Thứ Năm, 1 tháng 2, 2018

Waching daily Feb 1 2018

The Narcissist's primary agenda in life Is to sneakingly get away with something.

He can even set out to get himself a whole new wife,

If in an ego boost for him resolves that hunting.

The Narcissist is a Chief Deceiver and Liar.

To lure you into his premeditated deception, he will go to a great length.

He needs desperately for someone him to admire.

Without praise, admiration, and compliments he has no strength.

It's because the Narcissist has a very fragile ego.

No one and nothing is important to him but praise.

When the Narcissist is pursuing you, it can be very intriguing,

But only until he quickly ends that short-term happy phase.

After the Narcissist had successfully lured you,

He resorts to just being himself and eating you alive.

His mistakes and faults start being projected by him on you.

And at that point, he wants nothing less than your very life.

For more infomation >> Narcissist Is a Chief Deceiver and Liar 👿 | Spoken Word by Anna Szabo #NARCISSIST [2018] - Duration: 0:59.

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Details Mercedes Motorcycle is about to launch in 2019 | 2019 Mercedes launches motorcycle model - Duration: 2:16.

For more infomation >> Details Mercedes Motorcycle is about to launch in 2019 | 2019 Mercedes launches motorcycle model - Duration: 2:16.

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Demolishing The Memory Wall (+ What is Optane, NVME,...) - Duration: 10:22.

Hi, thanks for tuning into Singularity

Prosperity. This video is the fifth in a

multi-part series discussing computing.

In this video, we'll be discussing the

gap between competing performance and

memory and how this 'memory wall'

is to be the demolished.

[Music]

While computer performance and memory

capacity have followed the trend of Moore's

Law, memory access time, in other words,

latency, has not, only increasing by

approximately 1.1 times per year. While

at first the difference between an

exponential with a 2x versus 1.1x

rate of growth is not

distinguishable, as time progresses it

becomes more and more apparent, in terms

of the memory gap this is equivalent to

a 50% increase in the gap per year. We

are now at a point where this gap is now

large enough to cause severe bottlenecks

in applications. For example, for machine

learning in terms of genomics, financial

and scientific research, 80 to 90 percent

of the time is just spent accessing

memory while the other 10 to 20 percent

is spent doing the computation itself.

This really exemplifies how important

memory and storage is, a computer can only

process data as fast as its memory can

be accessed. Now there are a variety of

memory devices that computers use today,

with each device storing certain

types of information and having their

own trade-offs based off performance,

capacity and cost. The most expensive,

best performance memory is found on the

die of a CPU core itself, the registers. The

registers essentially just store the

data that the CPU is using to compute

its current instruction. Moving outward

we are met with static random-access

memory, SRAM, more commonly referred to as

the CPU cache. There are multiple levels

usually two to three, each growing in

capacity but decreasing in performance

as we move further away from the

registers, and they store the data that

the CPU will need to use soon or has

been using a lot of recently. The SRAM

and registers on a CPU are fixed in size

due to space, the processors job as well,

to process data not store it. Going off

chip there's DRAM, NAND solid-state drives

and then mechanical hard drives, each

many orders of magnitude slower than

on-chip memory implementations: Today

there are three primary technologies

used to store and access data. First

there's DRAM memory, which serves as hot

storage for the most frequently accessed

data. DRAM is incredibly fast but also

expensive, especially at large capacities.

For cold data there are hard drives,

which are orders of magnitude slower

than DRAM but very cheap and high

capacity, and that's why the bulk of our

data is stored there. In the warm tier

there are NAND SSDs, which are much

faster than hard drives but cheaper than

DRAM.

So, when viewing memory types in this

pyramid structure, the processor

registers are at the very top point and

SRAM takes up the other top 1% of the

pyramid. To summarize, SRAM and DRAM are

hot memory types, the most expensive but

also the fastest. They are volatile

meaning when power is unplugged, all data

is essentially lost and they are also

fairly fixed in their amount of storage

capacity. Moving down to warm storage

types we get NAND, in other words, SSDs.

