction screen is terrible at attracting attention. I initially wanted to use an interface which trained the user on how to use the application, so to do that, I kept it bare minimalist so that people could focus on only one thing: Learning how to grab things. The interface started with a black background, a floating acorn, and a bit of white instructional text. In terms of focusing and training, it doesn't get any simpler and more clear. As far as capturing the attention of passer bys, it was TERRIBLE. So, if you're walking by and all you see is the intro screen waiting for users to engage, you have no idea what the application does or is about, so you'll just keep walking. This means that if you're the booth attendant, you have to be actively engaging with people walking by and trying to hook them. My opening line is always, "Hey, you want to see something amazing?! Come check this out!". This engagement stuff is always a really good skill to have if you're ever giving demos of your game at events like E3, PAX, meetups, game jams, etc. After the expo was over, I felt drained and lost a majority of my interest in the application. I don't really know why, but I just got really bored with it. A month later, I'm still bored. My attitude feels like, "Yeah, that was pretty cool and it was hard to pull off, but it's been done now." I was hoping that I would get lots of contacts and leads for more work, but that didn't really happen. Maybe it's my fault. Maybe I needed to be more outgoing and aggressive about getting to know people. Or maybe it wouldn't have mattered one way or another? During the event, we were put in touch with a team at VMWare, a subsidiary owned by Dell. They were looking for a vendor who would build them a virtual reality application and we were the only ones they could find. So, we had a phone call meeting to get an understanding on what they're trying to build. Basically, it was a group of marketing people who had just seen Ready Player One and they wanted to build a VR experience for their customer experience team. Great! This sounds like a big project and a good opportunity! I started digging into their requirements. They... really didn't know what they wanted or could do. They said that they want every person in the company to be able to use their VR app, and they have 25,000 people. I asked them if they were going to buy 25,000 VR headsets. They didn't realize they needed to buy a headset. ...Okay... They decided that maybe they didn't want to do a VR app. What about a 3D game app instead? "Sure! I can definitely build one! What do your client workstations look like in terms of hardware specs?" "We run thin clients throughout the whole enterprise." *long silence on my end* "uh... that's not good." So, I asked them to try running a 3D game on their server and playing it on their thin clients. The big, obvious problem is that all of the 3D GPU processing will happen server side, and the amount of GPU processing is going to be a function of the number of connected clients. So, can their server GPU handle a high rendering load? I'm still waiting to find out...a month later. I found that they're trying to create a multiplayer app... in vr... with voice over IP...with a content management system backend... supporting up to 25,000 users... on thin clients... in three months! WTF?! Okay, I know I have the capability to build an enterprise level multiplayer CMS app. It's not going to be easy, but I could pull it off. But probably not alone in three months. I'd have to hire people to help. The problem is, it's going to get very expensive, very quickly. And if I put on my hat of pragmatism +5, I have to ask, "Why not just build an enterprise web app?". "Because we want to do something cool and different." That's a valid reason, especially for marketing folks who need to differentiate themselves from other marketing folks. Anyways, I submitted a ridiculous budget proposal last week. I think this project is going to fail before it starts because it's just not technically feasible, but I will probably just have to end up turning down the project if I don't get fully funded by the end of June. I just can't pull this off in less than three months... a corporate MMORPG in VR. In my mind, I'm already expecting it to fall through so I'm not getting any hopes up or counting on it to happen. They have to be moving a lot faster than they're moving right now if they want this to get built. In other news, I've been in a bit of a professional rut lately. I need to make money. Money is a resource which enables me to do things, and the lack of money is seriously holding me back. For example, I want to create a 3D VR travel application. I've created a working MVP, so now all I have to do is go out and shoot some footage with a camera. I borrowed a 360 camera, but it sucked so bad that all the footage I shot was unusable. I've been looking hungrily at the Insta360 Pro camera. It's got everything I want and need to make my app. 8K 360 video in stereo. Automatic stitching. Image stabilization. Good battery life. etc. But, it costs $3,500 which I don't have. I asked my local community if anyone had one I could borrow one, but no replies. So, this project is on hold until I can get enough funds to purchase equipment. *Sigh* My girlfriend has been getting on my case about not making enough money as well. It's really hard on her because I don't contribute enough financially. All of my money making schemes tend to be long term (6+ months out). And when I get clients, I tend to vastly undercharge for my services. For example, the leap motion app I just made for Dell, I charged at an hourly rate of $75/hour and grossed about $6,500. I should have at least added another zero to that. My girlfriend tells me I am a stubborn fool who won't listen, and I'll always be poor and broke unless I raise my rates. She's entirely right. She said I should 100% stop doing engineering work for a month and instead focus on sales and marketing. Full time sales and marketing. That's scary, I absolutely hate phone calls, and doing cold calls has zero appeal to me. But, my girlfriend is right. Nobody knows who I am or what I do, so how are they supposed to find me and hire me? Nothing is going to fall into my lap just by existing. I need to build a pretty website which highlights my work and abilities. Then I need to promote that website. So, for the next month, I need to focus on self promotion, sales and marketing. It's SO tempting to do engineering stuff though. Yesterday I spent a few hours researching machine learning using reinforcement learning. It's really enticing, but it would take a LOT of engineering talent and time to pull off. And I want to try, and I could probably do cool stuff, but it won't help pay for tomorrows bills. So I kind of need to shelve that desire as well. Harsh.
  2. slayemin

