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We are excited to have Anthropic share their latest AI x Finance work at AI Engineer New York, coming up in 2 weeks!In case you've been under a rock, here's a non-exhaustive list of what Anthropic has been shipping since closing the largest fundraise of all time in May at $47B ARR:* June: Launched Claude Tag and Sonnet 5 and Fable 5* July: Opus 5, /checkup. crossed $65B ARR* Last month: Fable/Mythos 5.1, and EFS (upcoming pod)* IPO target $2T, end 2026 ARR estimated $100B* Cowork/chat merged before did* Claude Mods* Dario endorses the same Pacing the Frontier message cosigned by all labs* Last week: Opus 5.5, Plugins portal, Cloud Sessions/Claude Projects* Today: Sonnet 5.5!Today's episode should catch you up, with Thariq Shihipar, the explainer-king of Anthropic, who we last caught up on Fable launch day with The Field Guide to Fable:The Future of Mutable SoftwarePay special attention to Claude Mods (especially the cheatsheet):In general this is also the inverse of the other viral tweet from Thariq:Cloud Brain, Local HandsAnd give a try to Claude Projects:The “hands” terminology is not just an analogy for the local/cloud paradigm that is being built up at frontier coding agent companies like Cognition, but is ALSO particularly relevant to the safety systems discussions that we'll be discussing with Anthropic in an upcoming episode as they prepare to pace to frontier with responsible AI deployment.For those who want Thariq's writing tips we teased at the start of the pod, watch the full video here:From the rapid rise of Claude Code to a future where agents can rewrite their own harnesses, collaborate across teams, and operate across cloud and local environments, the way we build software is changing extraordinarily fast. In this episode, Anthropic's Thariq Shihipar joins swyx and Vibhu to unpack how power users are actually working with Claude Code today, why prompting remains a high-skill discipline, and where Anthropic thinks the agent harness is headed next.We go deep on Claude Code's evolving interface: Ask User Question and elicitation, artifacts as persistent generative interfaces, Claude Tag for multiplayer agent workflows, Projects, model effort, implementation notes, and the new Claude Mods system for customizing the harness itself. Thariq explains why Claude.md may eventually disappear, why the smartest model could also become the cheapest model for many tasks, and why mutable software could become a new paradigm for how applications are built and customized.The conversation then turns to agent security and Anthropic's “Pacing the Frontier” argument. Thariq walks through recent incidents where agents discovered unexpected ways to communicate, exploit infrastructure, reverse-engineer benchmark scorers, and chain vulnerabilities together. We discuss sandboxing, prompt injection, autonomous agents, interpretability, constitutional classifiers, probes, fallbacks, Auto Mode, and why securing increasingly capable agents may become one of the defining engineering problems of the next few years.We discuss:* Why agentic coding went from controversial to the default in less than a year* Why prompting is still one of the highest-leverage skills for working with Claude Code* How expert users build a mental model of Claude and what it can reliably one-shot* Why discovering your “unknown unknowns” matters more as agents become more capable* Artifacts as persistent, generative interfaces between humans and agents* How Claude could split into a cloud-based “brain,” local or remote “hands,” and dynamic interfaces* Claude Tag, Projects, and multiplayer agents and how collaborative agent workflows could evolve* Why spending more time on the initial prompt can dramatically reduce wasted agent work* When to use low, medium, high, or max effort for different engineering tasks* Why frontier models may eventually outperform smaller models on both intelligence and token efficiency* Why implementation notes can expose decisions the model considered but chose not to make* Why Claude.md may eventually disappear — and why starting without one can sometimes be better* Claude Mods: customizing the execution loop, UI, subagents, routing, and behavior of Claude Code* Model routers, forked agents, and supervisor agents that automatically improve agent workflows* Why Claude Mods may be an early preview of “mutable software”* The bitter lesson of harness engineering and why agent architectures go out of date so quickly* How Claude Tag is becoming an organizational harness for multiplayer work* Why giving agents access to company data creates an enormous new security surface* The Exploit-Bench incident where agents discovered ways to communicate and collaborate* Why agents hacked Hugging Face for scorer code rather than benchmark answers* How agents chained sandbox and infrastructure vulnerabilities in unexpected ways* Why increasingly capable agents make traditional security assumptions harder to maintain* The argument behind Anthropic's “Pacing the Frontier” proposal* Why software engineers are increasingly doing two jobs: engineering and keeping up with AI* Constitutional classifiers, probes, and fallbacks and what interpretability looks like in production* How Auto Mode checks whether an agent's actions actually match the user's permissions* Why Thariq can see serious AI risks while still having a relatively low p(doom)Thariq Shihipar* X: https://x.com/trq212* LinkedIn: https://www.linkedin.com/in/thariqshihiparTimestamps00:00:00 Introduction00:04:12 Ask User Question and the Future of Agent Interfaces00:08:29 Artifacts, Projects, and Multiplayer Agents00:15:37 Prompting as the Core Claude Code Skill00:21:52 Context, Effort, and Smarter Model Usage00:28:10 Is Claude.md Going Away?00:32:49 Claude Mods: Customizing the Claude Code Harness00:36:35 Model Routing and the Rise of Mutable Software00:44:40 The Bitter Lesson of Harness Engineering00:50:49 Claude Tag as an Organizational Harness00:55:59 Pacing the Frontier and Autonomous Agent Security00:58:22 Agents Hack Hugging Face for the Scorer01:05:34 What Happens When Agents Need More Compute?01:10:32 AI Coding Is Changing Faster Than Engineers Can Keep Up01:17:17 Probes, Fallbacks, Interpretability, and Auto Mode01:28:32 AI Risk, p(doom), and Closing ThoughtsTranscriptIntroduction: Life at Anthropic and the Pace of ChangeSwyx [00:00:00]: We're here in the studio with our friend Thariq from Anthropic, and I guess generally the Claude Code, I-- there's, there's so much, merging of boundaries and you've been so on top of everything since you joined Anthropic. You have been early to Claude Code itself, but then also, and you've told that story in other podcasts, and you've also been talking about seeing like an agent. Most recently you did the top AIE World Tour talk, Field Guide to Fable, which obviously you guys launched Fable, so that was-- that's cheating. And mostly you most recently also launching Claude Tag, and we're also gonna be talking about Pacing the Frontier. There's a lot going on in Anthropic. I guess top of the question is, what's it like being at Anthropic when there's so much going on?Thariq Shihipar [00:00:48]: I think that It is, like. I think you can get whiplash sometimes. I think, like, going. When I joined Anthropic, I joined because of Claude Code. Like Claude Code had just come out and I was like, “This is so good.” And Opus 4 to me was like just, I could not imagine, like, how good it was? And that was, like, a real moment for me. But I was, like, trying to convince, like, my startup friends to use agentic coding, and they're like, “Oh, no, like, our engineers don't think it's good enough,” or something. And I was like, “That's insane.” and now you, like, fast-forward, 12 months, less, and, like, it's just like, yeah, the default way that everyone codes, right? And I think that, like, just having to go from, like, selling it to, like, now, teaching people how to be. make the most use of it and be more efficient and things like that is just like a big, like big change. And, yeah, I think, like, it's just hard to stay on top of everything as a human? Like, I think things happen so fast and likeSwyx [00:01:51]: You just throw more agents at it.Thariq Shihipar [00:01:52]: Yeah, like that's like the agentic stuff scales much better than the, like, human stuff where it's like, oh, like, there are three things happening right now and, like, they're all emergencies and, like, how do you, like, respond to it? Yeah.Teaching People to Use Claude CodeVibhu [00:02:05]: What do you split your time on? You do a lot of technical writing, engineering work.Thariq Shihipar [00:02:10]: Yeah, so I think that, like, when I joined the Claude Code team, I wanted to teach people how to use Claude Code and I think that, like, that has been something that, like, I thought, like, maybe I would spend a little bit of time on it or, like, I'd, like, do. I was spending some time on the agent SDK first, and I wasn't exactly sure, like, how the bitter lesson would go, when it comes to, like, harnesses, right? Like, I think sometimes we were like, “Oh, like, what's after Claude Code?”? And so initially I was like, I just wanna teach people how to use Claude Code and make it easier to use Claude Code. And I think that has just, like, as the harnesses have gotten better and better, that's like the dominant problem now is, like, how do you use the agents, right? Like, it's like such a high skill expression thing. So I do that and then I do engineering work. I give talks, but I think, like, when I'm doing engineering work, my goal is to take that feedback that we get from users and also, like, then be able to talk about, like, hey, how to use Claude Code to do engineering. So there's like a good loop there. Yeah.Swyx [00:03:07]: Yeah. I'll-- For listeners, we'll attach, the talk that you did with Sarah for the Dev Writers, meetupThariq Shihipar [00:03:13]: Oh, yeahSwyx [00:03:13]: Which we talked a little bit about, well, first you do the work and then you talk about the work.Thariq Shihipar [00:03:16]: Right.Swyx [00:03:16]: Something like that.Thariq Shihipar [00:03:17]: Yeah.Swyx [00:03:17]: It's sow and reap orThariq Shihipar [00:03:19]: Yeah, reap and. Sow and reap.Swyx [00:03:21]: Something like that. Something like that. Yeah, so, and then just to preview a little bit, we are gonna talk about the evolution of the harness. It has come a long way from just being a CLI. We're gonna talk about, Claude Mods, which is starting to leak today, because you couldn't keep it secret.Thariq Shihipar [00:03:36]: Yeah. yeah.Swyx [00:03:39]: Yeah, there's, there's a lot, there. I think you started off with, like, adding ask user question tool, which people love and hate.Thariq Shihipar [00:03:48]: Yeah.Swyx [00:03:48]: Like, I thought it was, like, very innovative, and then now I have, like, my own version. You have your Interview Me version.Thariq Shihipar [00:03:55]: Yeah.Swyx [00:03:56]: And, yeah, everyone just has, like, their own stuff. And, like, it no longer matters ‘cause now you're supposed to, write prompts that create other prompts and loops and all these things.Ask User Question and Human-Agent InteractionThariq Shihipar [00:04:05]: Sure, yeah.Swyx [00:04:06]: So what's the state of the art, today? Like, what are people. what are you, like, telling people to do today?Thariq Shihipar [00:04:12]: Yeah, ask user question was the first time that the model was good at elicitation. I think this was, like, an emergent behavior that I, like, wanted to see if the models could do. I have, like a human-computer interaction background, so I, like, did that in undergrad and grad school. And so this was like. I think it's like human-agent interaction to me, like, trying to figure out, like, how can the agent communicate with you and extract, the requirements, right? I think that, like, one of the things about, like, that's difficult as Claude Code has gone broader and broader is that everyone has, like, their own way of using it, and it's very hard to, like, change the default behavior. So for example, like, if someone asks Claude Code to do something,Thariq Shihipar [00:04:59]: Sometimes they just want them to do the work, ‘cause they're, like, maybe a very good prompter, and sometimes they want. like, are not good at prompting? And you need. like, the agent needs to, like, clarify? And so that's, like, a good split. Like, and the ask you the question tool like, splits along that side where, like, are-- do you feel like you're good enough to instruct the agent as it is, or is the agent able to, like. does the agent need to, like, pull out more requirements and, like, collaborate with you more and really understand your preferences?Thariq Shihipar [00:05:27]: I, on the whole, believe that pretty much everyone is more on the latter than the former, that they, like, have more ambiguity and they know less than they want, than they, like, think they know about the problem. but, like, it's like a interface design problem to make that easy? And so, like, if you're designing a problem, like, or if you're going through a problem, like, things like what's the schema or, like, what's the call stack and things like that are really important. like, the details in the design are important. Ideally, you want to figure out some of these, like, hard problems ahead of time before