This technology is beginning to

mature with 3D NAND, allowing for

rapid increases in non-volatile storage,

in other words, it's suitable for storing

long term information and now due to

their increasing capacity are able to

compete with mechanical hard drives.

However, they are many orders of

magnitude slower than the speed the

processor runs at and DRAM. At cold

storage we have standard mechanical hard

drives, these have the most non-volatile

storage but are extremely slow, really

making them suitable only for backups or

long-term storage on a budget. This is

how computer memory has been for quite

some time, but now Intel and Microns new

X-Point technology is coming in to

change the game. X-Point allows for

memory devices that are much faster than

NAND, have more storage capacity than

DRAM and are non-volatile, essentially

bridging the gap between DIMMs and

SSDs: To make 3D X-Point memory

dense we packed lots of capacity into a

tiny footprint. We started by slicing

submicroscopic layers of materials into

columns, each containing a memory cell

and selector. Then we connected those

columns using an innovative crosspoint

structure consisting of perpendicular

wires, that enables memory cells to be

individually addressed by selecting one

wire on top and another at the bottom. We

can stack these memory grids three

dimensionally to maximize density. This

technology along with 3D NAND will

completely change the way the storage

pyramid is organized: 3D X-Point

technology is about to completely

rewrite the rules governing the hot, warm,

cold storage pyramid. Why? Because it's

nearly as fast as DRAM while its cost is

much closer to NAND SSDs. Intel is

designing both DIMM and SSD solutions

with 3D X-Point technology. Intel DIMMs

based on 3D X-Point technology will

enable you to greatly expand your

high-performance hot storage capacity,

without breaking the bank,

unleashing new levels of performance and

responsiveness for the apps and services

that power your business. Intel

Optane SSDs based on 3D X-Point

technology and other Intel storage

innovations will enable much faster warm

storage, plus Intel has already

introduced 3D NAND technology into SSDs,

boosting density and increasing the

capacity of those drives. These new Intel

SSD technologies can expand warm storage

capacity with excellent performance and

cost. So, with multiple different memory

types and new memory technologies breaking

current memory paradigms, we can

begin interfacing multiple memory

technologies together to increase

performance, this is referred to as a

memory pool: The OS and your applications

run as is, without modification, with full

access to the extended memory pool.

Memory capacity associated with each

processor scales by up to 8x or 12

terabytes for a single processor. The

software also intelligently determines

where data should be located in the pool

to maximize performance, in select

workloads the software can enable

servers to deliver near DRAM only

performance even with DRAM supplying

only 1/10 of the overall memory pool

capacity. This combination of increased

capacity and cost efficiency means you

can use Intel memory drive technology to

displace a portion of DRAM to reduce

overall memory costs. Or extend the

memory pool capacity beyond DRAM

limitations when greater system memory

is required. Including Intel's memory

drive technology to pool various types

of memory, each memory type is now also

beginning to incorporate smart caching

and fetching assisted by AI. These

software optimizations will have huge

impacts on the performance of computer

memory. We touched upon these principles

heavily in previous videos in this

series, new hardware devices to break

current paradigms as well as increased

software optimization to leverage the

hardware resources. There are various

other memory hardware and software

optimizations beyond the scope of this

video we haven't even touched, such as

DDR5 and virtual memory to increase

memory bandwidth and decreased latency,

there are many amazing creators on this

platform and resources online if you wish to

learn more. While in the previous section

we discussed the types of memory devices

as well as new hardware and software

technologies to increase memory

bandwidth and decrease latency, we didn't

discuss another huge bottleneck, data

transfer. SRAM has transfer speeds in thr

range of hundreds of gigabytes per

second and DDR4 DRAM in the range of 50

to 70 gigabytes per second, however, as

mentioned previously, these are expensive,

volatile, fixed capacity memory sources.