    Communism 2.0

    Get rid of all money in society. Switch to a social commune society. There is no "monetary cost" to acquire things. You are entitled to certain things based off of your standing in a social ranking system. Social rank is determined by your work and contributions to other people. Social rank is based off of a point system. Every year, your social points are evaluated to determine your social standing. The harder and smarter you work and benefit your fellow man, the more points you earn. Doctors, teachers, social workers, scientists, engineers, farmers etc. will be very highly valued. Even if you do absolutely nothing your whole life and live on the lowest tier, you still get to eat, survive, have healthcare, etc. It's a modest life, but it's not a bad one. There is no such thing as "retirement". You can choose to stop working at any time, your social tier just degrades over time. If you commit crimes or break the law, you lose points. The percentage of points you lose depends on the severity of your crime. Negative points mean jail time until the points become non-negative. If you are a high tier person, you are treated like a VIP by society and get VIP treatment. A system like this would destroy the financial industry. A bank would instantly be obsolete. The investment and finance sectors would be gone. Accountants and taxes would be gone. The lifelong pursuit of money would be gone. The greed and incentive structure would be turned towards benefiting your fellow man, so the greediest people would be the most philanthropic people and greatest contributors to the well being of mankind. In this sense, greed would be good. Advancements in AI and automation would be a net benefit for all mankind, enabling more people to work less, and that would be seen as a "good thing" instead of a threat. There would be no such thing as a "starving artist". People in the arts would be free to create their works without concern for money and basic survival needs. I think this is a viable economic system. But, the viability of it depends on how it can be abused by clever people. The other potential wrinkle to work out is how "value to others" is evaluated in terms of points. If a baker makes me a loaf of bread, that's got some value to it, but if a doctor cures me of a sickness or disease, that's got much more value to me. So, who gets to decide the objective value of things when everything has subjective value? A baker who gives me a loaf of bread would be far more valuable to me if I'm starving to death, vs. a doctor who cures a small cough I had. Anyways, I think this economic system might be interesting to implement in a game world. Instead of using a capital centric economic system, maybe it would be interesting to experiment with other economic models to see how they work?
  3. slayemin

    Communism 2.0

    In an ideal system, the "who" part in "who gets to assign point values" would be irrelevant. It would be more important to look at what kinds of work and output get valued at higher tiers, and that would be based on a function of skill difficulty and general impact on the well being of mankind. We already have a pretty good idea on what is valuable to society and what is not, so we could use that existing valuation system to validate the correctness of the valuation model & algorithms. People are corruptible, so there must be built in safeguards to protect the system from manipulation by corrupt administrators. I think there should also be a philosophical principle of, "Those who assign entitlements are not automatically entitled as well." In the most ideal scenario, the additional privileges and social perks are meant to incentivize people to do more than nothing, where doing nothing is a perfectly acceptable option in a post-labor society. It would also be ideal that the standard of living is generally high across all tiers of social hierarchy and continuously improving. Some of these perks could be along the lines of "Working class people get to sit in first class and get priority seating and VIP treatment as a thanks for their continued service. Everyone else sits in economy class." "Which god and religion will be the one true religion?" Since when has any economic system had any jurisdiction over theology? "Which scientific observations and theories will be allowed to be published?" Leave that to the scientific community to decide based on their own set of criteria. "Are points assigned or removed for expressing ideas counter to those deemed correct by the top-tier points allocators?" This would be a form of totalitarianism and I would be strongly against such an idea. Criticism of a government or organization should be viewed as feedback and used as a way to improve its services and conduct. When you silence your critics through force or coercion, you make room for the rot of corruption to fester. "What if I publish ideas counter to the system advocating for a currency-based free-market system of allocating scarce resources?" I would hope that the ideas are considered objectively and based upon the merit of those ideas. And if they're better than the prevailing institutions, the institutions should adopt them. This would be the pragmatic ideal. "What if I make games that depict non-SWMoPs in a European historic context -- do I gain or lose points?" I don't quite understand the question. But I think you're asking, "What if I create art which is counter-cultural? How is that valued?". That touches on something which I've been trying to figure out: How do you value art and artists? Great works of art speak to our hearts/spirits, but what is considered "great" is a highly subjective matter, so it's hard to put a valuation on it. I like some music a lot, and other music not at all. It's entirely possible that someone else has the complete opposite tastes in music from me, but a difference in artistic taste does not lessen our personal enjoyment of it. The fact that we enjoy experiencing the art is the intrinsic value of the art. But, how do we assign value to a masterpiece like the Mona Lisa vs. a low effort sidewalk chalk piece? My intuition is to say, "artists of every calibre and measure of talent are in the same tier" And if I were to assign it on a scale of 1-10, they'd be in the 6-7 range, with 10 being the highest. The other hard question is, "When does someone officially become an artist?". This is less of an economic system problem and more of a philosophical question, and it comes down to a demarcation problem (and would probably be outside the scope of this topic). The ideal would be to make the quality of life so good on the lowest tiers that the disparity between tier 1 and 6-7 is mostly just minor perks, petty accolades, and social standing rather than great suffering vs. comfort. I tend to think that, when all basic needs for survival are taken care of, people tend to pour their energies into pursuing their passions for the love of the craft rather than as a necessity to make ends meet. You can look at existing rich people who have everything taken care of, and look at how they choose to spend their time. They might paint. They might restore cars. They might do wood working. They might just lay around and read books. Whatever they do, it's voluntary and joyful work. I can say from personal experience, that whether I'm filthy rich or dirt poor, paid or unpaid, I would continue to focus my own energies on making games. I see it as a form of artistic expression and it tickles my engineering brain just right. It would be nice if I lived in an economic system which allowed me to do my work and share it with the world without needing to worry about making money. If only ten people played my game or ten million people played my game, it would make little difference "financially", but on a job satisfaction level, I would be pleased to impact more people than fewer people.
  4. slayemin

    Introduction to Octrees

    "Containment" means that the object is entirely enclosed within the box and that the edges of the box do not overlap with the object. "Intersection" means that there is an overlap between the box and the object. As long as your object continues to be contained within each subsequent subdivision, you can continue pushing it down to lower levels of the tree.
  5. slayemin