starting implementation. And yeah, that's why they call, like, unknowns, right? And so I think that this will forever be, like, a skill in agentic coding is, like, figuring out your unknowns. So, like, because even if the model is, like, super intelligent- It, like, needs to know what you want? And, like, you have preferences. like, you need to like, pull the, pull that out. and so that's, like, I think how I'm, what I'm pushing. the question then is, like, how does the agent interact with you? And I think that has been HTML, has been, like, the big way of doing that. And we've recently added artifacts, right? And artifacts, I think we've done a bad job of, like, or, like, I've done a bad job of, like, explaining how to use them fully. We have a lot of property capabilities. They have a database associated with them? And so every artifact can store and write persistent data. They can, like, feed back into Claude? And so, like, one thing that, like, people are not doing yet that I'm trying to, like, encourage is, like, this idea of a dashboard artifact. So you have, like, Claude working on a project long-term. Maybe it's like a kanban or something. it can store that kanban data in its database. Multiple Claudes can access that data via, like, the artifact MCP, and, like, that artifact can, like, talk to those Claudes as well. And so, like, the. We're building the primitives for you to be able to have this, like, generative interface via artifacts that will, like, let you surface more of that rich detail from the agents. And I think that, like, almost everything with agents right now is, like, this problem of, like, you think what you want, but you don't really know what you want, and, like, the agents need a lot of detail, and collaborating with them in the loop is really important. And so artifacts are, like, the, like, way that we're trying to evolve there. But there's a lot of work to do because it's so much more complicated than, like, a multiple-choice question? there's a lot more, like, detail in terms of, like, diagrams and code snippets and schemas or, like, whatever it is for that problem. But, like, artifacts is, like, the mo-more AGI-pilled way of, like, doing ask user question. So yeah.Artifacts as the Interface to the HarnessSwyx [00:08:15]: I think one thing that's unclear to me about these, the artifact stuff is, like, what feedback should go in through the artifact and what feedback should go through a Claude, a chat? Because the more AGI-pilled one is to just feed everything to the Claude.Thariq Shihipar [00:08:29]: I think the more AGI-pilled one is to go through the artifact. Like, and I think that, like, we imagine in the limit, I think that artifacts will be your interface into the harness? You can, like, comment on this, like, live, like, document of your plan, of the work. you can see maybe, like, multiple agents and different agents are doing this, and that artifact is built for the current work that you're doing, right? And so, like, each one has, like, slightly different. I think we're still, like, getting there from, like, an infrastructure perspective. But yeah, I think, like, on-the-fly interface for your harness is probably where things are headed.Vibhu [00:09:03]: Is there a version of it that's an abstraction from CLI or chat and you. Because right now, a lot of it is, okay, you're interfacing with Claude Code, you're having HTML given back for a mockup. It's pretty rich. There's diagrams. Artifacts are ways to connect these together. Why not just do everything that way?Separating Brain, Hands, and Surface UIThariq Shihipar [00:09:22]: Then it becomes, like, separating out, like, where is the inference happening? Where is the intelligence happening? Where is the work happening? like, I think this is like, difference between, like, or, like, some of the distinction between local and cloud, right? And so, I think right now, if you use Claude Code, it's, like, local and, like, you can spin off remote control, for example, to get some cloud behavior, or you can spin off Claude Code in the cloud, right? We're moving towards a place where instead of Claudes, like, you message a local Claude, it starts a session locally and it executes, to more like you have a Claude that you message that's in the cloud that's running. it can run, like, local, or, like, cloud sessions. This is how Claude Tag works. But, like, over time, we'll add, like, local hands as well. And so, like, local hands will be the ability for that agent to access your computer if it's online, and be able to, like, work there. And so it can spin off many different subagents. It can, like, commu- those subagents can communicate with each other, and that's where the artifact comes in to display all of that work. So you can imagine, like, the. You're separating out these things. So there's, like, the surface UI display that's an artifact and hosted somewhere and has a database and everything. There is the inference intelligence, right, that's happening on the cloud, and you don't have to worry about shutting off your computer or whatever, right? and then there's the, like, hands. Like, and it can be local, it can be in, like, a remote sandbox or wherever you need your work to be done. That's like unpackaging, like, the Claude Code experience right now where, like, right now it all happens in one place, right? So.Multiplayer Agents, Claude Tag, and ProjectsVibhu [00:11:00]: How do you see, like, the multiplayer side of that? So say teams want to work in this way. Right now it's very individual, but how do you see the future of multiplayer? Like, right now, I guess there's Claude Tag, which is a version, but.Thariq Shihipar [00:11:12]: We're launching projects. And so projects is the, like, this abstraction that's like Claude Tag, but on our Claude products, right? So you can message it and, like, it will do the Claude Tag-like stuff, like spinning off subagents. So We think with multiplayer. Like, Claude Tag is, like, a little bit more native multiplayer because it's just, like, in your Slack and the permissions are all figured out and stuff like that. But I do think multiplayer is, like, an important part of the story and, like, that will need to get tied together more. Like, you can imagine how complicated it gets when you're like, oh, you have hands, but now you have other hands in other people's computers too, and, like, you need to, like, permission them or, like, you have, like, your MCP and someone else's MCP, and how do you figure out how to use them, right? It gets, like, quite complicated. And Claude Tag does a good job of, like, sanding down all of these issues, right? So that, like, when you have, yeah, Google Docs, how does it access Google Docs, right? Like, it accesses through the shared Claude MCP, or it can access through your local credentials as well if it doesn't have access. But yeah, I think Claude Tag is our multiplayer, product, and it's really useful for these, like, things that are inherently multiplayer. Like, okay, like on-call, for example, incidents are inherently multiplayer. You want to tag Claude, you want multiple people to log in, you want it to be able to find context. I think whenever I'm, like, working on something and I want, like, privacy or security or, like, I want other people to review it's really nice to, like. I'll have a channel per project and I'll, like, at legal, for example, be like, “Hey, like, I want to ship this. Can you, like.” Like, here's. Like Claude knows everything, just chat with it. And that way legal gets precise answers, on like what exactly is shipping into the code, and I don't need to be in the loop, right? So I think like multiplayer is getting like more and more like, yeah, everyone can participate with Claude. I think Claude Tag is like that product and like projects will start off single player and will like, expand.Swyx [00:13:14]: I think there's a question about like maybe dual questions about identity and the unit of isolation.Identity, Permissions, and IsolationThariq Shihipar [00:13:20]: Yeah.Swyx [00:13:20]: Claude Tag, you specifically chose to make it its own identityThariq Shihipar [00:13:26]: Yes.Swyx [00:13:26]: Which is like, a controversial choice. There's, there's other ways to do it.Thariq Shihipar [00:13:30]: Yeah.Swyx [00:13:30]: Claude Projects probably it sounds like, if it's anything like ChatGPT Projects, it is, the isolation is that artifacts, that cloud instance, everyone's collaborating on this. It'll. It sounds like, it should be like if you're, if you're collaborating with legal on a thing, like that channel should be a project, right? Like it's not yetThariq Shihipar [00:13:50]: Yes.Swyx [00:13:50]: But it. that's the natural next step.Thariq Shihipar [00:13:53]: Yeah, like I think in Claude Tag, it's effectively. Like Claude Tag, you have to do your own arrangement. And so Claude Tag, yeah, each channel is like you can name it as you want, and I nameSwyx [00:14:04]: Yeah.Thariq Shihipar [00:14:04]: Like each featureSwyx [00:14:06]: Yeah.Thariq Shihipar [00:14:07]: As a channel.Swyx [00:14:07]: And, but I think like there is some trans- like it's unclear when there is transference, because let's say it is. if you have a coworkerThariq Shihipar [00:14:14]: Yeah.Swyx [00:14:14]: Who is tagging on all these things, yes, there is transferThariq Shihipar [00:14:16]: Yeah.Swyx [00:14:16]: Because it's the same person. but with Claude, it's unclear if it's like necessarily like, well, no, you don't know any of. you don't know about the other stuff. You should only use this stuff.Thariq Shihipar [00:14:25]: It's like the tip of the iceberg meme, right, where you can like. This is what we spend so much time onSwyx [00:14:31]: Yeah.Thariq Shihipar [00:14:31]: Is like there is like infinite surface area of like, okay, you want Claudes to. Not infinite, but like there's like surface area, a lot of like, surface area to figure out of like permissions and visibility and like how can you let Claude operate as well as you can, as safely as you can? And obviously, this is very important to us because like security for our code base is very important. And so we've put a lot of time into this. Yeah, there's so many like edge cases you can figure out where it's like, oh, like, yeah, this Claude in this channel has different permissions, but it can message another channel, and can't it exfiltrate data that way? Or like can you like. What if it uses your MCP and then messages someone else? Like there's like so much, and we've like really put a lot of work into sanding it down.Swyx [00:15:14]: Yeah. Lots of work. okay. Fable?Fable and the Meta-Skill of PromptingVibhu [00:15:18]: Fable, you wrote two good articles. you've written many good articlesThariq Shihipar [00:15:22]: Yeah.Vibhu [00:15:22]: But on, Field Guide to Fable, Building Claude Code. I'm curious from what you've seen, is there any common patterns that you see in like top users at Anthropic externally? Like what are best practices for getting the most out of Claude Code?Thariq Shihipar [00:15:37]: The like meta skill I say is like prompting is like very important? And like that. Like I think this is like not trivial to say because I think a lot of people are like, “Oh, prompting doesn't matter. It's just like I can just say a sentence and Claude will do it.” And I think prompting is really this like, this. It's like public speaking, like, or writing or something, and for a specific audience, and that audience is Claude. And you need to like build a mental model of Claude and how it thinks and how it works, right? And so that's like the most important skill in working with Claude Code is like having this mental model, right, of Claude and like what it can do well, what it can one-shot, what it can't. And so many people when you see prompting, they're just like, they're short prompts, but they have such a good mental model of Claude and of like the code base and things like that like it's effortless? But it's like high skill ceiling. So like that work of like, spending a lot of time prompting and building mental models of how, and intuition for how the agents work is really important. And then I think like the next thing is like the unknown stuff we talked about earlier, where it's like being able to find out like your, what you don't know or what you haven't written down, learning about like different things. I think as Claude can do more and more things, the likelihood of you doing something out of distribution for you and like you have low domain knowledge on is very high? And the more you can like learn the vocabulary to be able to prompt Claude, it becomes really important. And so like I think the most important unknowns are the unknown unknowns, where you're like, I just like don't even know that this exists, right? Yeah, exactly. I think that's like a illustration of like the map and the territory, right, where you're like, “Okay, this is my prompt,” and the territory is like the actual like work that the agent needs to do, right? And if you are like very precise, you can give more precise things, right? So like for example, in design, I'm not very precise. I'm not a designer, so I say like, “Give me like eight different mock-ups.” But if I was a designer, maybe I'd be like, “Oh, hey, here are some reference sites.” Like, “I want this type of font and this type of like look to it, and here's like