For non-volatile memory, there are two

standards for data transfer: 1) The Advanced

Host Controller Interface, AHCI, which

uses the Serial Advanced Technology

Attachment, SATA, and 2) Non-Volatile Memory

Express, NVME, which uses the Peripheral

Component Interconnect Express, PCIe, to

transfer data. now SATA and PCIe are the

physical hardware mediums used to

transfer data in the computer. SATA has

been used for the majority of the 2000s

for memory devices, with transfer rates

tapping out at 600 megabytes per second,

it's medium is a cable. PCIe is connected

directly to the CPU through a socket on

the motherboard, for much of its lifetime

it has primarily been used for graphics

cards. PCIe 1.0 had transfer rates of

250 megabytes per second, followed by 2.0

with 500 megabytes per second and now

our current generation, 3.0, with one

gigabyte per second.

As a sidenote, PCIe 4.0 is expected next

year, with transfer rates of two

gigabytes per second and 5.0 by 2021

with rates of 4 gigabytes per second. Now

with SATA tapping out in transfer rates,

PCIe has been the new direction the

industry has been leaning towards, with

NVME protocol standards in development

since 2012. AHCI was a great standard

for old mechanical hard drives to

transfer data, it could handle 1 data

queue at a time, which was fine given how

slow mechanical hard drives are, but with

SSDs AHCI severely bottlenecks

performance. NVME however can handle

65,000 queues at a time, extremely

parallel due to the utilization of the

wider bandwidth of PCIe lanes and PCIe's

direct connection to a CPU. NVME is

able to truly unleash the performance of

SSDs, yielding six times performance

boosts over SATA, essentially meaning

SATA and AHCI are dead. The high speed,

low latency transfer rates that NVME

brings unlike with SATA isn't going to

capped anytime soon, due to evolving PCIe

and NVME standards. There are also various

PCIe slots on a computer: 2x, 4x, 8x, 16x,

with each multiple adding

additional bandwidth. For example, an 8x

PCIe 3.0 port could transfer 8 gigabytes

per second. So, with multiple types of

memory, new memory types breaking current

defined memory paradigms, memory devices

optimized with smart caching and

fetching, memory pooling, new data

protocols and data transfer mediums,

memory vertical scaling such as 3D NAND

and X-Pint and finally 3D

integrated circuits, the memory gap will

finally begin to start decreasing

instead of increasing. Beyond these

concepts, in future videos we'll be

discussing optical computing and

neuromorphic computing.

[Music]

At this point the video has come to a

conclusion, I'd like to thank you for

taking the time to watch it.

If you enjoyed it, consider supporting me

on Patreon to keep this channel growing

and if you want me to elaborate on any

other topics discussed, or have any topic

suggestions, please leave them in the

comments below.

Consider subscribing for more content,

follow my Medium publication for

accompanying blogs and like my Facebook

page for more bite-sized chunks of

content. This has been Ankur, you've been

watching Singularity Prosperity and I'll

see you again soon!

[Music]

For more infomation >> Demolishing The Memory Wall (+ What is Optane, NVME,...) - Duration: 10:22.

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This Is The Healthiest Diet! It kills Treats Depression, Migraines And Autism! - Duration: 4:03.

This Is The Healthiest Diet!

It kills Treats Depression, Migraines And Autism!

Mounting research suggests dietary ketosis is the answer to a long list of diseases,

starting with obesity.

A ketogenic diet plan is one that shifts your body's metabolic engine from burning carbohydrates

to burning fats.

A ketogenic diet requires that 50 to 70 percent of your food intake to come from beneficial

fats, such as coconut oil, grass-pastured butter, natural pastured eggs, avocado, and

raw nuts such as pecans and macadamia nuts.

The carbs are very minimal, so your body burns fat for energy.

That means that there is little sugar in your system blocking the body from using fat in

favour of burning sugar.

During this state, the body produces ketones, made from fats processed in the liver.

" The end goal of an effectively maintained keto diet is to force your body into this

metabolic state.

We don't do this through starvation of calories, however through starvation of carbs.