    Communism 2.0

    Nope, nope, nope. See, that's the flaw with the "old" style of communism. It was a mistake to think that all private enterprise must be owned "by the people", and "the people" became "the state", so all companies therefore, should be federally owned and operated. The second mistake was that the state would mandate people to go work in certain jobs/professions. In hindsight, it was a mistake to call my system "communism 2.0" because that biases people to think in terms of marxist communism and apply its flaws to the system I proposed. I should really call it something more like, "Caste System 2.0" (but with social mobility!) To implement my system, the first thing you need to do is make all currency obsolete. That dollar/euro/dinar you have in your pocket? It's now just worthless paper. You don't want to work anymore? That's okay! Welcome to the lower tiers of entitlement. You want to work? That's great too, you are in a higher tier of entitlement. Is the work you do unskilled labor, such as serving coffee or flipping hamburgers? you're not going to be in the highest social tier, but you'll enjoy a higher quality of life than those who do nothing. If you own and run a business, your ranking will depend on a bunch of factors (people employed, value created, product value, etc) and you'd probably be near the top tiers of society. For most existing rich people who are already business owners, life wouldn't be radically changed. They could continue operating their private business, but the motive for operating a business would change from being profit driven to value driven. Some industries would collapse entirely (such as finance sector, investing, etc). If you start a business, one of the key limitations holding you back is the lack of capital, which prevents you from hiring people to work for you, acquiring hardware, office space, etc. If the system of currency was obsolete, businesses would not be constrained by financial resources anymore. The reason to start and operate a business would be the enjoyment of a higher social class and all the perks that brings. You also wouldn't need to worry about "sales" in the same way either, so business revenue is a foreign concept. Instead, you focus on providing value to your customers and improving their experience, because that's how you win in the new system. In this different type of economic system, you can go to your favorite coffee shop and you can get as much coffee as you'd like. It's a basic entitlement to everyone. Same with food. Right now, we have to pay money to get the things we want, but that makes it hard for the poorest people to get what they need. I see too many skinny homeless people begging for change so they can eat. They're never going to be employed in a capitalist economic system. They spend SO much time and effort desperately scrounging for change (a form of work), that they have no time to spend on self improvement and growth. In a sense, they're the lowest "caste" of our capitalistic societies already and if you get into it, you are trapped and it's very hard to get out of. So, if we can have a system which says across the board, "Hey, don't worry about the basics of food, healthcare, and shelter. We got you covered, just spend your life's time being an excellent human and pursue your passions and interests." How many leonardo da'vinci's do we let talent waste away because they are desperately working to survive in an increasingly challenging economic system? Another interesting consideration is that IF the whole world gradually shifted to a tiered system like this, the cause for war would be severely diminished. A lot of wars are fought for "economic" advantage. I think if currency is obsoleted, that would decrease the economic motive for waging war (though, you'd still have ideological and moral motives). On the individual level, a lot of crimes would become obsolete as well. Robbing a bank would make no sense. Same with mugging people. Theft would still be a thing. Anyways, I think it's an interesting economic system and its initial concept will certainly have flaws and unanticipated design problems. Our mindsets are so entrenched in the capitalistic economic models that it's hard to see its flaws and see other economic systems as an improvement.
  6. slayemin

    Communism 2.0

    As automation and AI increases, the number of people required to perform work decreases. The number of farmers we need today to feed America is drastically less than it was 80 years ago, thanks to improvements in machinery and mass production. We went from a largely agrarian society to whatever we are now, and I think that trend will continue. Farmers today don't really make a lot of money, they're scraping by. They wouldn't even bother if there weren't federal farming subsidies to help. So, you've already got some incentive manipulation of the free market. If we make farmers be in a high tier, it's a respectable profession and incentivizes them to do farming. There's nothing forcing anyone to be a farmer in this tiered system, but there's nothing forcing them to be a farmer in a capitalistic one either. If everyone suddenly stops being a farmer or doctor, the aggregate community suffers. The tiered caste system I came up with is sort of like currency, but it changes the nature of an economic transaction by making it a system of tier based entitlements instead of an exchange of currency. I think something like this will become increasingly necessary as capitalism continues onwards and the distribution of wealth becomes extremely skewed. Eventually, less than 1% of the population will own 90% of the currency, 50% will be a below poverty levels, and human suffering will increase as automation makes work obsolete. In my tiered system, work is optional but highly rewarded by granting social mobility and privilege. This is far better than "Universal Basic Income", because you get the same effect of providing for the basic needs of the aggregate, but you also don't need to worry about funding it with currency and raising taxes (which quickly becomes an unsustainable financial system). I think it was a slight mistake of mine to compare it to communism, though it does share some similarities.
  7. slayemin