a few different components to like visualize. Here's a Figma MC board to bring in,” like. And so you can just be so much more precise with that language. And if you're not a designer, you just need to like try and learn the language or learn the unknown unknowns. And this is true of like everything, I think. Like the more, like you can work with Claude to learn like how things work, the better your prompting will be. I think another good example of this is like game design, like where a lot of people are like, “Oh, like I can vibe code a game now.” And they're like, “It's not fun.” And like it's just like the thing about game design is like every one of these choices has like a lot ofTaste, Domain Knowledge, and Learning the VocabularySwyx [00:18:25]: Variations.Thariq Shihipar [00:18:25]: A lot of like craft to them. So it's like, oh, okay, like when you're making a flying game, the feel of the plane and the like, way it responds to your controls has a lot of like. Like, a game designer would spend like days on that. Do? and likeSwyx [00:18:44]: To me, that's what taste is, right?Swyx [00:18:45]: Like it is like from the possible space of one thousand mathematically valid answersThariq Shihipar [00:18:49]: Yeah.Swyx [00:18:49]: Here's the one that is the humans will like.Thariq Shihipar [00:18:51]: Yes. Yeah.Thariq Shihipar [00:18:52]: I think with taste, I'm like torn on this word ‘cause I think you're right, but everyone has different definitions, and it sounds kind, sounds like low skill or like elitist almost, where you're like, oh, like there are certain people with taste?Swyx [00:19:06]: It's like taste is what I call taste.Thariq Shihipar [00:19:07]: Yeah, exactly.Swyx [00:19:08]: And it's like these guys don't have taste.Thariq Shihipar [00:19:09]: Yeah, exactly. Oh, like an engineer doesn't have taste. Like I, the like founder, have taste.Thariq Shihipar [00:19:14]: ? And I think that's not true. Like I think like the engineers have a lot of taste for these particular like problems? And I think everyone has taste for particular problems. I think like Jason Liu, like say like in order to, yeah, have taste, you have to eat?Thariq Shihipar [00:19:32]: And I really like that, where it's like, okay, you have to like do a lot of things. You have to like iterate and figure out what you want, what you like, and, like build that like domainSwyx [00:19:41]: YesThariq Shihipar [00:19:41]: Domain vocabulary. And then when you're prompting, you're like synthesizing all of that for a product.Swyx [00:19:46]: Isn't it annoying when someone else says it better than you?Swyx [00:19:48]: It's just like, f**k, I have to quote this guy forever.Vibhu [00:19:51]: Having to quote Jason Liu forever.Vibhu [00:19:53]: He's gonna love this.Thariq Shihipar [00:19:55]: So I get prompts, more than that.Vibhu [00:19:57]: And sometimes it's not even that. Sometimes it's just intuitive, right? Like you don't realize you even want something till a model puts it out, and you're like, “Oh, this just feels immediately better,” right?Voice Prompting and Information DensityThariq Shihipar [00:20:07]: Yeah, exactly.Swyx [00:20:09]: One thing I go back and forth on is I feel like the way I prompt half the time, let's say I use voice.Swyx [00:20:16]: Did I say voice? Other people have voice. that is the opposite. That is just like me rambling for like two minutes Pressing down the function key and then let go, and then like hopefully it figures it out. And oftentimes it does.Thariq Shihipar [00:20:26]: Yeah.Swyx [00:20:26]: But it's not as thoughtful as like a structured prompt with like Well-run communication as though it's a PRD or a memo. Is that in line with how people do this? There's like bimodal prompting where there's some prompts where you spend a lot of time upfront and other prompts you just dash it off?Thariq Shihipar [00:20:43]: I don't think the voice is necessarily low. Like I think it's like more like how much information is in the prompt. like the model can. Like you can and like add some sentencesSwyx [00:20:53]: RightThariq Shihipar [00:20:53]: And be like, “Oh, like I changed my mind,” like in the middle of the prompt, and it will be able to follow that perfectly? So I think the like actual format of the text is less important, but then like the ability to. Like how much information is in it, right? And I think for voice, a lot of times, going back to like human-agent interaction and like for a lot of people, it's just way easier to talk than to like type? and I. If that gets more information out of you, like that's better.Vibhu [00:21:21]: At some level, it feels like just giving the model as much contextThariq Shihipar [00:21:24]: YesVibhu [00:21:24]: Over prompting before you kick off is a best practice. I don't know. A lot of the times, like when I was first trying out Fable, I spend a solid 30 minutes like really crafting a long prompt. This, I think, is a response of models running for longer and longer, right? It's still a little difficult to nudge them as they're in like, in the loop, but I just like intuitively spend more time kicking off that first prompt and working with it a lot.Spend More Upfront, Iterate LessThariq Shihipar [00:21:52]: My personal opinion is that if I was a software engineer, if I was like, just running my own startup, for example, I think I would mostly fit, stick to a max 20x? like maybe verification and so code review are like separate things. But I think like what I see a lot of times is people hit rate limits when they're doing this like, oh, like it did a lot of work and you're like, “Oh, I don't like this.” Like, “Can you like undo this and redo it?” And then you're like iterating on this like thing that the model could have done if you had like spent more upfront time or given it better context? And instead it's like you're like, “Nope, don't like that design. Try this.” Or like, “You messed this up,” or something like that. And then that just eats up so much more of like, your usage. And so that's like, I think maybe like a key like tip both for like efficiency as well, right? And yeah, I think like context, and not just like context on like what the goal is good, right? Like are you building a prototype or is it like a production thing? Like where can you spend compute or when, where can you not spend compute? Like I think you have to give the model permission or like not permission to do things sometimes where, like it doesn't know intuitively how much you want to spend on this task, right? And you can use effort for this. So I did-- I'm working on a blog post about that where it's like, if you want. For like we see that effort scales with the complexity of the task. So for security, effort gets like way more results. Like high effort versus like low effort gets, like changes the evals a lot. But for software engineering, it doesn't change it a huge amount because effort is mostly spent on the verification and the like edge case testing and things like that. And so like being able to like give the model that guidance of like, “Hey, this problem is something that I think I want you to spend a lot of time verifying and edge case testing,”?Effort, Model Choice, and VerificationVibhu [00:23:43]: How about model in the mix? So, there's Opus and Fable with effort.Thariq Shihipar [00:23:47]: Yeah.Vibhu [00:23:48]: There's also Haiku in there.Thariq Shihipar [00:23:49]: Yeah. It's not quite true yet, but it's very close where I think the frontier models will be Pareto dominant over like almost everything. like maybe. And sometimes I think Opus might be Pareto dominant. Do? Like I think depending on like how things, like shake out if it's like a newer version of Opus. But I think that like increasingly it's just going to be like the smart model is going to be able to like do the simple task for less tokens than the like the other models because of verification. With verification, in the limit, your model doesn't need to verify, right? If it's a perfect model, it just does the work once and it's like, okay, like you, I did it? And increasingly with Fable, I'm like, I'm like, “Dude, you don't need to spin up Chromium and screenshot all of these things.” Like I see it. Like you did it, right? And so a lot of the. At higher effort, you spend more of those tokens verifying. But if you're working on simpler problems, and a lot of software engineering is like well, like in Fable, like low and medium stability, it can spend less tokens verifying. And as the models get smarter and smarter, they will just be able to like, “All right, done.”? Like, I can run the lint for sanity's sake, but, like, I, like, know it lints? Like, you don't even need to do that. And that will be so much more token efficient than, like, the smaller models. Yeah.Swyx [00:25:15]: Is there a good, practice on our side that we can use to see if we're using too much effort? Like, I freakingThariq Shihipar [00:25:23]: YeahSwyx [00:25:23]: Hate wasting time on that stuff.Thariq Shihipar [00:25:24]: Yeah. I know what you mean. I think, like, so in this blog post, my rough distribution is, like, code review and security should be, like, high or max and, like, software engineeringSwyx [00:25:37]: You said recommend mix settings per domain.Thariq Shihipar [00:25:37]: Yeah. I think, like, if you're doing, like, UI or something like that, like low and medium, I think is you're building, like, an API and you want to make sure, like, you cover enough edge cases? And so I think building, like I said, that mental model of, like, how things work across these distributions is, like, yeah, part of the job.Implementation Notes and Decision LogsVibhu [00:25:56]: This is more intuition-driven or eval? Because I'm guessing this would change as you go.Swyx [00:26:00]: He has evals.Thariq Shihipar [00:26:01]: Yeah. So what I did in the blog post is I go over all of the terminal bench evals. So there are, like, 70 problems and I'm show that, like, okay, like, in the security problems it does more. and then I also, like, look at some of the transcripts just in terms of, like, how-- what does it answer, what does it forget or something. And a lot of times, this is another prompting tip I have, is, like, asking it to make decision notes or implementation notes because, in every eval problem that it faces, it thinks about the correct solution, and decides not to do it. it's like, oh, like, here is the answer. What if I did this? And then it's like, oh, probably not? and then keeps going. And this is, like, the majority of the failures, at, like, a higher max level. It's very rare that the model just doesn't know how to do something. If you just have these implementation notes, then you can review and you can be like, “Oh, I want you to do this thing that you didn't do.” The models are getting better at surfacing that overall. Like, I see in the transcripts of Fable 5.1, like, when it does this output, it will call out its decision-making as well. but making this more explicit in the harness is better. And now we're, allowing ways of you modifying the harness so you can, like, add someVibhu [00:27:23]: Ooh.Thariq Shihipar [00:27:24]: Calculate with there. Yeah.Swyx [00:27:25]: Yeah. So I do wanna call out two things that you mentioned that I think exist outside of prompting. One is like, let's, let's call it the prompt that is so important that it shouldn't be in a prompt. It is in Claude.md or Agents.mdThariq Shihipar [00:27:38]: YeahSwyx [00:27:38]: Which is like goals, right? Like your situation, your goals, the things that you want, the thing. and then second of all is the decision log or the experiment log or whatever log of traces that you might want to survive the current session to do those things. Those are, like, externalities that there's no standard. There's no-- It's not like skills. It's not like MCP. There's no standard. It's, it's just like it's a markdown file. first of all, is that right? Is Claude.md going away? You have a documented dislike of, Agents.md, but you're gonna do it?Claude.md, Agents.md, and Model-Specific InstructionsThariq Shihipar [00:28:10]: Yeah. Okay. So Agents.md, yeah, like, we're, we're gonna do it. I think it's just, like, different models are very different from each other? But I realize that it's, like, such a pain to, like, maintain different ones? And yeah, like, as the models get better and better, the floor of how they accomplish the simpler task is better. And so I do think in the limit, Claude.md goes away, and maybe not even, like, that far. Like, I think, like, I think that right now it might be better to start a new project without a Claude.md.Swyx [00:28:44]: Yes.Thariq Shihipar [00:28:44]: I think that, like, maybe if you see very repeated failure modes, you add them to your Claude.md. The really tough thing is that this changes per model. And so, like, if you've added a bunch of failure modes or, like evenSwyx [00:28:57]: So you need Fable MD, you need Opus MD.Thariq Shihipar [00:28:59]: Or well, even Fable 5.1 versus Fable 5.Swyx [00:29:03]: Yeah.Thariq Shihipar [00:29:03]: Like, it is annoying. Like, I'm not like,Swyx [00:29:05]: YeahThariq Shihipar [00:29:05]: Like, we don't, like, do this on purpose? It's just, like, how the models work, right? And so, like, maybe, like, Fable 5 had this, like, failure mode that Fable 5.1 doesn't. And if you keep this context, this running log of a bunch of different