Our bodies are very adaptive to what you take into it– when you overload it with fats

and take away carbohydrates, it will start to burn ketones as the primary energy source".

HEALTH BENITITS OF A KETOGENIC DIET

PROMOTES WEIGHT-LOSS

Cutting carbs is one of the most basic and most effective methods to lose weight.

On a ketogenic diet, dietary carbs are kept very low, protein is moderate and fat usage

is increased, carefully encouraging our body to remember how to count on fat as a main

fuel and to produce ketones from stored body fat.

FIGHTS CANCER

Cancer cells love sugar!

Sugar essentially feeds tumours and encourages cancer development.

This is why a diet that removes sugar and other carbohydrates can be efficient in preventing

or fighting cancer.

The regular cells found in our bodies are able to use fat for energy, however cancer

cells cannot metabolically shift to use fat.

One review published in Redox Biology highlighted a few of them, indicating promising results

for colon, stomach, and prostate cancers.

In this paper, Dr. Eugene Fine of the Albert Einstein College of Medicine claimed that

ketone bodies stop cancers by changing the availability of energy processes in cancer

cells.

A preliminary paper from Dr. Fine's team was released and the summary of results states

that " Preliminary data show that an insulin-inhibiting diet is safe and practical in selected patients

with advanced cancer.

The degree of ketosis, however not calorie deficit or weight-loss, correlated with stable

disease or partial remission."

PROTECTS YOUR BRAIN

The low-carb, high-fat method of eating has actually also been connected to aiding with

other neurological disorders.

Research published in Behavioral Pharmacology found ketogenic diets may be effective for

reducing symptoms of Parkinson's disease and Alzheimer's disease.

In one study, Parkinson's patients who followed a 4-to-1 ketogenic diet experienced, on average,

a 43 percent improvement in their symptoms after one month.

Studies also support the benefits of a ketegonic diet for autism.

According to one article, "Autism shares some features with epilepsy, and lots of people

with autism experience seizures related to the over-excitement of brain cells."

Research found that a bulk of autistic children showed improvement after following a cyclical

ketogenic diet for 6 months.

For more infomation >> This Is The Healthiest Diet! It kills Treats Depression, Migraines And Autism! - Duration: 4:03.

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Comparing yourself to others is a GOOD thing! - Duration: 4:37.

So today I am talking why I think it's okay if we compare ourselves to others.

{Music}

So, I guarantee you you have all heard this

before.

Don't compare yourself to others.

And the reason why people say that is because most times when we are comparing ourselves

to others, it's at the detriment of ourselves.

Telling someone to stop comparing themselves to someone else is basically like telling

them to stop breathing oxygen.

It's so embedded into us whether it's something that society has done to us or whether

it's something that's just simply in our DNA.

We are going to continue to compare ourselves, our businesses, our jobs, our lives, houses,

our everything.

We're going to be comparing them to what other people have.

Because everywhere we look, there is someone that is better than us.

Or prettier than us, or more fit than us, or faster, or richer, or whatever it is.

Or they've travelled more.

I don't know.

Like, there is always going to be people who have done things that seem like they are better

than you.

So, it's not fair for us to tell someone to just stop comparing.

Instead, what we need to be doing is taking that comparison into our control and using

it to our advantage.

The social media world is kind of a scary place.

Because it's hard for us to avoid.

{Scratching Pad noises}

Excuse me, Oskar, I am trying to film.

{Scratching Pad noises}

But if instead, we took these things…

As I was saying, if instead of looking at Instagram and just feeling a little down on

ourselves and just kind of kicking ourselves for not

I don't know.

Eating less avocados so we can afford our own house.

Instead of seeing these things as a negative outlook on our own life.

We flip the switch and instead see the opportunities for our own life.

{Music}

If I start comparing myself to other people,

which I do.

So let's take, for example, with my YouTube channel.

I watch people like Peter McKinnon and Matti from Travel Feels.

And my initial reaction is I'm not good enough.