    Dell World 2018 in Las Vegas

    Alright. I finished my project for Dell this evening. It took me about two and a half months to complete it, though the first month or so was very light work. The work ramped up quite significantly towards the last two weeks and I was working weekends for the last two weeks. The good news is, I finished perfectly on time, on budget, and to specifications. As far as project management goes, this went perfectly! Tomorrow afternoon, I am flying out to Las Vegas to attend the Dell World Expo and will be hovering in the background making sure the booth attendants get properly trained and I can fix any problems that arise (including hot fixes). I will be most interested in seeing the reactions of people as they try out my app and looking for new business opportunities. Anyways, here is a youtube video which shows the app as of tonight (pardon my awkward voice): So, I think it would be valuable to go into a bit of post-mortem detail on what went well and what can be done better next time, and what I learned from the experience. First and foremost, I learned that I should NOT be charging an hourly rate for my work. I am a contracted *company*, not an employee. Hourly wages are an employee mentality which I need to break my mind away from. I need to think more like a business, where I bid for a project to make profits, get payments, and then pay employees an hourly rate out of the total project budget. If I charge hourly rates, the incentive structure is inverted in disfavor of good engineering and efficient work. If you work too fast, too efficiently, you get paid less money and thus, working slow and inefficiently is rewarded. If you charge by project instead, the faster and more efficiently you work, the more you are rewarded. I also need to start thinking in terms of hiring and managing other people and calculating their time and costs into the project proposal budget. It's useful to know how long everything takes so that I can properly estimate an accurate project cost. The better I can be at estimating true project costs, the more competitive I can be. I've been seriously undercharging for what I've done, so that will change from here on out. I will not charge an hourly wage, I will charge by project and its costs will be based on the scope and requirements of the project. I think the minimum I will charge is $50k per project? So, let's get technical on this interactive video project. Here's some really important details to consider: When you are playing a 360 video inside of a sphere, the data rate of the video needs to be around 15mpbs. Any more than that, and you start running into video stutter. You should not use transparency or chroma keying in your video. If you chroma key, the lossiness of an MP4 will cause color bleed on the edges. If you decide to use transparency on and alpha channel, you're going to be outputing an MOV using a lossless PNG, which will cause the filesize to skyrocket (ie, 90 seconds of video = 900Mb). Leap Motion can be a teensy bit finicky, even after the Orion update. It's trying to do its best with noisy image data, so you're sometimes going to get false positives. Sometimes, it won't know whether the hand it sees is a right hand or a left hand. For some frames, it may incorrectly see a "grip" gesture, so you should try to account for that with a frame buffer. Leap Motion doesn't really have events for when a hand left its view frustum, but you really, really need to know when this happens. Especially if the hand has an object attached to it. You'll have to create your own events and event handlers for gaining and losing a hand and decide what you want to do with a held object. When it comes to gripping to move the camera vs grabbing to activate and object, you want to be very careful about how far you put objects away from the player camera. If they are trying to turn their view with their hands but their hands overlap an interactive object, they may accidentally trigger that object interaction and get frustrated. I found that 85cm away from the player camera is a good value. This can be adjusted without recompile by physically moving the leap motion closer or further from the player. Cheat as much as you can. Buy as many premade art assets as you can. Sub contract people out to fill in the gaps. Beware that some art assets you purchase may be unusable garbage. The DNA strands I bought for $25 were useless. I ended up creating my own programmatically and they turned out better than a what I would have gotten with a static mesh. Play test with people who have never seen the project before. Don't tell them anything, except, "Hey, try this app out" and start it on the intro screen. Watch where they get lost, then design UI cues to fix that. It's worth your time to get familiar with the media player code on the engine side. The better you understand how it works and what it's limitations are, the easier it is to work smarter. I initially didn't do my due diligence and I just spent maybe 15 minutes looking over the API. I didn't see how to figure out the length of a video file, so I made that into a function parameter value. If you have 19 videos, that means you have to right click each one, go to properties, go to the details tab, and then find the length and convert it to total seconds, just so you can enter it in as a function input parameter. And then, if your video guy sends you an edit, you need to find and update this value. It got tedious, so I eventually looked it up programmatically. Videos don't loop out of the box. The "loop" functionality applies to a playlist of videos, not an individual video. If you want to loop a video, you have to add that functionality in yourself based off of the video duration. Oh, and by the way, when you get to the end of a video, you have to seek to the beginning and that means you're going to have a few black frames. I think most video playback systems will buffer the next few frames automatically, but if you want your video to loop, it's not going to start buffering the first few frames when it reaches the end of the file. That would require an engine mod and I didn't have the time to invest in that (though I certainly have the technical capability). It was just easier to produce a video which had several loops in the video and just accept the black frames during the loop cycle. We had a 10 second loop which we turned into a 90 second clip with 9 loops in the video. A few black frames once every minute and a half was a lot more tolerable than black frames once every 10 seconds. You only want to play one video at a time. We took the last frame from each 360 video and turned it into a texture. Once a 360 video completes, I replace the video material with a texture material and let the video player play different videos. You want to make sure that the end still texture is a scene which doesn't have any moving parts to it so that the transition from video to end still is seamless and unnoticeable. This is something to keep in mind when you're doing video production on set and doing clip sequencing during video editing. If you have 2D videos in a 360 sphere environment, you don't want to make the 2D surface a curved surface. If you need to change the distance of the video from the viewer, the curvature perspective changes and you'd have to create a new mesh to account for it. It costs too much time and effort and there isn't enough payoff to make it worthwhile. Video transitions are a great polish feature. Fade to black, fade in from black, scaling from an axis, shrinking to an axis, all are great ways to prepare the viewer for the video content. Combine it with audio SFX and VFX to really sell it (I could have done a lot better here, but I was pressed for time). If you have voice over audio and you're trying to time things with it, you want to do things at 1/10th of a second precision and note in a separate document your timings (Any greater precision has diminishing returns on noticeable value). I used Audacity to examine a WAV file and note the timings. I used the same video sphere for every 360 video. Every interactive menu was spawned dynamically I bound number buttons to key storyboard points. I also created buttons to skip forward 5 seconds in a video. This really helps to develop, test and iterate faster when you have video. You don't want to sit through 90 seconds of video to see if the event at the end fired correctly. Waiting is a waste of time. These controls are also going to be super useful for booth attendants. They can skip to particular scenes, reset a scene, or restart the whole app at the push of a button to be ready for the next person in line. It's never going to be perfect. You can always find new things to add before it is finally "perfect". If the app is consider done only when it's perfect, it will never be done. Even now, there are things I'd want to spend lots of time fixing and changing and I'd feel better about it. But it's good enough. I feel a bit nervous about showing something I feel is imperfect, but... I've also seen my own app hundreds of times. People seeing it for the first time won't see its imperfections like I do. A big part of effective development is deciding what to let go and what to focus on. I went and gave a quick demo at a local meetup and made a new connection which might turn into a future business opportunity. It's worth showing what you're working on, but do be prepared with a decent pitch. Who are you? What do you do? What are you working on? What does it do? Why is it useful/cool? What's the value proposition? etc. Yesterday I went to a sponsored happy hour filled with tech people. I brought a 10 minute youtube video of my app. It was too long. I need a shorter sizzle reel to show people. I also need an elevator pitch. I got stalked by an investor and I was totally unprepared for that meeting. "Are you working for a company?" "Yes..." "Is it yours?" "Yes" "What's it called?" "uh.... Wobbly Duck Studios..." (cringe) "What do you do?" "I make VR games? And... now I made this new thing that's not VR and I don't really know what to call it?" "Cool. Do you have a patent for it?" "No, I just invented it a few weeks ago and I can't afford a patent." (Not that I want to patent it anyways or even care about patents, but in USA, company valuations are based on patent portfolios and that determines VC interest) "What stage is your company in? Seed round? Series A?" "Uh... I'm entirely self funded and broke?" (I don't know how to answer this) "Do you have any employees?" "I had one a few years ago, but then I ran out of money and he quit. I'm still surviving though, so I guess that's okay?" "Oh, okay. Well, I have to go use the bathroom. Bye!" (flimsy pretext for them to escape further conversation with someone they're not interested in) The reality is that I honestly don't care about investors anymore. I consider talking to them a waste of time. I used to care and chased them, and before I met with one, I'd spend *days* going over notes in preparation for it. No amount of prep can fix my general amateur CEO levels though, and they see that and I don't get any interest, much less funding. Why waste my time prepping for days to get nothing, when instead I could be spending my time doing something actually valuable, like developing products? Why would I want to give away equity and control of my company to outsiders who are only looking to 10x their principle at any cost? Especially at my current stage and low valuation? I can take on increasingly larger and more profitable projects to fund myself and keep 100% of my company to myself. And why would I want to measure my company value based on the number of employees I have? Full Time Employees in a pre-revenue start up are a drain on capital and generally a huge mistake (Something I learned the hard way), so head count is not a good measure of valuation. What matters is positioning, product market fit, your IP portfolio, your human talents, and how its all managed with respect to the market ecosystem. Anyways, I must be sure to remember all that I've learned so far and apply that towards business and future projects. I honestly think I could make a few million dollars in the next few years if I apply myself correctly, but that's going to depend on building a track record of successful projects and a history of pleased customers. I think if I can do this, I can fund my game development indefinitely and build a core team around it, while also building a core team around building and delivering other software apps. I'm feeling cautiously optimistic about my future prospects right now. I think I'll have some bigger announcements in the next month or two
  8. slayemin

