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Before I started Code for America, I spent my career around startups. First it was game developers, small teams trying to make hits in a tough business. Then, when I started working on the Web 2.0 events, it was web startups during times of enormous opportunity and investment.
Dealing with environmental lawsuits and grassroots resistance is expensive. Industrial wind and solar developers have to hire lawyers, public relations specialists, and scientists willing to testify that this or that project poses only a modest threat to endangered birds and bats.
We started having more developers who wished they could develop on Roblox forever, but they were starting to go off to Google and get jobs. It struck us that this whole platform play, where the creators were powering the fun, we could wrap it into powering the monetization as well.
We at The Web Standards Project turned everything on its head. We said browsers should support the same standards instead of competing to invent new tags and scripting languages. We said designers, developers, and content folks should create one site that was accessible to everyone.
The National Multifamily Housing Council, a trade association of apartment owners, managers, developers and lenders, has come to the defense of the interest deduction and other provisions favorable to the real estate industry, describing them as 'core principles' and promising a fight.
The humanitarian developers behind World of Warcraft have also discovered a way to bribe gamers into turning off their computers and going outside. If you log off for a few days, your character will be more 'rested' when you resume playing, a mode that temporarily speeds up your leveling.
The community of developers whose work you see on the Web, who probably don't know what ADO or UML or JPA even stand for, deploy better systems at less cost in less time at lower risk than we see in the Enterprise. This is true even when you factor in the greater flexibility and velocity of startups.
You need a prince to make a town in an intellectual sense. Developers want to make money. If they cared about architecture, they'd become architects. I've had so many projects that never came off because they had no sponsor, and not because they were utopian. I just want to build a town that's normal.
For narrative games, and also for the sake of the medium, we have to treat performance that way, as actors. You have to have a sense of ownership over it and believe that you're bringing something meaningful to it - because that's what all of the developers are doing, and that's what the story demands.
Among video game developers, it's called 'crunch': a sudden spike in work hours, as many as 20 a day, that can last for days or weeks on end. During this time, they sleep at work, limit bathroom breaks and cut out anything that pulls their attention away from their screens, including family and even food.
Facebook's data trove is enviable, and its moves into nearly every aspect of our lives - from payment to media, will create even more of it. The company also has created a huge base of developers for its platform, but the ecosystem is incomplete compared to vertically integrated OSes like iOS, Mac or Windows.
We tend to think of Steam as tools for content developers and tools for producers. We're just always thinking: how do we want to make content developers' lives better and users' lives a lot better? With Big Picture Mode, we're trying to answer the question: 'How can we maximize a content developers' investment?'
The decision to join Stripe and run 'Increment' was a pretty easy one for me: It was an opportunity to be impactful, to collect and share best practices from the most effective engineering teams in the world. 'Increment' is a step toward flattening the distance between the Silicon Valley elite and developers everywhere.
With VR, we have this same vision, which is create this ultimate platform for sharing your imagination. Our huge community of 300,000 developers creates awesome content that's immersive, that's social. Although now, instead of accessing it in your living room with your controller, you literally can jump into this content.
If you look at previous generations, even where they didn't open up power, you look at an early Xbox 360 or early PlayStation 3 games and compare those to the ones that came at the end. The developers are just getting better. So time is far more important than opening up a little bit here or there, though it does all help.