These people are doing it so much better so why should I have my YouTube channel.

I'm just going to quit.

I'm only hurting myself.

But if I watch their videos and I go, wow, that's amazing.

I need to learn how they do that.

So I do.

I study it.

I figure out what they're doing.

And then I do it myself.

So I am now improving my own content.

Now, that's how I've taken that comparison, which is normally detrimental to my own self

esteem and my own success.

And I've made it into a positive thing.

So that now I can be a better person.

I can be a better YouTuber.

{Music}

I mean, let's take Saint John for example.

Saint John is one those cities that people take for granted and people think it's not

good enough because it's too small or there's not enough people or there's - I don't

know - there's fog.

Like, whatever it is, people find a reason because they see other cities that don't

have fog or have more people or have more festivals and therefore, they compare Saint

John and think that Saint John's a worst city to live in.

When in fact, Saint John is one of the best cities to live in and to work.

Because Saint John is an awesome place to live.

And I know I am walking by a chain link fence right now, which its a little unconvincing

but it really is amazing.

And if people would just give it a chance, they would see.

So, if you find that you're comparing yourself to others.

That's okay.

Let it happen.

Let it be the reason why you now succeed.

Why you just hit the ground running and you do everything you can to learn from them and

you can implement that in your own life.

{Music}

How does the ocean say hello?

It waves.

How does the ocean say goodbye?

It also waves but it's the winter so it's not really talking right now so this joke

doesn't really work but if it was the summer, this joke would kill.

For more infomation >> Comparing yourself to others is a GOOD thing! - Duration: 4:37.

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Gorgeous Tiny Farmhouse is Located Outside Clayton Georgia at the Feet of the Smokey Mountains - Duration: 3:44.

GORGEOUS TINY FARMHOUSE IS LOCATED OUTSIDE CLAYTON GEORGIA AT THE FEET OF THE SMOKEY MOUNTAINS

For more infomation >> Gorgeous Tiny Farmhouse is Located Outside Clayton Georgia at the Feet of the Smokey Mountains - Duration: 3:44.

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Kayvon Thibodeaux is Rushing Between Two Worlds - Duration: 11:25.

Kayvon Thibodeaux is Rushing Between Two Worlds

Youre not going to make everybody happy, Kayvon Thibodeaux says.

He is reflecting on the lessons he learned last year as a high school sophomore.

Everybodys not going to be happy with the decisions you make, but they dont have to live your life.

Theyre not in your shoes..

This morning, Kayvon is not wearing any shoes.

Its late June, and hes lounging barefoot in a black sweat suit and black skullcap in the living room of his father Angelos house, one of four units in a building wreathed by iron fencing in South Los Angeles.

Angelo is outside, tinkering with the engine of Kayvons 1995 Ford Mustang.

Kayvon got the Mustang earlier this spring, along with his drivers license.

It was teal then; in his first order of business as a car owner, Kayvon had it painted a fresh coat of black.

The car was something of a luxury at the time.

Kayvon and his mother, Shawnta Loice, lived less than 15 minutes away from Dorsey High School, where Kayvon was a student and a member of the football team.

Getting to and from school was rarely a problem—he could almost always bum a ride from one of his coaches.

Back then, before he transferred to one of Southern Californias most prestigious private schools and upended his life, Kayvon spoke of high school almost reverentially.

It was a time in his life that would anchor him to his community.

Dorsey is predominantly black, and sits right in the middle of some of LAs most vibrant African American communities.

Kayvon was a 40 student and a star athlete.

He was in his element.

I want to be that guy, he told me on a lazy spring afternoon while he was still at Dorsey.

The sun was slipping behind the high schools labyrinth of buildings as he sat on a concrete stoop.

A few minutes earlier, his mom had called to let him know his drivers license had just arrived in the mail.

I want to be that story.

I want to be that reason.

Everybody has a story and my story is—we do have a lot of guys in the NFL, but we dont have a lot of guys that bring up the whole community.