    Communism 2.0

    "Who will enforce this?" I don't know. It would need to be a part of an established legal system, with checks and balances, accountability, and policing. "What is the algorithm used to compute a person's ranking?" I don't know yet. I haven't developed one. The approach would be to identify professions which serve the best interests of mankind and take a lot of effort to acquire, and then rate those highest (ie, doctors, teachers, farmers). Once we've identified the things which contribute the most to the overall well being of mankind, we can come up with an algorithm which helps best model that desired ranking of value. Whatever algorithm is developed, it should also be transparent to everyone so that they understand how it works. "How vulnerable is it to blackmail and bribery?" I don't know. I think it's important to note that the whole entire incentive structure for blackmail and bribery would be fundamentally changed if currency is obsolete. So, the real question is, "Would blackmail and bribery still exist? If yes, in what form and for what objectives?". Ostensibly, it would probably be used by clever people to increase their societal ranking without putting in the requisite effort. This could be counter acted by making it illegal, punished by a deduction of points, possibly dropping them to a lower tier. The point award system would probably need to be a transparent system so people can see how and why someone is at the tier they're at (which creates accountability and incentive by example at the same time). The motive for trying to exploit the system for personal gain would need to be considered and accounted for, such a way that the difficulty is high, the risk is high, and the reward is low. If it can be designed this way, nobody would bother trying to game the system. If you make compliance the easiest path to follow, that's how people would behave to "game" the system. "I have many questions and am not at all convinced that this is workable." I'm kicking the tires on this idea to test its viability and vectors for abuse. It's different. It could work if its engineered correctly. It needs to be tested. At this stage, I'm just developing the concept and trying to identify my blind spots and oversights. Any feedback on trouble spots is welcome
  9. slayemin

    Communism 2.0

    I would tentatively say "politicians" get to make those decisions. But then, the follow up question becomes, "Okay, who gets to be a politician?". I think the current political systems in democratic systems are deeply flawed and tend to devolve into oligarchies and attracts people who are interested in power, rather than attractive benevolent policy makers suited for the task. I am a bit biased here, but I think the people who would be most qualified to be politicians would be disinterested philosophers. Political appointment would be based on a randomized selection from a wide pool of philosopher candidates, and would be limited to terms of about 4 years? And serving a term would probably need to lower their statistical chances of being randomly selected for a sequential term. The worrisome part about a system like this would be that philosophers would be disinclined to become philosophers if it meant that they had a chance of being politicians. But hey, some of the best politicians in history have also been great philosophers, so maybe this is the right general direction to go.
  10. slayemin

    Who's your intellectual idol?

    I personally consider Bertrand Russel and Richard Feynman to be exceptionally admirable people for their contributions and philosophies. I also really like Liebnitz, Newton, Einstein, Grace Hopper, James Mattis, James Conway, Julius Caesar, Marcus Aurelius, and Socrates.
  11. slayemin

    Oculus Store (Keys Only)

    It's always been like this. I don't really have a problem with it. Look at it from their perspective as a business: They are there to make money off of their store. If people upload stuff to their store for free, they get nothing out of it. They also want to curate the content available on their store so that the content is quality and reflects their content quality standards. They don't want their store to turn into another XBox Live Arcade, where people create and upload fart apps and general garbage. So, with that in mind, they're actually pretty nice and supportive about letting you upload your game even if they don't make money off of it. This is great for early feedback and testing (kinda what you're doing) during ongoing development. When you continue developing and polishing your game and making it higher quality, you may decide to resubmit it and start charging a price for it. In those cases, the very light entitlement check suddenly makes sense. Also, Oculus doesn't like having the SteamVR dlls included in a project. If you have SteamVR running and you have your oculus plugged in, many times your Oculus won't get any display input until you shut down SteamVR. They don't play nicely with each other, so the oculus policy is to protect users from having confusing hardware problems and submitting unnecessary trouble tickets. Sure, it would be nice if Oculus worked with SteamVR, but Oculus has no business incentive to support their competitors platform. It's just going to be something you have to deal with if you want to support Oculus Store. If you don't like the oculus store key only distribution approach, you have a few other options: 1) Pay $100 and distribute your game on steam. You can send links to your steam game from there. 2) Host your own website which contains a publicly available link to your game. This will also cost you money.
  12. Another issue to consider is copyright infringement and using someone else’s IP without permission. If you go forward and do this, you’ll get a cease and desist letter from the IP owners (if you’re lucky) or you’ll get sued for damages. Make sure you have legal rights from the IP owner before going forward. Talk to a lawyer first, it may save you a lot of time, money and heartache.
  13. It sounds like you're saying, "I spent 4-5 months making a rough prototype in unity and now I have a lot of technical debt to pay off. Therefore, I need a different engine and I want to start over!" That's... ridiculous. Your top complain against unity is that it has features you don't need to use. So what? Don't use them. You also say that a lot of the features are overkill. Unless it directly affects performance in your final build, so what? You're trying to fix problems you don't have. In my opinion, you should stay the course and spend some time paying down your technical debt and then building on top of your current work. Under the hood, game dev is messy and rickety. Focus on shipping, not on building a pristine palace of perfect code. If you try to make everything perfect, you'll be at this forever and will never release and you'll constantly be second guessing yourself and your tools. That's the opposite of productive.
  14. slayemin