failure modes, they will probably over constrain Claude? And so this is like. we just added evals plugins for skills.Swyx [00:29:28]: Yeah.Thariq Shihipar [00:29:29]: And so now you can eval if a skill is better. I think Daisy on our team did this. And so, yeah, this is like we're trying to work on this. We know it's, like, you still have to spend tokens on it and, like, it's not, it's not perfect, but it's, like, we're trying to help out with this problem.Swyx [00:29:44]: And so, and as far as prompting goes, the one tip I wanna offer is, something I have told people a lot is sufficiently advanced prompting is indistinguishable from sufficiently advanced executive communication. So I've referred to-- This is an executive comms workshop from Heavybit that is the best I've ever seen in my career. And they teach this thing called the SCQA model. Just Google it. It's a, it's a thing. Like, people have done prompting for decades. It's just called executive communication. It's like when one person has to communicate to thousands of people down the org chart, this is what you do. so situation, complication, question and answer, is how you write the memo. but obviously sometimes you don't have the answer, but you can at least list out the SC and Q, and then they have some examples in there. So just leaving breadcrumbs for people if they want to explore.Underrated Prompting Patterns and ELI5Vibhu [00:30:31]: Before we move on, I wanna ask you, any other underrated tips, ways people could get a lot of value from Claude Code that they're not using?Thariq Shihipar [00:30:41]: Yeah, I think a lot of them are in the, this unknowns, like, doc. Like, I give a bunch of example prompts, like, using it for brainstorming, using it to quiz you after. we added this, like, explain it like I'm five skill which is a very short prompt. And it doesn't even say explain it like I'm five. It's like the key word of this prompt is big pictures, few words. like, that's like the main thing. And it is shockingly good? Like, you, like, I think I tweeted about this and it's like /eli5, and, like, you can install it as a plug-in. But yeah, it's, like, way better at just cutting through the BS and being like, yeah, exactly right here. So the diagrams are, like, quite clear. I think one of the things that is true with artifacts is, like, they put too much text in and people are not reading the artifacts? And so, like, this simplifies it a lot more. And, yeah, this came out of, like, just people at Anthropic, like, going through very complicated incidents and being like, “What is happening?”? So, this one I think is great, yeah.Swyx [00:31:47]: My version of this is the, it's like test your understanding. Give you a few choices and then, like, if you get it wrong, you have a mismatch between what you think is happening versus what's happening.Thariq Shihipar [00:31:58]: Yeah. I think this is one of those things that everyone loves talking about, and then very few people really do. Like, I thinkSwyx [00:32:05]: Really helpful.Thariq Shihipar [00:32:07]: Yeah. But most people just don't want to get quizzed about something? Unfortunately, I think this is one of the, like, things that we need to, like.Swyx [00:32:16]: What's the opposite of ask you the question or ask you the question before the thing?Thariq Shihipar [00:32:19]: Yeah.Swyx [00:32:19]: This is after the thing.Thariq Shihipar [00:32:20]: Exactly. Yeah.Vibhu [00:32:21]: It's a good way to stay grounded of, like, do you even know what you're doing, right? The worst case is when people send you slop and they haven't understood what they're asking for or what the output is, and it's like, “Dude, I don't wanna read this. Do you even know what it is?” So, you make it a rule for yourself that before you send stuff, you should at least know what's implemented.Claude Mods: Customizing the HarnessThariq Shihipar [00:32:41]: Yes, but so you could make this a mod and you could build your own mod to, like, make sure you test it. So yeah, you can do that.Swyx [00:32:49]: All right. Let's get right into it. What is Claude Mod, and what is this diagram showing?Thariq Shihipar [00:32:54]: Yeah. Okay, so Claude Mods is you can customize the entire Claude Code harness, and we're going to. If you have requests, we will, like, let you, like, please let us know. We'll add more and more. This works for CLI, it works for desktop. maybe it will work for Claude Tag in the future. I don't know. Like, we're trying to make this very extensible. You can see this reference sheet. I don't want people to get overwhelmed by it? At a high level, you can customize both the execution of the harness, and the UI of the harness. And so, like, you say on that Tetris example from Boris, that's like customizing the UI, right? Like showing, like, Tetris in the game.Thariq Shihipar [00:33:35]: But, like, let's say that you wanted to do this thing where you had. you tested your assumptions or, like, tested your understanding after every project, right? What you would do is you would ask Claude to make this plug-in. It would spin a classifier after every prompt. And so, like, at the end of each turn, you would spin off a sub-agent or, like, a forked agent. A forked agent is, like, maintains the prompt cache, right? So it's like a, like one of those unintuitive things where you can fork and do, like, a little request, and it'll be very cheap because the entire prompt cache is, like, done. And so you can be like, “Has this task been completed?” likeSwyx [00:34:18]: This is how you do BTW and all those.Thariq Shihipar [00:34:20]: Yeah. The underlying forked agent, yes. But so you can, in the f-fork sub-agent, you can say, like, “Has this task been completed? If so, return true.” And then in your hook, or in your, like, plug-in mod, or sorry, like, in the sub-agent probably, you would say, like, “If true, give me a quiz.” give me questions and answers, and then, like, in a JSON format, and then you'd parse it, and then you display above the prompt input, this list of questions, right? And so this is something that's, like, slightly token-intensive because, like, you have to do it after every end of the assistant turn. But it's, like, a lightweight classification, and then you can, like, get this quiz, and then you'll see, like, Claude will always do it for you. You don't need to remember to do it. There are lots of these, like, tips that we've talked about, right, where it's like, oh, implementation notes. You can also add a tool for implementation notes now. And so, like, this tool that I'm adding is, like, register, like, I think assumption is what I'm calling it, but, like, maybe I'll change it around. And this is a mod. And so, like, you give it a register assumption tool, and then it will keep a list. It'll. Every time it does it'll keep a, like, add to the list, and then at the end it will display those assumptions? Another mod I'm working on is a model router. And so, like, internal, like, Claude model routing, right? So it's. This is, I want to say the reason we don't do model routing by default is, like, it's a hard problem? And likeForked Agents, Assumption Tracking, and Model RoutingSwyx [00:35:51]: You will get it wrong.Thariq Shihipar [00:35:52]: Yeah, you, like, yeah, you will, like, accidentally use, like, Fable for a hard problem or Sonnet forSwyx [00:35:57]: Yeah, if you have auto approve, but you don't have auto mode.Thariq Shihipar [00:36:01]: Well, you will have auto. Like, you don't have, like, auto routing or something.Vibhu [00:36:04]: You don't have auto mode for model picker.Thariq Shihipar [00:36:06]: Yeah, exactly. SoVibhu [00:36:07]: I'm getting the rough question of, like, how much do you open this up and how much do people have to think about this? Like, when you talk about prompt caching and building a router, it seems like you could easily build a mod that routes per query, and I'm just killing my plan very fast, right? I guess my question is more so, like, what is, like, a product talk like this look like, right? Who is it for? Is it for power users? Is it everyone should be able to go throughSwyx [00:36:33]: Oh, definitely power users, right?Thariq Shihipar [00:36:35]: Yeah, I think it is power users, but, like, the nature of Claude Code is that so many people are power users? Because it's easy to share things, like you can. Like, one person can make a good model router thing that doesn't break prompt cache all the time, and then you can, like, compose them. Another cool thing about the plug-ins is that they can hook into and compose with each other. And so I have, like, a mod that will, like, create a mode selector at the top, and any plug-ins can register to be a mode. And so, like, the auto router can be a mode, right? Or, like, you can have a mode that's, like, artifact mode, where it's like it primarily talks to you in artifacts. like, you can toggle between plan mode? And so, like, you can create more and more of these modes. But the ability to create modes is in it itself a mod? And so there's a lot of richness here, but we do want to make it fairly easy. We want to be-- make it so that you can just, like, install someone else's. You can ta-- you can chat with Claude and, we'll, like, make sure that it understands the nuances of things like prompt caching and stuff, so it can, like, warn you. This is, like, not extremely complicated behavior for Claude, I think, but we should have just a good skill on how to make mods. and yeah, we'll see how we go. But I do think that this is, like, a preview of, like, mutable software, and, like, how, like, generative software, just like you can customize safely. If enabled, you could customize any piece of software. And I think that more and more apps ideally do something like this?Power Users, Modes, and Mutable SoftwareSwyx [00:38:13]: And by the way, you, we have, you have another cool tweet about how, there's the infinite money button, which is like make your SaaS, consumable by agents. I think mutable software is interesting and, other people have also tried to do it. I think the hurdle comes when you can do everything, then people, users get, tend to get confused. So usually the stuff that works is just like one opinionated flow. This is in the side of less opinionation. It's just like, well, more power to power users. And I think probably unlocked by AI, where, like, you can just prompt for whatever the thing is.Thariq Shihipar [00:38:47]: Yeah, or there can be a skill that gives the opinions?Mods vs. Hooks vs. ArtifactsSwyx [00:38:50]: Yeah.Thariq Shihipar [00:38:50]: And then, yeah.Swyx [00:38:51]: So knowing a little bit about, like, TypeScript and build systems and all these things, the closest-- I'm very curious that the team who worked on this, if, I don't know how close you were to them, if they drew any inspiration from build systems like Babel, Webpack, all these, like, old school things. Because it sounds very similar, like the plug-in ecosystem of those things where they can compose with each other.Thariq Shihipar [00:39:11]: Yeah, I'm not deep in the technical details, but I do know it was a collaboration with someone on the Bun team and someone on the Claude Code team.Swyx [00:39:17]: Yeah, it's a build system mecca.Thariq Shihipar [00:39:19]: Yeah. Exactly. It's, it's very exciting. But yeah, like, agents can just do this very complicated like, extensibility into your software now. And so, yeah, like, another reason to, like. If you run a startup, like, you can just prompt Claude and be like, “Hey, like, could we make an extension system? Like, what would that look like?”