I feel like I owe something to my community. He wanted to rebuild the school, maybe even the entire neighborhood.

When I make it, he added, its going to be life-changing for everybody..

Kayvon is arguably the top high-school football player in the country in the class of 2019.

With two years still to go in his high-school career, theres already talk that the sprightly, six-foot-four-inch defensive end could be the best pass rusher to come out of the West Coast this millennium.

The sport wasnt the reason he decided to transfer and leave his community behind, at least during school and football hours, but it was the tool that allowed him to make that choice.

His gift is not football, says Ivan Stevenson, Dorseys defensive backs coach.

If he does it right and plays as long as his body allows him to, football is going to platform him to somewhere his mind cant even fathom..

Now the car is a necessity.

After Angelo gets the Mustang purring and slams the hood shut, Kayvon will drive 45 miles northwest to Oaks Christian, a private school in Westlake Village where a year of tuition costs $30,900.

Kayvon has been there since May with full financial aid.

He is pulled between two worlds: days in Westlake Village, where the median family income is $112,000 and his new high school sits a few blocks away from a Four Seasons hotel; nights back home in South Los Angeles, where the median income is $32,000 and his parents live in neighborhoods controlled by rival gangs.

Two microcosms, he says.

Thats exactly what it is..

Soon Kayvon will relocate out of South Los Angeles entirely.

Thats what happens when youre a star football player.

You go away to college, then the NFL.

He believes that the decision to leave now, a couple years ahead of schedule, will benefit his future, and ultimately his communitys.

Everything is a pit stop, he says.

His voice is flat, his sentences truncated.

Switching schools has made him wary, spread him thin.

Kayvon says that his plans havent changed, but everything else has.

Being at Oaks Christian, on its sprawling campus and among its upper-crust student body, means he is no longer of the place he so earnestly wants to elevate.

At 16, he has chosen to become a man apart, if only for a little while.

He has to go away to come back.

What people dont understand is you cant be stagnant, he says.

You cant get comfortable, because a lot of people in the city get comfortable with just being in the city.

Thats what my mom and I werent comfortable with.

We cant just be in the city all our lives.

We cant just be seeing the same thing all our lives.

We want to see something different, experience something different.

Thats what Im doing.

Seeing the other side of things..

The story of the game has been told enough times by now that its almost a tall tale.

In some versions, Kayvon is six foot two inches; in others, hes already his full height.

Some people have him taking out as many as seven opposing players.

Kayvon remembers the game being stopped entirely.

What is known and agreed upon is that, in his eighth-grade year, Kayvon played in a Pop Warner All-Star game.

Somewhere along the way, he got kicked out—not for doing anything illegal, or for showing off.

Rather, it was safety issue.

Normal middle schoolers were physically unable to withstand the amount of force he could already dish out.

Everything was clean hits, says Jovon Hayes, Kayvons defensive line coach at Dorsey.

It wasnt dirty.

He wasnt getting up and flexing on them.

He was just hitting them too hard.

They werent getting up..

For more infomation >> Kayvon Thibodeaux is Rushing Between Two Worlds - Duration: 11:25.

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The Project Scope - THIS IS HOW WE DO IT - S01E02 - Duration: 13:06.

Hi everyone! My name is Gabrielle, and I make video games! And today

I'm going to talk about something very important when you start working on something new:

the Project Scope.

Before diving into this episode's subject, here's a quick update about Spectral Blend.

It's a puzzle-game I started working on a few weeks ago, and this video series is about its development.

These past two weeks. I mostly experimented new things with Unity.

I'm trying to wrap my head around new features, and how to program every part of this game the most efficiently possible.

I also added every gameplay elements I needed to create my puzzles!

I added the possibility to separate a secondary color into two primary colors.

I started to work on making different tiles with different effects. For now, there are just the black tile, the classic one,

and the white tile, on which you can't place anything.

I also added black and white in the game, even tho I'm still not quite sure how they could fit into puzzles.

Finally, I tweaked the visuals a little bit in order to distinguish which elements can't be moved.