    Dell World 2018 in Las Vegas

    Thanks! I dug into the engine source code to see how it did video playback and created a new video playback class with a few wrapper functions which allows me to play individual videos and toggle whether they loop or not. The only problem now is that a looping video doesn't buffer the beginning frames as it reaches the end of file, so I still get the black frames. That's almost certainly going to require a modification of the engine and then staying on top of source code changes with version updates. A possible hack would be to have another sphere start playing a video a few frames before the first one ends and then quickly toggle sphere visibility? It would be sort of like double buffering screens similar to how DirectX does page flipping.
  15. If someone has the high end scripting skills you are looking for, why wouldn’t they just make the full game themselves and take all the revenue? How much money are you going to spend? How will you playtest for “fun factor”? What are your launch plans and distribution plans? How much will you spend on marketing?What percentage of project equity would someone get if they are on the team for a year, work hard, and then leave? Also, you should probably read over this article I wrote: https://medium.com/@Slayemin/your-indie-game-dev-team-will-fail-108d4b663e7e also: https://rasmusrasmussen.com/2018/04/05/your-indie-game-will-fail/
  16. slayemin

    Have you ever had your game idea stolen?

    I've had a few software projects get copied. One of them was a game. I don't really care if someone makes a derivative work from something I made. I hope they do a good job. However, I don't like to lose business. There's really nothing you can do to prevent people from ripping you off with derivative works. I like to take a cue from the business concept of "moat building" though. Make your product so good that anyone who tries to copy you will do an inferior job. If its easy to copy and reproduce, people will do it. If its hard to match, the copy cat will have a steep mountain to climb before they catch up to you. The good thing is that as an original creator, you have an advantage over the copy cats. You have the advantage of time. The clock starts for them when you release your product to the market, but you've got all the time you want until you decide to release. So, make the best product you can before releasing. Consider trade marks and patents where applicable, then defend them.
  17. I started writing and I realized I'd already written this story before, so to save time, I'll just link it here
  18. slayemin

    Double Fine Quest

    I played your game, I wasn't a fan. Sorry to say this. The messaging seems wrong, your game comes across as both begging for a job and overly reverent of double fine. That's a turn off. You should flip the attitude so that you are totally amazing and a company like doublefine would be lucky to have you working for them. You can't say that directly, so you have to show through your work why you're amazing. Don't make another game telling the player how awesome you are either. Instead, make a great but small and polished game which demonstrates your skills. It doesn't have to be 100% original, just take some ideas from existing games and creatively merge them into your own game. The most important thing to focus on is keeping your game small and then focusing on polishing it. Polish it until it shines. Make it feel good. You can polish a boring game into an amazing game. Check out these talks by Vlambeer game designers: Also, your game music was ripped off from Final Fantasy. That's not okay, that's using someone elses' copyrighted work. In academia, that would be the same as plagiarism. I don't care that you may not have musical talent to create your own music, find someone that does or ask someone for permission to use their art. Worst case, it's better to have silence than to rip off someone elses' work. If game companies did the same thing and used the copyrighted IP of other game companies, they'd be sued for serious damages. By seeing you feature copyrighted content in your portfolio, you're sending a coded message to the companies you're applying for. You're saying, "I don't respect copyright and intellectual property, therefore, I'm a legal liability which may get you sued if you aren't watching me." which translates to the manager, "This person is going to be a problem" and they'll throw your resume into the garbage. I would bet that you'll have many rejections from game companies just from this alone. But congrats on finishing a project! That's never easy. You finished one, now start the next one and do better!
  19. slayemin

    Introducing the Blockchain Tycoon

    I hope this has some hidden biting commentary on the whole industry...
  20. slayemin

    Neural Networks 101

    Overall, this article is not very useful. The wikipedia page on artificial neural networks is a far better starting place. There are much better articles on neural networks elsewhere on the internet and actually have enough depth to give the reader the capability to create their own ANN. This article also completely misses several very important topics to ANN's which cannot be skipped: -Deep learning -How to train an ANN with a training set Forward propagation: The sigmoid function is mentioned, but there is no mention of the commonly used RelU function: return (X>0)?X:0; Backpropagation: The meat and potatoes of ANN is in the back propagation algorithm. This article just says, "It's confusing, so look it up elsewhere". I also think that if you're going to do an introductory article on artificial neural networks, it might be more valuable to skip the technical details of implementation all together and just talk about all the different types of machine learning ANN's are out there, what they're useful for, and generally how they work. Maybe something about ANN's, reinforcement learning, convolutional neural networks, LSTM's, etc.
  21. I minored in Philosophy and I think it was one of the best minors I could have chosen. Here's what I would recommend taking: -Formal Logic -Critical Thinking -Elementary Logic -Philosophy of Science You'll find that this helps you reason better and that reasoning ability really helps a lot with game development. Math is helpful too, but mathematics are derived from Logic (See: Peano Arithmetic).
  22. slayemin