?Swyx [00:39:37]: Yeah.Swyx [00:39:38]: And I just really wonder, like, you had hooks in the past and plug-ins, all these things. So what specifically will mods be able to do that those things could not do?Thariq Shihipar [00:39:47]: Internally, we were originally calling this function hooks. And so, like, that's, like, gives you a little bit of an idea where, like, hooks register a, like an event to happen and then, like, a script to call. And this inside of the, like, TypeScript runtime is running things. And so, like, you get some benefits of just, like, it has a bunch of things in the Scope with, like, for example, like how many turns is in this conversation, right? Like, how many tokens have been used? Like, et cetera. Like, what are the messages? Things like that. So it has a bunch of messages that can be used. And then it's just, like, a lot more hooks. So we have, like, or a lot of, lot more, like, things you can register on. And then you can do because of the. because it's all happening in process, you can, spawn sub-agents, with four contests and contexts and stuff. And, like, that will return. You can parse the results of those. You can use structured output to like, return them. and then you can modify the UI, which you can never do in hooks. So, yeah.Swyx [00:40:50]: Yeah. Yeah. So modify UI, this is why you showed the Tetris example. Does it also ex-extend to artifacts? I assume it does.Thariq Shihipar [00:40:57]: You-- Like, artifacts are like a different way of customizing it. like, you can definitely. One of the mods I'm working on is, like, this dashboard mod, which will, like, prompt Claude to maintain a dashboard, that's an artifact. But they're like, slightly orthogonal, or not orthogonal. They compose with each other in different ways. Like, mods are, like, a little bit more, like, in your Claude Code harness, changing the agent loop? And, like, the UI is, like, an added benefit. and then artifacts are just like you want to, see things at a high level, very inter- highly interactive. like, the affordances can be a lot bigger than, like a TUI or even in our desktop.Next Steps, Supervisors, and Persistent GuidanceVibhu [00:41:40]: I'm guessing you'll have a good blog post on the differences, because right now you can also, make a loop that outputs to an artifact that's an interactive dashboard, but you can also do it with a mod. There's just some thinking about making a hacking on a harness when we don't know much about the harness, right?Thariq Shihipar [00:42:00]: Well, something I'm excited about with mods is, like, there's so much things with Claude Code that you just have to remember? You're like, “Oh, like, let me do this, and then let me call the dashboard skill that does the loop,” and things like that. And, or like, “Let me test my assumptions afterwards.” And I think, like, if you do all of these things using these little classifiers and stuff, and you're like, “These are the things I care about. This is what I want to do,” you can, like. You don't have to remember as much. One more, like, mod I'm working on is a next steps mod thatSwyx [00:42:28]: I have-- I was gonna say, I have a next step skill. I always run next steps.Thariq Shihipar [00:42:32]: And does it have access to your skills? Like, this is one of those things where I'm like.Swyx [00:42:37]: I think so.Thariq Shihipar [00:42:38]: Okay. Yeah, probablyVibhu [00:42:39]: Do skills need specific access toThariq Shihipar [00:42:41]: Well, I think there'sSwyx [00:42:41]: Don't they always haveThariq Shihipar [00:42:42]: I think there's, like, specific prompting, I guess, to, like, know your skills. Like I think Claude forgets them sometimes throughout, like, the thing. But anyways, the idea of, like, yeah, next steps that also are like, “Oh, hey, this has happened. Use the explain skill to explain to you what happened because this seems, like, quite complex,”? Or, like, yeah, “Use your unknown skill. It looks like you are, like, asking the model to, like, iterate on these small changes. It seems like you could prompt better.” like, “What if you did this?” Right? So, I think, yeah, like spending more compute there. Yeah.Swyx [00:43:20]: And it should always come out as multiple choice. we have, I haveVibhu [00:43:23]: We have his skill.Swyx [00:43:24]: My next step skill is like this.Thariq Shihipar [00:43:26]: Okay, perfect. Yeah.Swyx [00:43:27]: You can steal it.Thariq Shihipar [00:43:28]: Yeah.Swyx [00:43:29]: Like, but like, for me, it's all-- I think models really always need to be reminded, what are you trying to do here?Thariq Shihipar [00:43:35]: Yeah.Swyx [00:43:35]: Look at the whole transcript and go like, oh, was this original goal? Did your solution solve it? Were you lazy? If you're lazy, maybe there's a reason. Maybe you needed approval from me. Maybe you needed, there's two things you wanna suggest. So it's, it's a little bit like the modification of the ask user question or interview me skill. so it's next steps.Thariq Shihipar [00:43:55]: Yeah, exactly. And again, the benefit of doing it with mods is you can do it as a fork sub-agent, and so it doesn't remain in the context afterwards. So you have this, like, idea of like, okay, the model is doing its execution and you have this almost like supervisor, like, that is like making sure that you can do like the next steps well. So yeah.Swyx [00:44:15]: Yes. I do have two panels and like I often try to have a supervisor thing, keep the high-level context and then the implementationThariq Shihipar [00:44:21]: YeahSwyx [00:44:22]: Detail in another agent.Vibhu [00:44:23]: I feel like a lot of this abstracts away as models change? The, like, half an hour ago you said bitter lesson of harness engineeringThe Bitter Lesson of Harness EngineeringThariq Shihipar [00:44:31]: YeahVibhu [00:44:31]: And we're on the other extreme right now, I feel.Swyx [00:44:33]: Well, so yeah, exactly. If everything's customizable, what is Claude Code, right?Thariq Shihipar [00:44:37]: Yeah.Swyx [00:44:37]: And which I talked to you about last night.Thariq Shihipar [00:44:40]: Yeah, I think that this is. I think the bitter lesson is unintuitive? In terms of like. Also, like we're misusing a little bit of the bitter lesson here where it's like, it's more about like scaling and compute and stuff. But like, I think there is something where it's just like. I think I use it as an approximation here to say that harnesses go out of date very quickly? And like how, but how they change is unintuitive? And so like the big obvious example is like from chat to like agents where you had to give them entirely new tools, right? But like, I think this new version of like, oh, it can modify its own harness, right? This is like, an own harness loop is like a way of using its capabilities, right? Or like it can build an artifact. And like, I think the way I think about it is like the models have more and more intelligence, and they're like so much more intelligent now than like the average software engineering task. Like, you look at the like terminal bench ones and they're like solve like the Jacobian conjecture. Not really, but like, it's like they're, they're quite complex. Like, I would not have been able to do this really as a software engineer.Swyx [00:45:42]: And you said TB4 or TB2?Thariq Shihipar [00:45:43]: TB3. TB3.Swyx [00:45:44]: TB3.Thariq Shihipar [00:45:44]: Yeah. They're quite complex, but the goal is still to deliver user value, right? And like you said, there's like this infinite space of things to do. And so the ways like you spend compute are to keep the user in the loop and make sure that like you're getting to the right decision in the end of the day and like the right output. And artifacts and mods are this way of like spending that intelligence. and I think that's like, yeah, the next step. And so, yeah, I think Claude Code is like, has the core things of agent loop which are, have gotten more complicated. It's like, it needs a sandbox to operate safely. It needs auto mode to like make sure like the permissionsVibhu [00:46:21]: Approvals.Thariq Shihipar [00:46:21]: Yeah, approvals. it needs computer use and MCPs and like all of these like ways of accessing your data, and it needs web search and web fetch. And like, so the-- as the models can do more and more, the core harness has to be like quite complex and very secure. But then like how you interact with it can change quite a lot.Vibhu [00:46:42]: What other harness engineering best practices have you, from the Claude Code team itself? I feel like, there was a phase of plan mode, which is not as used. We now have auto mode. at a point you cut the majority of the system prompt, you got rid of examples. What other best practices are there for harness engineering?Core Harness Primitives and Managed AgentsThariq Shihipar [00:47:02]: I think there is like a forking path where at some point, eventually, yes, the model will just be able to like vibe code the exact version of Claude Code, even describing all this complexity that I've talked about, right? Like auto mode and computer use and stuff. Eventually, the models will just be able to do that in one shot. But I think they can one shot simpler harnesses? And so like, I think some people. Sometimes you don't need this full, like if you don't need computer use or like all this like more complicated stuff. I think before we, you had to use things like the agent SDK, which was like Claude Code wrapped, in order to like. And I would, like suggest people do that because there was so much complexity into building a harness. And now as that's got more abstracted, we have like, Claude managed agents, which lets you have that complexity, but still like, right, like a very bare bones like harness that's scoped to your task. Yeah, I think there's like this barbell effect where like for like very complex, for like coding task and like these like complex things, you should use our harness. And then for like a lot of like simpler or like, more domain-specific things, you can build your own harness because Claude has gotten better at building harnesses, and we have these harness primitives like managed agents. So yeah.Swyx [00:48:18]: Yeah. Is there a general progression? Let's say chapter one was ultra code dynamic workflows, then chapter two was cloud mods. Where is this going?Swyx [00:48:29]: Where you're, you're, you can customize the thing on demand.Thariq Shihipar [00:48:36]: Yeah. I do think that like this evolution of projects and like artifacts and splitting out like brain and hands and, surfaces is like where things are going more. And like, I think it's like not all quite there. partially it's like a, it's just like more token expensive? And like, I think likeProjects, Local Hands, and Cloud-to-Local HandoffsSwyx [00:48:59]: Why would projects be more token expensive? I understand mods would be slightly more token expensive. No, not something I'm worried about.Thariq Shihipar [00:49:06]: Yeah.Swyx [00:49:06]: But whatThariq Shihipar [00:49:07]: You're asking Claude to do. It's like creating loops. Like you're asking Claude to do more work for you. And so like it's managing the sub-agents and reviewing it, versus where you would be doing that work normally. And so that's like gonna be a little bit more intensive, like. Outputting to an artifact is gonna be a little bit more token-intensive than, like, outputting normally. I don't think it's too much more, but like, it's like combining all of these together well, like I think we're, we're still working on like local hands and things like that, I think is like, yeah, where things are headed, yeah.Swyx [00:49:37]: Yeah. Claude and local is, handoff is very interesting. I was thinking about this as reverse cloud remote.Thariq Shihipar [00:49:44]: Yeah.Swyx [00:49:45]: Because it's like remote, it's you're handing off to cloud, but here the cloud is handing off to local, right?Thariq Shihipar [00:49:49]: Yeah, exactly. Yeah, remote control is also another way of doing it. And I do want to say this is like how I think about it and like what the things that I'm most excited about this, but like there are, just like lots of different ways to work with Claude. Like some people use remote control a lot, some people use Claude Code on the web a lot. Obviously, like at Anthropic, we use Claude Tag a lot, and like what's great about Claude Tag is we set up all this stuff for our own execution. And I do think if you're an enterprise, that's still the best way to go. but if you're like an individual, Projects is this way of like, getting some of that like niceness of Tag, which has like that like supervising agent and yeah, adding artifacts and stuff, but like without having that whole like admin setup. And so there will be many ways to use Claude, I think. I think it's probably not just one like single.Claude Tag as an Organizational HarnessSwyx [00:50:36]: You had the multiplayer thing here. Let's, let's just check in on Claude Tag. it's been about two-plus months. Lots of, public, adoption and trying it out.Thariq Shihipar [00:50:45]: Yeah.Swyx [00:50:45]: What's new? What's, what have you found since the launch?Thariq Shihipar [00:50:49]: Like, Claude Tag is how we useSwyx [00:50:51]: It's like 80% of your
The Witcher 3 Remastered is nu te spelen, maar waarom zou je dat doen? Omdat het één van de beste 3D-actie-RPG's ooit is, betoogd Sam van Zuilen in gesprek met Joe van Burik en Jochem Visser, maar niet per sé omdat deze 'heruitgave' (of, beter gezegd: upgrade) echt veel toevoegt. Dat kunnen we wél zeggen van wat de DLC voor deze game, Songs of the Past, belooft voor 2027. Dus daarover praten we ook in deze aflevering van All in the Game, met Miles Tost, Level Design Lead bij CD PROJEKT RED, en Karolina Kuzia, Design Director bij Fool's Theory. The Witcher 3 Remastered is nu te spelen op Nintendo Switch 2, PlayStation 5, Xbox Series S en X en pc. Vragen? Mail ons! Op allinthegame@bnr.nl Over All in the GameAll in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont, Ivo Klokman en Jeanne Heeremans. Elke week zijn er minimaal twee afleveringen van All in the Game. Of nog meer, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in De Grote Tech Show (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.
De Resident Evil-franchise is na tien jaar weer een film rijker, maar dan wel zonder Mila Jovovich in de hoofdrol. Sterker nog, regisseur Zach Cregger (bekend van horrorfilms Barbarian en Weapons) heeft een compleet nieuw verhaal bedacht. Toch zitten alle ingrediënten van Resident Evil erin: Umbrella Corporation, ranzige monsters, een onwetend hoofdpersonage en een overvloed aan hangsloten. Niels Kooloos en Jochem Visser hebben de film gezien en bespreken 'm in deze aflevering van All in the Game. Ook hoor je een interview met de ontwikkelaars van Alien Isolation 2 vanaf Gamescom. Vragen? Mail ons! Op allinthegame@bnr.nl Over All in the GameAll in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont, Ivo Klokman en Jeanne Heeremans. Elke week zijn er minimaal twee afleveringen van All in the Game. Of nog meer, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in De Grote Tech Show (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.