They're now outlined in black, and this little thing makes the game way clearer.

I'm pretty confident on my ability to meet my end of February deadline, and at that moment,

I will have a first public demo I'll be able to share.

After that, I will focus my efforts on the artistic part in order to give the game an

identity, while improving and fixing the game mechanics.

But enough of rambling about moving circles and fighting with Unity, because today I want to talk about something really

Important when you start a new project:

its scope.

The project scope is basically its size

and what it needs to be completed. This is THE first thing to think about when you start a new project.

And it's also a good way to knowyour strengths and weaknesses, to improve yourself, and in the end, to create better games.

When you scope a project, what's important isn't what you want to do, but what you can do.

What does your resources, your skills, your time, your money, and your potential team, allow you to do?

Because having a dream project too big for us is easy.

Everybody does! Every person playing video games already had an idea for a game.

But is this idea doable? If so, what does it require?

Of course, maybe you want to create an RPG with branching stories, evolving AI, dynamic weather…

But can you do it?

Do you have the technical skills needed to create something like that?

Do you have some writing and design knowledge? If not, can you find people with the skills you lack of?

You need to ask yourself all these questions when you scope your project.

A common mistake from beginner game developers is to scope too large Way too large!

And it happens to everybody! It's something I did myself when I started making games.

The first game I tried to make was way too ambitious for me!

It was a mix between a typing game and a management sim, with a deep and non-linear story.

In the end… I wasn't even able to create a simple prototype!

I had some ideas, but nothing else!

So… What was my first game? What was the first project I was able to complete.

It was a little Flappy Bird clone, with a color-shift mechanic similar to Ikagura.

Yeah, I was already obsessed with colors at that time.

It's clearly not the greatest game ever made. It's not very complex. I didn't earn a single buck with it.

But… People liked it!

I even ended up with a nice ranking in the game jam I participated in!

What I'm trying to say is…

That we all have a dream project. We all have a game we absolutely want to make.

And it's probably something way too big to be made. So, instead of pursuing a chimaira…

Try to do... just a simple game. Do something! Create stuff! Because in the end,

Even if it doesn't look like what's in your wildest dreams, a little game will have more meaning than

a game that you only imagined.

DO IT!

I think there is a game that illustrates perfectly how a good project scope can result in great things.

It's a game born from constraints, circumstances,

and it ended up influencing both mainstream and indie games.

This game is called Gone Home.

Released in 2013,

Gone Home is the first game of the Fullbright Company, a studio created by ex-members of 2K Marin, which made Bioshock 2.

And the whole story of its creation is a lesson about how smart decisions made early in production are the key to successful projects.

At that time, The Fullbright Company was made of four people:

a game designer, a programmer, a 2D artist, and an environmental artist.

They were living off their savings, and even moved into the same house to reduce their costs.

When they knew they wanted to make a game together,

the first thing they did was to sit down and ask themselves what they could do with what they had.

They quickly excluded the possibility of having 3D characters:

they didn't have the knowledge and the ressources to do it with the time they had.

However, their latest project, which was the Bioshock 2's DLC Minerva's Den, taught them a lot about

first-person narrative games, to the point the team now considers this project as the pre-production phase of Gone Home.

For those who haven't played it, Gone Home is the story of a student going back home after a year abroad.

When she arrives, she finds an empty -and kinda messy- house, and you have to find out what happened.

It's a really touching story, but that's not the subject of this video,

so let's talk about why the design of Gone Home is so smart.

What's impressive is that the whole game has been designed around the team skills.

They conveyed a huge part of the narrative through the environment: the documents we can find, of course,

but also the way the house is setted up,

decorated, which objects can be found…

Telling stories through the environment is something called "Environmental Storytelling":

it's one of the hardest, but most effective, way to convey a story.

It takes a lot of subtlety, skills and iterations to work perfectly, and building a game around it is extremely risky.

But… That's the strength of The Fullbright Company:

they knew they lacked skills in a lot of areas,

but they also knew they excelled in environmental storytelling, especially when they work together.