    The Blackwood Witch

    Herby sat on a log around the campfire and half listened to the tales and gossip being told by the villagers. He took a long draw from the frothy mug of ale and set it back to rest comfortably on his large belly. After each story ended, he’d quietly huff in mild contempt and absent mindedly stroke his beard. None of their tales were any good compared to his. All of the other villagers knew it, but they waited eagerly. Every night, Herby always told his story last and it got better and better each time. As the night wore one and the campfire turned to glowing red coals, the stories and gossips gradually tapered off. One by one, the villagers grew quiet and waited for Herby to speak. “Herby, tell us o’ the Blackwood witch again!” one of them shouted. “We been waitin’ all night!” Herby glared at the villager for a moment in mock irritation, but secretly he knew he loved telling the story as much as they loved hearing it. All the eyes around the campfire turned and looked at him expectantly. Herby met each one and held the gaze for a moment, wringing his hands in eager anticipation, commanding their attention. He took one final long draw from his mug, and then wiped the froth from his mustache with the back of his sleeve. After a long pregnant pause, he leaned forward, as he always did, and began with a low whisper. “Ye e’er heard o’ the Blackwood witch?” he started quietly, eyes twinkling. “It all started a coupl’a years ago.” All of the listening eyes grew large and people quieted their breaths as they leaned in closer to hear. “Jonathan the miller had a daughter. She was fine as sin, she was. Had hair black as a ravens wing, skin fair as porcelain. She was a strange one, that she was. She had the most peculiar eyes any lad had seen, y’see? They were green as emeralds. I suppose that’s why old man Jonathan had named her Esmerelda. But, there was something off about her. I can’t quite explain it, but just one look at her and you could tell that she was the odd sort. Trouble, it just seemed to follow her everywhere she went. We didn’t know why at the time, but the most unusual, otherworldly things seemed to follow her everywhere she went. If she was in the kitchen, the teapot would suddenly boil fer no reason. The funny thing is, nobody turned on the stove. Or, she’d be in the mill, and a sack of flour would drop and narrowly miss yer head as if somethin’s trying ta kill ye. But the oddest thing about young Esmerelda, was that she seemed to talk to herself or something else that only she could see. Spirits, some said. Phantoms of the imagination, others claimed. Nobody really gave it too much serious thought though, y’see, she seemed a bit of a disturbed woman. Sometimes, she’d be yelling curses at the air for minutes. But, nobody had the heart to say a thing about it and just left ‘er alone.” “Well, one day a lad came down to the mill to get some corn ground into meal for his piggies. He’d ‘ad a pint or two … or three ... that afternoon, but who hasn’t, y’know? Anyways, he wasn’t quite in his right mind either, so he walks into the Mill, and who should he find there all alone? Lil miss Esmerelda. She was chattin’ up a furious storm that afternoon with some spirit or some such thing, and almost didn’t even pay the lad much heed. He got right agitated for havin’ t’ wait though, so he started shouting at her. He said he was just cursin’ her like any ol’ drunk ornery fool does, but she whirled around and looked ‘im right in the eyes with her emerald eyes. Oh, but they weren’t normal lookin’ eyes that afternoon. They had a piercing glow behind ‘em that looked right through ye, right into yer soul. She said to that lad, and I’ll ne’er forget these words, “You know nothing of curses, you miserable wretch. Let me show you a curse.” An’ she did. He said her eyes blazed green like wildfires an’ ‘afore he knew it, little itchy boils came up all o’er his skin, and whenever he scratched at the itchy suckers, little black spiders crawled out. His whole body was covered in these spider filled boils! I shudder to think about it, just imagining spiders crawling on me skin gives me the heebie jeebiees, but spiders crawling out from under the skin? That’s a whole ‘nother level of creepy. O’ course, you could hear ‘is scream clear down to ol’ Jebs tannery, and that’s pretty far considerin’ the walk. Anyways, he ran right outta that mill and left his corn fer the miller t’ take as he pleased.” “The lad ran all over town that afternoon, screamin’ and shoutin’ at the top o’ his lungs t’ any who’d listen. “The millers daughter is a witch! Esmerelda is a witch! She cursed me with boils and spiders!” an’ he’d show ‘em to any who’d look. It didn’ take the town long to rabble rouse outta their homes. The good townsfolk grabbed their pitchforks an’ torches, and marched right down to the millers house, shoutin’ for missus Esmerelda to show ‘erself. She knew they wasn’t up to no good that afternoon. She’d seen what they’d done to others suspected o’ witchcraft an’ sorcery, so she wasn’t gonna stick around long enough to have any o’ that. Before the townsfolk even got close to her house, she was gone into the Blackwood.“ “Back then, it wasn’t a cursed forest like it is today and the good townsfolk weren’t afraid to go in it for an afternoon picnic. But that all changed that evenin’. None o’ the townsfolk could find the young missus, but they were out for ‘er blood. Rabble rousing will do that to ye. A few o’ them were decent hunters, so they went off back home and fetched the houn’ dogs. Houn’ dogs are pretty good at fetching foxes, and young missus Esmerelda was quite a foxy lady, so they didn’ have much problem pickin’ up her scent that evenin’. The hunters said they’d go right into the forest and bring her back and then she could stand trial for her sorcery before the whole town, and then she could face the stake like the rest o’ them did.“ “We all heard it. The screams were loud as sin. At first, we thought the hunters had captured Esmerelda and she be puttin’ up a fuss. We all waited around for them to bring ‘er back, but hours went by an’ nobody e’er came outta the Blackwood that night. It later occurred to us that the screams we ‘eard were the hunters themselves. That was the last evening anyone ever saw them hunters, bless their poor souls. We all looked at each other with scared looks in our eyes. Nobody slept well that night. How could ye, when ye know there’s a witch prowlin’ the nearby forests? The next mornin’, a ranger set off to follow the tracks of the hunting party. No one ever saw or heard from ‘im again either. He got snatched by ‘er. From that day on, nobody dared to go into the forest again until the witch was dealt with. Some nights, if yer really quiet and still and listen t’ the wind, you can still hear her talkin’ to those ghosts or spirits, or whatever they are. T’ this day, the Blackwood is cursed. Any poor fool dumb enough to be out in that wood after sundown is a gonner. Probably cookin’ in ‘er witches brew. Stay outta the Blackwood or the witch’ll getcha.” Herby leaned back finished and out of breath. The villagers shivered a little in the darkness, a little from the cold of night, and a little from fright. The Blackwood forest behind them loomed menacingly in the darkness. One by one, the villagers gave their farewells and sauntered off to their homes for the night.
  23. slayemin

    Cryptocurrency in games

    I have put about 15 seconds worth of thought into this. I am 100% against having anything to do with cryptocurrency in any way with my games. I don't believe in the concept, I don't think it's necessary, and I don't want to deal with the headache of any overhead costs associated with it. I'll stick to doing doing business in dollars, thank you very much.
  24. slayemin