Eine neue Good Old Days Folge, direkt aus der Kiste voller Erinnerungen: Felix und Markus nehmen uns mit auf eine Reise von STS - Fürstenfeld (1984) bis zu Queen – Under Pressure (1981) bis zu schrägen Alltagsabenteuern. Im Mittelpunkt: der chillige Vibe des Songs, Gespräche über Italien-Urlaub in Apulien, Wind aus Afrika und glasklares Meerwasser – und wie sich Straßen in Süden anfühlen, wenn man mit nem Mietwagen durch coole Pisten jagt. Danach geht's aufs Grün: Ein Allgäu-Golftrip mit drei Tagen 18 Loch, Golfcart-Mucke, Mindset-Tipps und die Erkenntnis, dass Golf kein elitärer Sport ist, sondern Spaß mit Handicap bedeutet. Zwischen Bierchen, Travel-Storys und dem richtigen Tempo der Übergänge tauchen Felix und Markus auch tief in Running Gags ein – vom cleveren Schlagabtausch über die “Diplomatischen Wege” bis hin zum legendären DJ-Talk auf dem Straßenfest. Natürlich dreht sich auch alles um Faktenquizz, denn die Folge packt fünf Richtig/Falsch-Behauptungen rund um das Jahr 1984 aus, mit wilden Titeln wie Tetris, dem Mann, der seinen Tod überlebte, eine Space-Walk-Premiere, einem österreichischen Bankraub mit Pferd und mehr. Spoilern darf man hier nicht – die Lösungen bleiben Spannung, die Zuhörer können mitraten. Und pflegt Felix' ehrliche Seite: Im Urlaub testet er ChatGPT als Coach für Stärken, Schwächen und Ziele – mit offenen Antworten und einem guten Schuss Selbstreflexion, der so typisch Good Old Days ist. Außerdem gehen sie auf Memmingen-Airport, Allgäu-Highlights in Füssen und Sonthofen ein, tauschen Anekdoten aus, erzählen von Straßenfesten, DJ-Tipps, und warum Fürstenfeld (STS) samt Ösi-Charme auch heute noch ins Ohr geht. Zwischendurch gibt's Musik-Blockbuster, kuriose Fakten und das vertraute Wir-Gefühl der beiden Moderatoren. Folge genießen, mitraten, und dranbleiben, wenn FelX und Markus wieder ordentlich Stimmung in die gute alte Zeit bringen. Folgt uns wie immer online – die Playlist läuft, die Socials wachsen, und die nächste Runde naht.Unsere allgemeinen Datenschutzrichtlinien finden Sie unter https://art19.com/privacy. Die Datenschutzrichtlinien für Kalifornien sind unter https://art19.com/privacy#do-not-sell-my-info abrufbar.
Control Resonant breekt als hack and slash-actiegame à la Devil May Cry met de schiet- en puzzelactie die de originele Control en Alan Wake-games kenmerkten. Toch is deze nieuwe game van de vermaarde Finse ontwikkelaar Remedy een sterke aanbeveling waard voor wie hun bizarre, Lynchiaanse universum verder wil ervaren. Joe van Burik praat erover met BNR-collega Jochem Visser én Len Maessen, bekend van haar publicaties bij NRC en op Unpause.nl, in deze Mini-Game-aflevering van All in the Game. Control Resonant is vanaf 24 september te spelen op PlayStation 5, Xbox Series S en X en pc. Vragen? Mail ons! Op allinthegame@bnr.nl Over All in the GameAll in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont, Ivo Klokman en Jeanne Heeremans. Elke week zijn er minimaal twee afleveringen van All in the Game. Of nog meer, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in De Grote Tech Show (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.
Welche Games bleiben uns ein Leben lang im Kopf – und warum? In dieser Folge sprechen wir über die Spiele, die unsere Kindheit und Jugend geprägt haben, von Tetris, Pokémon und The Sims bis zu Monkey Island, World of Warcraft und The Last of Us. Ausgehend von einer Top-50-Liste diskutieren wir persönliche Favoriten, fragwürdige Rankings, legendäre Gaming-Momente und die Frage, was ein Spiel eigentlich zu einem der „besten aller Zeiten“ macht.
Fire Emblem Fortune's Weave is zonder twijfel één van de beste games op de Nintendo Switch 2, en misschien wel de beste van dit jaar. De nieuwste editie van deze tactische RPG-reeks met dating-achtige elementen, de bekende formule van ontwikkelaar Intelligent Systems, is misschien echter net te lang. In gesprek met Jochem Visser vertelt Joe van Burik wat deze game zoal omvat en waarom je - zelfs als je níet ruim honderd uur in het spel kan/wil steken - allemaal behoorlijk de moeite waard is, in deze Mini-Game-aflevering van All in the Game. Fire Emblem: Fortune's Weave is nu te spelen op Nintendo Switch 2. Vragen? Mail ons! Op allinthegame@bnr.nl Over All in the GameAll in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont, Ivo Klokman en Jeanne Heeremans. Elke week zijn er minimaal twee afleveringen van All in the Game. Of nog meer, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in De Grote Tech Show (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.
Rocketship Park co-owner and game developer Shane McCafferty returns to Retro Titans to discuss his latest work for the Game Boy and Game Boy Color, including Hero GP, Roguecraft GB and WOLF. Shane explains how burnout led him back to game development through PICO-8 and the Game Boy, and why working within the limitations of Nintendo's handheld has proved so creatively rewarding. We also explore his growing connection with Evercade, the challenge of recreating Roguecraft for different hardware, and the technical tricks behind bringing a Wolfenstein-inspired first-person game to the Game Boy Color. In this episode, we explore: 1️⃣ Rediscovering game development How PICO-8, an Analogue Pocket and a love of the Game Boy helped Shane recover from creative burnout. 2️⃣ Hero GP comes to Evercade Shane reacts to seeing his racing game appear as an Evercade Game of the Month and looks forward to its physical release on Indie Heroes Collection 5. 3️⃣ Bringing Roguecraft to Game Boy Color How Shane rebuilt the Amiga game in C, redrew its artwork and preserved the distinctive feel of the original. 4️⃣ Making WOLF work on Game Boy The raycasting techniques, hardware limitations and design decisions behind Shane's tense Wolfenstein-inspired FPS. 5️⃣ From Cave Dave to ZERO A physical release for Cave Dave, the evolution of the Starseed series and Shane's attempt to create an F-Zero-style racer for Game Boy Color. Plus, Shane takes on our Games of Your Life, with choices including Tetris, Sensible Soccer, Spelunky and What Remains of Edith Finch. If you enjoyed this interview, check out episode 8 of season 2 to hear Shane's first intereview.
StarCraft zal na jaren afwezigheid terugkeren met een gloednieuwe game, die echter ook nog jaren op zich laat wachten. Nú al speelbaar (voor beta-geluksvogels) is World of Warcraft Forever, eveneens een grote verrassing die werd aangekondigd tijdens BlizzCon enkele dagen terug. Die twee releases en méér bespreken Joe van Burik en Donner Bakker met Daniël Mol in deze aflevering van All in the Game. Vragen? Mail ons! Op allinthegame@bnr.nl Over All in the GameAll in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont, Ivo Klokman en Jeanne Heeremans. Elke week zijn er minimaal twee afleveringen van All in the Game. Of nog meer, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in De Grote Tech Show (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.
Welcome to another episode of the podcast edition of One Life Left, the world's longest running radio show about video games (in the English language)! This week Mark Cerny personally congratulates Simon and Ste might be on a list but never mind that - we have an SSG! We're joined by Luke Caspar Pearson, Associate Professor and Co-Director of Cinematic and Videogame Architecture at the Bartlett School of Architecture, UCL. He's here to talk about his new book "Videogame Architecture: Building Virtual Spaces" - a book so big that it won't even fit on an Ikea Kallax shelf! (Other shelving systems are available). Other topics this week include the recent Nintendo Direct, Tetris vs Trump, Resident Evil movie comedy cuts and a Skyrim X Ikea mashup. Another Ikea mention?! Do we want sponsorship from them?? Six years! Six years I've been writing these! You'd think I'd be better at it by now! A letter is like a creative part of your very soul and we want you to feed them to us!! That's right, feed your souls to us at team@onelifeleft.com or join our Discord and leave some tasty letters for us to consume on there. Link below! TTFN,Team OLL x Links: The OLL Everything Link (possibly still broken!)http://hello.onelifeleft.com/ The OLL Discord Link!https://discord.gg/pdtGYvFx8r The Maraoke Everything Link!https://hello.maraoke.com Mindset GO! Link!https://mindset.game/ Block Words Link!https://blockwords.app/ The Shure link!https://tag.gs/OneLifeLeft_Shure Reviews: PlayStation PortalMarvel's Spider-Man 2Astro BotSelacoPhonopolis Learn more about your ad choices. Visit podcastchoices.com/adchoices
Apple finally gave the tech world its foldable iPhone, and the biggest question on AwesomeCast 796 isn't whether it looks impressive. It's whether anyone needs a $1,999 phone. Sorg, Katie Dudas and Dave Podnar spend this week's episode looking at where Apple is going next, while also catching up on Nintendo, MapQuest, Pittsburgh technology and some unusually revealing internet analytics. Siri Gets Smarter — Eventually Dave upgraded to iOS 27 and came away impressed with its speed and stability, but the headline Siri AI features come with a catch: there's a waitlist. Apple's rollout includes a more capable Siri experience, improved Visual Intelligence and upgrades to Image Playground. Sorg, who had access earlier through the beta process, says Siri already appears better at understanding spoken requests and answering questions without immediately handing everything off elsewhere. More on the Siri AI rollout: https://www.macrumors.com/2026/09/15/ios-27-siri-ai-has-waitlist-how-to-join/ Apple's $1,999 Foldable Experiment Then there's the iPhone Duo. The foldable became one of the episode's biggest discussions after an unlikely piece of analytics showed just how much attention Apple's announcement received: Pornhub reported a significant traffic drop when Apple revealed the device. https://mashable.com/life/pornhub-apple-event-viewers-dropped-iphone-duo Beyond the jokes, there are intriguing ideas here. Apple is using matching aspect ratios between the outside and inside displays, potentially making life easier for developers. The larger format opens up interesting multitasking possibilities, and the crew sees potential for business users, presenters and some creators. The problem is impossible to ignore: $1,999 is a lot of money for a phone. Katie compares the experience to having a dual-monitor setup in your pocket but struggles to get past the cost. Sorg sees the Duo more as Apple's latest first-generation experiment — something that may eventually trickle down into less expensive devices after early adopters figure out what the form factor is actually good for. Apple Watch Solves the “What Did They Just Say?” Problem A smaller Apple announcement may prove more immediately useful. The crew discusses an Apple Watch listening feature that can help recover something you recently heard. The example involved replaying information like restaurant specials, but Sorg immediately saw a production use for it: remembering instructions received in a noisy event environment. Sometimes the best technology feature isn't spectacular. It simply fixes a small problem that happens constantly. Nintendo Looks Back — and Forward Chachi's Video Game Minute brings an update on the White House Tetris-style game, which has now been removed. https://www.forbes.com/sites/zacharyfolk/2026/09/08/white-house-removes-controversial-tetris-style-game-from-arcade-website/ Nintendo also showed gameplay for the Switch 2 remake of The Legend of Zelda: Ocarina of Time, scheduled for November 5. https://www.videogameschronicle.com/news/nintendo-shares-the-first-gameplay-and-release-date-for-the-legend-of-zelda-ocarina-of-time-remake/ Sorg continues the Nintendo discussion with Mario Kart World's newly accessible recreations of classic Super Nintendo tracks and a new Metroid announcement. Mario Kart update: https://www.facebook.com/photo/?fbid=1711610297636885&set=gm.2640543926409864&idorvanity=234524630345151 Nintendo Direct roundup: https://www.ign.com/articles/nintendo-direct-september-2026-live-report-all-the-announcements-as-they-happen?utm_source=campaigner&utm_campaign=NL_FIX_Sep_09_2026&cmp=1&utm_medium=email&Ictg=46311792229 The larger question is whether Nintendo is leaning too heavily on remakes — even as genuinely new games continue arriving beside them. MapQuest Wins With Whimsy MapQuest's unexpected comeback continues, powered partly by something its bigger competitors often lack: personality. Katie introduces two more Questies — Corgi and Black Cat — along with Rufus, the dog who inspired the Corgi design, and the upcoming Jimothy character. Future MapQuest updates are also expected to include CarPlay, Android Auto and transit improvements. Corgi and Black Cat: https://www.instagram.com/p/DdNtRdGFMqk/?utm_source=ig_web_copy_link&stkn=MzRlODBiNWFlZA== Rufus: https://www.instagram.com/p/DdP_UXVG4bp/?img_index=2 Jimothy: https://www.instagram.com/p/DdUwv6mp_yC/?utm_source=ig_web_copy_link&stkn=MzRlODBiNWFlZA== It's a reminder that a challenger brand doesn't always have to beat Google on pure scale. Sometimes giving people a reason to care about the product is enough to get another look. From CAPTCHA to Duolingo For Hispanic Heritage Month, Dave's Awesome History segment highlights Luis von Ahn. Von Ahn came from Guatemala to Carnegie Mellon, became one of the researchers behind CAPTCHA and later co-founded Duolingo. The discussion expands into the importance of university research and how work that begins without an obvious commercial product can eventually become foundational technology. https://www.invent.org/inductees/luis-von-ahn Wrestling in a Military Hangar Sorg's Awesome Thing of the Week comes from a very different kind of technology production. The Sidekick Media crew helped capture Prospect Pro Wrestling's “Banger in the Hangar” at the 911th Air Wing. Wrestlers entered through a huge cargo aircraft, Stormtroopers showed up, the Pirate Parrot got involved, and the production took place inside an enormous working hangar. Watch the event: https://www.youtube.com/watch?v=_kqJY33amJ0 It is another episode that jumps from smartphones and video games to Pittsburgh production stories — exactly the kind of wonderfully strange technology mix AwesomeCast was built for. Support AwesomeCast at Patreon.com/AwesomeCast and find more shows at www.SorgatronMedia.com.