So they decided to build a game around it, and finished it in less than a year and a half.

The rest is history:

Gone Home came out and became one of the most influential games of its generation,

and opened a door in which several talented

developers got in. It's because of it that games like Firewatch or What Remains of Edith Finch exists,

and it's the proof that scoping your project efficiently is the most important thing in the early stage of game development,

if not in all the development of your project.

Besides saving you time and money,

project scoping is a way to know your strengths and weaknesses, and to build your game around it.

In the end, what Fullbright Company did was just making a game according to their skills.

And it's the hardest part of the job, as it requires a lot self-critique and knowledge,

and it's something even game veterans struggle with.

So, what about Spectral Blend? How did I scope this project ?

The first thing I knew is that I wanted to make a game

I could show the development of,

so I had to make a gameplay-driven game. If I made a narrative-driven game in this configuration, I'd risk to

spoil the whole game while showing you its development.

And, at the beginning, I had an idea that I thought was a good fit for this project I

I wanted to make a tactical-RPG about high-schoolers killing each others, and condemned to live the same day again and again.

It would have been focused on tactical combat, but also on evolving relationships, in the same manner than Shadow of Mordor.

Because, even if everybody dies at the end of the day,

they would live this day again and again with all their memory intact.

They would remember everything: the acts of kindness, the betrayals, the despair…

It would have been a weird mix of XCOM, Shadow of Mordor and Undertale.

It would have been great, and I hope it'll be my next project!

But, in the end… I ditched it.

The thing is…

I wasn't totally sure I was able to make this game.

There were too many unkwown varaibles, and I think it was a little too big for what I can do right now.

So… I

started to think about what I could do instead. And what I couldn't.

First, I am making this game alone for now. I'll find a 2D artist and a sound-designer later,

but right now, I'm on my own.

So I immediately excluded every genres heavily focused on these parts. No rhythm-game, no visual-novel.

I didn't want a 3D game either.

I wasn't confident in my abilities to create a gameplay adapted to a three dimensional space.

So… I had to think of a gameplay-driven game in 2D I could and WANTED to make.

That's when I remembered this little concept I had.

A puzzle-game centered around blending colors!

I started scoping a project with this concept. Turns out… I had the resources to do it!

I already made 2D game, including puzzle-games,

so that's something I'm comfortable with, whether it's on a design or a technical level.

The biggest part of the project will be to add content and variety, because the very basis is actually…

Relatively quick to make.

I think having the core elements of the prototype will take me…

Maybe one more month.

After that, I'll start working on making the game good, but at that point, I'll already have something functional.

And it's something really important when you work with very limited resources,

because it means you can release your game

whenever you want! Of course, releasing it too soon would mean having an ugly and unpolished game,

but in some cases, it's enough!

And it's a configuration way easier to manage than working on a game that doesn't work properly

the month before its release.

It's something common in some genres. Games with a lot of different systems, like RPGs, are prone to this.

The reason is pretty simple:

creating two mechanics takes more than creating a single mechanic twice,

because you have to assemble them.

For example, if you have an economy system in your game, you have to make sure it doesn't break the combats.

If you cannot buy anything, your game will be too hard,

but if you can buy everything after a few hours, your game will be too easy.

You have to take the time to balance these systems together, in order to make the whole game works. And it's something incredibly time-consuming!

Having a single game system was mandatory for me, because I simply don't have the resources to work on something bigger.

And the idea I had fit this condition perfectly! Take a look at Zachtronics games: their mechanics are very pure,

but the level-design is deep and complex!

That's what I'm aiming for: a simple to play, but deep puzzle-game.

And I think that's something I can create with the resources I have!

Anyway, that's the end of this episode!

The irony is that I talked way more than expected, and I screwed up the scope of my video.

See you in two weeks

Thanks for watching this video! If you liked it, don't hesitate to comment, like, share and subscribe!

See you in two weeks for more adventures into game development!

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