    More Contract Work

    It almost feels like it hasn't been worth writing an update for the last month because so little "progress" has been made on Spellbound. But I suppose such is life, and it too must be captured and noted as a part of the journey of an indie developer. I have still been doing various contract projects for both corporate clients and small game studios. On the contracting side, I've decided that it would be a good idea to subcontract work I can't do to other people and then add my management fee to their rates. I currently have my former artist working on a small contract project, so it is a viable business idea. He charges me $35/hour and I charge the client $50/hour for his work and I keep the difference. It's not much, but its a good start. In the future, I will raise his rates and pay him more when there is more work and larger projects, but I don't want to make public promises I can't keep. The hard part will be finding enough work to keep everyone busy. I've also been playing a light support role to my girlfriend. Her business is taking off and she's easily become the primary bread winner of the household and that relieves financial pressure from me, allowing me to continue working with minimal income. I can't stress enough how grateful I am and what an impact it has on my creative pursuits. A few days ago, she had a senator from China come and visit her company and our ranch. He was really interested in seeing my VR game, so I gave him a demo in my office. My roommates are all sales people as well, so they got to try out the game at the same time. One of them was instantly motion sick, but the other really enjoyed it. Probably the best takeaway from this was just how bad my user interfaces actually are -- they are not intuitive enough at all for completely new people to use. Also, the pacing of the action is also too rapid for novices, so I'll need to redesign my tutorial level to be more "tutorial" focused than story/immersion. Anyways, the Chinese senator was very impressed with what I'd been working on. I have a feeling that I may have a trip out to China in my eventual future. I think the Chinese market for VR is thirstier for content than the North American market, so it would be great for me to see first hand what the market landscape looks like. A fellow VR game dev told me the other night that he's been wanting to show my game to other people, but the trailer for the game is so out of date that it doesn't do the game proper justice. I completely agree, it's two years old and features old technology which I don't support anymore. Here's the stupidest objection in the whole world: I don't know how to produce a good game trailer. This is extra stupid because... I work in an office filled with film people who could help me. What's wrong with me? I'm a bit afraid to ask for help knowing I have no money to offer. I have been doing a lot of reading of epic fantasy books on the bus ride too and from work. I'm currently reading through the "Legend of Drizzt" series by R.A. Salvatore. Every time I read one of these epic fantasy books, I feel totally inadequate as a writer. I have a lot of self doubt that I could produce anything as good. Despite that, I'm going to have to push hard and write out a story for Spellbound. The writing is going much slower than I would have liked due to various distractions (ahem, contract work and lack of funding). I also feel a bit daunted/overwhelmed by the size of the writing project and what it's going to take. I should just shut up, stop whining, and start writing. "Yeah, Eric! Quit yer moanin', bitchin' and belly aching and get back to writing!" *whip crack* I have been entertaining the idea of producing another type of nature VR travel experience using 360 videos. It would be much easier and faster to produce and could turn into a new revenue source to fund my development of Spellbound and build my brand a teeny bit more. I must find some time to produce a rough prototype and see if its technologically viable. I've written out a 2 page business plan and it seems pretty good (but all of our own ideas sound good!). This idea has passed through my feasibility filters and its time to start figuring out what it would take to produce. Anyways, it doesn't hurt to give it a try and see what happens. On another note, I think some of my best ideas come to me while I'm walking to work. There's just something creatively magical about the act of walking and thinking. It really gets the juices going. I remember this one time I was working in Iraq on a tough problem with relational databases. Somehow, I had to get multiple records from one table to match multiple records from another table. I couldn't figure it out for days while sitting at my desk, but then I went for a long walk on base and solved it in my head. I came back, implemented it, and it worked perfectly -- it required an intermediary table to store lookups. Two days ago, I was walking a mile to my bus stop (in the rain) thinking about "stuff". The night before, I had been tutoring my girlfriends son on math homework. I have also given lectures at my former university and local meetups on game development and design. I have worked in Iraq and Afghanistan to rebuild war torn societies, and through my experience, I have concluded that the underlying foundation for a peaceful and prosperous society is an educated society. So, if you want to bring peace, prosperity and compassion to the world, start by educating people. I happen to love the acquisition of wisdom and the feeling of enlightenment it brings, so my way of sharing that is by teaching people what I know and hoping they too can share my passion. On my walk, I got to thinking: What if I give lectures in VR where people can learn something? It would be done within the universe of Spellbound, so the learning experience would be within a classroom of budding wizards, being taught be an old, gray bearded wizard (me). The character animations could be driven by a mocap suit and the voice could be recorded easily enough. The instructional material would be framed in the context of things wizards care about, so I'd be giving an hour long class on the intricacies of alchemy and brewing a witches pot, and it would be about selecting the right proportion of herbs, spices, ingredients, and cantrips. On the surface, it would be a lesson on magical brews, but in truth, it's a lesson on fractions and ratios. It would be a great fake out, where people come into a classroom expecting an hour of entertainment (which it is!) but they'd really get an hour of education. But, the lesson would be framed and presented in such a way that the audience doesn't realize its learning something else which is valuable in the real world too! I could produce a dozen lectures on various topics of interest, framed in the context of advanced wizardry, and people could attend my lectures in VR. If I can convey my enthusiasm for the subject, it'll be infectious and people will want to see all of the other lectures. What seemed like a action role playing game on the surface, had a lot of secret surprises on the back end. Some people may not be interested in this academic part of the game and prefer action and adventure, but others may be only interested in the academic side -- There's nothing wrong with wizards who spend most of their time in the academy advancing their own knowledge. After all, that's what wizards are predominantly known for! I think if I embed secret rune combinations within the lessons, students can get unique magical rewards by paying attention in class and it can be just as rewarding as exploring an ancient dungeon. I like this idea; I'll have to think about it more and let it ruminate. Lastly, I've been continuing my work with the Leap Motion and integrating it with 360 video. Check it out here: I heard from my partner that some sales guy saw our work and liked it so much that he said if we finish this app, he'd be willing to sell our services to other companies. If that brings in more work and it pays well, I'd be all for it. I'd eventually want to hire someone else to work for me and take over the production and I'd move myself into more of a creative managerial role, but for now, I have to keep building out the tech and envisioning how this will work. I've been trying to unite the film industry and the gaming industry for over a year, so this sort of represents a culmination of my efforts and helps create a sort of new type of media. I'm excited to see where other creatives can take this. Anyways, I still have a lot more work to do here and this is still evolving quickly, but I think what we're building here may be the first of its kind in the world. I'm excited.
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