Apple finally gave the tech world its foldable iPhone, and the biggest question on AwesomeCast 796 isn't whether it looks impressive. It's whether anyone needs a $1,999 phone. Sorg, Katie Dudas and Dave Podnar spend this week's episode looking at where Apple is going next, while also catching up on Nintendo, MapQuest, Pittsburgh technology and some unusually revealing internet analytics. Siri Gets Smarter — Eventually Dave upgraded to iOS 27 and came away impressed with its speed and stability, but the headline Siri AI features come with a catch: there's a waitlist. Apple's rollout includes a more capable Siri experience, improved Visual Intelligence and upgrades to Image Playground. Sorg, who had access earlier through the beta process, says Siri already appears better at understanding spoken requests and answering questions without immediately handing everything off elsewhere. More on the Siri AI rollout: https://www.macrumors.com/2026/09/15/ios-27-siri-ai-has-waitlist-how-to-join/ Apple's $1,999 Foldable Experiment Then there's the iPhone Duo. The foldable became one of the episode's biggest discussions after an unlikely piece of analytics showed just how much attention Apple's announcement received: Pornhub reported a significant traffic drop when Apple revealed the device. https://mashable.com/life/pornhub-apple-event-viewers-dropped-iphone-duo Beyond the jokes, there are intriguing ideas here. Apple is using matching aspect ratios between the outside and inside displays, potentially making life easier for developers. The larger format opens up interesting multitasking possibilities, and the crew sees potential for business users, presenters and some creators. The problem is impossible to ignore: $1,999 is a lot of money for a phone. Katie compares the experience to having a dual-monitor setup in your pocket but struggles to get past the cost. Sorg sees the Duo more as Apple's latest first-generation experiment — something that may eventually trickle down into less expensive devices after early adopters figure out what the form factor is actually good for. Apple Watch Solves the “What Did They Just Say?” Problem A smaller Apple announcement may prove more immediately useful. The crew discusses an Apple Watch listening feature that can help recover something you recently heard. The example involved replaying information like restaurant specials, but Sorg immediately saw a production use for it: remembering instructions received in a noisy event environment. Sometimes the best technology feature isn't spectacular. It simply fixes a small problem that happens constantly. Nintendo Looks Back — and Forward Chachi's Video Game Minute brings an update on the White House Tetris-style game, which has now been removed. https://www.forbes.com/sites/zacharyfolk/2026/09/08/white-house-removes-controversial-tetris-style-game-from-arcade-website/ Nintendo also showed gameplay for the Switch 2 remake of The Legend of Zelda: Ocarina of Time, scheduled for November 5. https://www.videogameschronicle.com/news/nintendo-shares-the-first-gameplay-and-release-date-for-the-legend-of-zelda-ocarina-of-time-remake/ Sorg continues the Nintendo discussion with Mario Kart World's newly accessible recreations of classic Super Nintendo tracks and a new Metroid announcement. Mario Kart update: https://www.facebook.com/photo/?fbid=1711610297636885&set=gm.2640543926409864&idorvanity=234524630345151 Nintendo Direct roundup: https://www.ign.com/articles/nintendo-direct-september-2026-live-report-all-the-announcements-as-they-happen?utm_source=campaigner&utm_campaign=NL_FIX_Sep_09_2026&cmp=1&utm_medium=email&Ictg=46311792229 The larger question is whether Nintendo is leaning too heavily on remakes — even as genuinely new games continue arriving beside them. MapQuest Wins With Whimsy MapQuest's unexpected comeback continues, powered partly by something its bigger competitors often lack: personality. Katie introduces two more Questies — Corgi and Black Cat — along with Rufus, the dog who inspired the Corgi design, and the upcoming Jimothy character. Future MapQuest updates are also expected to include CarPlay, Android Auto and transit improvements. Corgi and Black Cat: https://www.instagram.com/p/DdNtRdGFMqk/?utm_source=ig_web_copy_link&stkn=MzRlODBiNWFlZA== Rufus: https://www.instagram.com/p/DdP_UXVG4bp/?img_index=2 Jimothy: https://www.instagram.com/p/DdUwv6mp_yC/?utm_source=ig_web_copy_link&stkn=MzRlODBiNWFlZA== It's a reminder that a challenger brand doesn't always have to beat Google on pure scale. Sometimes giving people a reason to care about the product is enough to get another look. From CAPTCHA to Duolingo For Hispanic Heritage Month, Dave's Awesome History segment highlights Luis von Ahn. Von Ahn came from Guatemala to Carnegie Mellon, became one of the researchers behind CAPTCHA and later co-founded Duolingo. The discussion expands into the importance of university research and how work that begins without an obvious commercial product can eventually become foundational technology. https://www.invent.org/inductees/luis-von-ahn Wrestling in a Military Hangar Sorg's Awesome Thing of the Week comes from a very different kind of technology production. The Sidekick Media crew helped capture Prospect Pro Wrestling's “Banger in the Hangar” at the 911th Air Wing. Wrestlers entered through a huge cargo aircraft, Stormtroopers showed up, the Pirate Parrot got involved, and the production took place inside an enormous working hangar. Watch the event: https://www.youtube.com/watch?v=_kqJY33amJ0 It is another episode that jumps from smartphones and video games to Pittsburgh production stories — exactly the kind of wonderfully strange technology mix AwesomeCast was built for. Support AwesomeCast at Patreon.com/AwesomeCast and find more shows at www.SorgatronMedia.com.
2 State Of Play, Konami Press Start, 2 Nintendo Direct, ο Kojima και ο Jackie Daytona. Get in touch: Email | Twitter Ι Facebook Group Hosted by: Elias Pappas - Facebook | Twitter | Instagram Manos Vezos - The Vez | Facebook | Twitter | Instagram Ι Apple Music State of Play State of Play | September 3, 2026 State of Play & State of Play Japan: all announcements, trailers Konami Press Start KONAMI PRESS START 9.3.2026 ( KONAMI Game News ) Konami wants annual Silent Hill games and is working on “many” unannounced projects | VGC Nintendo Direct 1 + 2 Nintendo Direct – 09/09/2026 Nintendo Switch 2 – The Legend of Zelda 40th Anniversary Edition announced The Legend of Zelda: Ocarina of Time remake launches November 5 The Legend of Zelda live-action film titled The Legend of Zelda Switch 2 x VRR Nintendo Switch 2 finally gains VRR support in docked TV mode Kojima Productions x Xbox XBOX and KOJIMA PRODUCTIONS Expand Partnership to Publish PHYSINT Xbox to publish Kojima Productions' Physint after it "unexpectedly received notice" from PlayStation that it would cancel the project Xbox to publish Kojima Productions' Physint after PlayStation ditches project Physint from Kojima Productions now being published by Xbox after Sony wanted to cancel it Xbox Game Pass x Xbox Cloud Gaming Xbox tells existing Game Pass members its new cloud gaming cap doesn't apply to them, but only in certain countries | VGC XBOX and TCL Partner to Bring XBOX App to TCL Smart TVs Don't Nod Don't Nod warns it may not have enough funding to operate beyond January 2027 Don't Nod considering laying off 90 workers in France GTA VI x Netflix GTA 6 Netflix preview drove more than 100,000 sign-ups during its six-hour exclusivity window Xbox x Ubisoft Ubisoft games have been added to Xbox's disc-to-digital feature, as more titles continue to support the service | VGC Capcom x Classics Onimusha: Way of the Sword sales top one million on launch day Capcom says it will focus on reviving dormant IPs after Onimusha: Way of the Sword's breakout launch SEGA x Super Game Sega cancelled its "risky" Super Game project as it "would have to grow enormously to match the scale of the service" SEGA x merch Sega president says an increasing number of its fans ‘have never actually played the games' | VGC Can't stop winning The White House made a “Tetris” clone. The Tetris Company was not amused. The Tetris Company says it was "not involved in the creation" of White House parody, takes "copyright infringement very seriously" Trump Administration takes down Tetris clone after company warns it takes copyright violation 'very seriously' Lieutenant Cost Call of Duty: Modern Warfare 4's Captain Price to recieve new haircut after the internet mocks his beta look Skyrim x IKEA Ikea has released a Skyrim mod where players are accompanied by a Kallax shelving unit voiced by Matt Berry | VGC
The battle of the sexes returns for round three, and this time it's a full crossover between Y-Chromes and Alphas Make Sandwiches. Ash, Christy, and Jackie face off against Brian and Cam (poor Alpha forfeits by absence) in an AI-generated, Jeopardy-style trivia gauntlet that starts civil with sports, music, and movies, then gets gleefully lopsided once the categories turn to Glow Up, Herstory, Man Cave, and Rom Com Roulette. Expect fantasy football trash talk, a courtroom-skit ad for a suspiciously edible lotion, and a genuine debate over whether Minecraft or Tetris deserves the title of best selling game. The score stays razor close down to the final question, and the losing team's punishment may or may not involve karaoke on the Vegas strip. Grab your buzzer and pick a side, because nobody in this friend group loses gracefully.
2018 randomized trial found that playing Tetris in the emergency department shortly after a car accident cut intrusive memories by about 62 percent in the following week. The approach uses the game's visuospatial demands to compete with how the brain stores vivid trauma images. Researchers view it as a low-intensity option for reducing one core symptom of post-traumatic stress rather than a full treatment for PTSD.
Marvel's Wolverine is bij uitstek de game waar Donner Bakker zo reikhalzend naar uitkeek. Ondanks een recent slecht voorgevoel en lauwe ontvangst elders, zette hij zijn adamantium klauwen in deze nieuwe first-party AAA-game van Sony PlayStation's studio Insomniac, bekend van de recente Spider-Man-games. Hij vertelt daar uitgebreid over bij Joe van Burik in deze Mini-Game-aflevering van All in the Game. Marvel's Wolverine is nu te spelen op PlayStation 5. Vragen? Mail ons! Op allinthegame@bnr.nl Over All in the GameAll in the Game is de podcast over games voor iedereen. Wanneer er iets speelt in de wereld van games, hoor je dat hier: spannende ontwikkelingen, boeiende onderzoeken en natuurlijk de nieuwste releases om te spelen op je PlayStation, Xbox, pc of welk platform dan ook. Onder leiding van BNR's techredacteur Joe van Burik hoor je gesprekken met andere gamekenners, zoals beursnerd Jochem Visser, techredacteurs Niels Kooloos en Daniël Mol én popcultuurkenners Donner Bakker en Sam van Zuilen. Ook hoogleraar computerwetenschappen Felienne Hermans en universiteit docent Laura van der Lubbe schuiven geregeld aan, en je hoort bijdragen van audioproducers André Dortmont, Ivo Klokman en Jeanne Heeremans. Elke week zijn er minimaal twee afleveringen van All in the Game. Of nog meer, wanneer er veel speelt in de wereld van games. Soms met impressies en analyses over actuele ontwikkelingen en nieuwe games. Andere keren kun je luisteren naar interviews met makers van bijzondere games, van Grand Theft Auto (GTA) tot Baldur's Gate 3 - zowel Nederlandse als internationale ontwikkelaars. Of we praten met e-sport-atleten, onderzoekers en andere experts in de wereld van videogames. In deze podcast kijken we verder dan alleen wat een game leuk maakt: we bespreken juist ook in de culturele, maatschappelijke, economische en technologische impact ervan. Jaarlijks gaat er immers zo'n 200 miljard euro om in de wereldwijde game-industrie, dat is al (vele jaren zelfs) daadwerkelijk meer dan de muziek- en filmindustrie bij elkaar opgeteld. Zo hoor je bij All in the Game niet alleen wat je moet spelen - en op welk nieuwe (game)platform - maar kun je daar nog bewuster mee bezig zijn, over praten en natuurlijk van genieten. Of het nou gaat om Super Mario of Sonic the Hedgehog, Fortnite of Roblox, voetbalgames van EA Sports FC of de FIFA, Call of Duty of Battlefield, League of Legends of Dota,of goude oude titels zoals Tetris, Rollercoaster Tycoon, The Sims of zelfs Snake. En we hebben ook aandacht voor liefhebberijen die dicht op games zitten, zoals Dungeons & Dragons, Lego en de films, series en strips rond reeksen zoals Star Wars en Marvel. Het komt allemaal aan bod in All in the Game. All in the Game werd als podcast al in 2022 opgenomen in het archief van Het Nederlands instituut voor Beeld & Geluid in Hilversum - als eerste podcast van BNR Nieuwsradio en één van de eerste gamepodcasts van allemaal. Gezamenlijk met talloze Nederlandse televisieprogramma’s, radioshows, games, websites, webvideo’s en podcast vormt dit materiaal de Nederlandse mediageschiedenis. Over Joe van BurikJoe van Burik is presentator, podcastmaker en techredacteur bij BNR Nieuwsradio. Je hoort hem bijna dagelijks in de Tech Update met het laatste nieuws over digitale technologie, en gaat daar in De Grote Tech Show (samen met Ben van der Burg) elke woensdag dieper op in met gasten uit de techwereld. Daarnaast maakt hij onder meer de podcast All in the Game, voor iedereen die meer wil horen over videogames.See omnystudio.com/listener for privacy information.
Join us this episode as we travel back in time to 1989 for the release of Tetris on the Game Boy. We also chat about the games that we've been playing. Jump in to the time machine with us!What We've Been PlayingMashHelldivers 2 - PCMario Kart World - Switch 2Abiotic Factor - SteamOSAndyPokemon Red (randomized) - GBCAbiotic factor - SteamOSKeeper - SteamOSHelldivers 2 - PCBig Walk - SteamOS
00:01:00 — Episode 255, Now With No Action: The show proudly announces the 255th episode and immediately promises “no action,” which is both a joke and a warning.00:01:31 — Fred's Gun Show: Fred's sleeves apparently ripped right off his body because his 50-year-old arms are simply too powerful.00:02:18 — Contractually Not Celebrating Fred Again: Parker explains that they celebrated Fred last week and are not contractually obligated to do it again, then spends half the episode doing exactly that.00:03:34 — Surprise Party at Fred's Own House: Fred's wife tries to hide a surprise party while hosting it at the place where Fred lives, which is a bold logistical choice.00:04:36 — The Big Tents: Fred gets forced to set up two huge tents for a party that supposedly no one is attending. The man was building his own surprise.00:05:21 — Ocean's Eleven But Domestic: Fred realizes his buddy is trying to get him out of the house and describes the operation like a heist movie with more beer.00:06:45 — Classy Gentleman Drink: Fred, now 50 and classy, chooses Long Island iced teas as his grown-man drink of choice.00:07:09 — Fred Ascends to Heaven: Fred's camera light makes him look like he is being raptured mid-podcast, only for heaven to send back the wrong Fred.00:08:17 — Melbourne Iced Tea: Outback becomes the natural home of the “Melbourne Iced Tea,” whether or not Australia asked for that.00:09:17 — Shoe Koozie: Fred once used a shoe as a koozie for a giant Foster's can and made it his Facebook profile picture. That is internet archaeology.00:09:43 — Fred Loves Big Cans: The crew learns two things about Fred: he loves big cans, and he loves big cans.00:10:16 — The White Shorts Incident: Fred admits he did not entirely make it to the bathroom while wearing white shorts, which is basically a comedy war crime against yourself.00:12:17 — Dribbling to the Next Bar: Instead of going home, Fred continues the birthday adventure because “you only live once” and apparently white shorts are already compromised.00:13:32 — Richard Butts: Two strangers start talking about a guy named Richard Butts, and Fred loses his mind trying not to hear “Dick and Butts” over and over.00:14:50 — Not Surrounded by Dick and Butts: The crew imagines Fred dying at the restaurant and refusing to go out surrounded by Dick and Butts.00:15:11 — Give Me Your Keys: Fred's buddy finally does the responsible thing and takes his keys, which somehow feels like the most adult moment in the entire show.00:18:15 — Just Got Out of County: Fred arrives at the surprise party dressed entirely in white and immediately gets compared to someone who just left county jail.00:19:23 — White Party: Fred explains he was wearing white because he knew Labor Day was coming and wanted to get all the white out of his system.00:19:49 — Kids Playing Blackjack: Fred teaches the kids blackjack at his birthday party, which turns the celebration into a tiny casino with Capri Suns.00:22:51 — Fred's Blackjack Table: The blackjack table becomes the only thing kids care about, leaving the other party games abandoned like ghost towns.00:24:03 — Wife Wins the Gift Contest: Fred's wife tops everybody by gifting him tickets to see Jeff Arcuri in Las Vegas.00:26:16 — BLC Vegas Meeting: The show announces a Vegas trip for early February 2027 and immediately tells everyone not to tell Fred's wife.00:27:35 — Vegas Destroys the Nation: The crew decides every time BLC goes to Vegas, one more pillar of the country collapses.00:30:51 — The Promised Video Game Segment: The crew claims they have promised since episode two that episode 255 would include a video game segment. Sure. Why not.00:31:45 — First Consoles: The guys compare childhood systems, including Sega Master System, NES, ColecoVision, and Atari 2600.00:33:01 — White House Arcade: Parker describes a political arcade game set with knockoffs inspired by Tetris, Snake, Flappy Bird, and other games. The crew's reaction is basically disbelief and dread.00:35:48 — Tetris Responds: The Tetris Company distancing itself from the “Build the Wall” knockoff becomes one of the more normal parts of a very abnormal segment.00:39:17 — Wolverine Is Canadian: The Wolverine game discussion turns into the obvious conclusion: Wolverine is the meanest Canadian ever.00:41:03 — GTA Roleplay: Allan explains GTA roleplay with servers, cops, criminals, jail, trials, lawyers, proximity chat, and character rules, and Parker realizes this game may have a more functional justice system than reality.00:45:21 — Corrupt Cop Allan: Allan casually reveals he plays a corrupt cop, which somehow surprises no one.00:47:07 — Fred Has Never Played GTA: Fred admits he has never played Grand Theft Auto, and the room reacts like he has confessed to never seeing a car.00:49:52 — Leaks: GTA VI leaks turn into a perfect setup to roast Fred's earlier bathroom leak.00:50:15 — Dongs Karate: The episode swerves into a fake ad for Dongs.com and “Dongs Karate,” because apparently every weak spot in a karate fight needs branding.00:52:13 — Man vs. Chimp: The crew discusses MMA fighter Cole Johnson saying he could beat a chimpanzee, and immediately starts rooting for the chimp.00:53:18 — Put It on the Sphere: The imagined chimp fight becomes a Vegas spectacle that absolutely must be shown on the Sphere.00:55:40 — $500,000 to Fight a Chimp: The crew decides this is exactly what GoFundMe should be for: not tragedy, but funding a man's terrible decision to fight a chimp.00:57:35 — Next Up, Polar Bear: The alleged next fight is a polar bear, and the crew debates whether the human should get a sword, a knife, or nunchucks. The bear still wins.01:07:54 — Caesar D. Monkey: The fake movie franchise ends with a chimp named Caesar D. Monkey, which rolls directly back into the earlier “Dick and Butts” joke.01:09:04 — Hold On to Your Butts: The perfect closing line for an episode built on tents, white shorts, blackjack, GTA cops, and chimp combat. #blcpodcast #podcastingforthepeople #funny #podcast #greenvillesc #scpodcast #yeahthatgreenville Listen at: https://americasfavoritepodcast.com Follow us on Facebook: https://www.facebook.com/blcpodcast/ Check us out on Instagram: https://www.instagram.com/blcpodcast/ Buy Fred and Allan Beer: https://www.patreon.com/blcworld
Jen Igartua, CEO at Go Nimbly, joins Sam Jacobs, AJ Bruno, and Asad Zaman. Her client roster is wild: Fireworks AI, Perplexity, Exa, and Wispr Flow, plus some of the biggest names in SaaS. Topics in today's episode include how the fastest-growing AI-native companies are growing in spite of their revenue operations (not because of them), the first project she runs when she wants to show ROI fast, and how she makes the case that RevOps is a support function and always was. Plus, whether the GTM engineer is anything more than RevOps with better marketing (and more)! Key Takeaways: - Operational debt at the fastest-growing AI companies tracks demand, not management quality. Go Nimbly's second customer was Zendesk in 2016, where the head of IT told her "oh, we've grown in spite of our operations." Jen shares what it takes to make a difference at the breakneck pace these environments demand. - RevOps spent a decade insisting it was strategic, and Jen thinks that cost the function credibility with the sellers it exists to serve. As she says in the episode: "I think that operators have been doing an injustice to sellers for a long time. And we are starting to really take onus of the fact that revenue operations needs to be a support function to the sales team. And we've been fighting it forever. We are not a support function. And I'm like, we actually are." Asad, who has argued the same line for years, put the failure mode in football terms: "if a goalkeeper starts trying to play like a striker, you don't let in a lot of goals, right?" - In a people business, staffing is the product, and Jen only learned that after COVID took Go Nimbly down to 20 people. The rule she rebuilt around is "I should only take projects of skills that I want to nurture," then staff someone who is 80% of the way there so the last 20% is stretch. "Our whole job is playing Tetris with resources." She is equally direct about what did not work: "I poured a bunch of money in being tech enabled... I burned millions of dollars trying to do it," because at her clients' scale "everything's custom." The payoff line is the one to keep: "if you nail staffing, you grow a really great services organization." Connect with the Hosts & Guests: Host: Sam Jacobs, CEO at Pavilion - https://www.linkedin.com/in/samfjacobs/ Host: AJ Bruno, CEO at QuotaPath - https://www.linkedin.com/in/ajbruno3/ Host: Asad Zaman, CEO at STA - https://www.linkedin.com/in/azaman1/ Guest: Jen Igartua, CEO at Go Nimbly - https://www.linkedin.com/in/jen-igartua/ Topline is more than a podcast: Subscribe to Topline Newsletter: https://toplinemedia.substack.com/ Tune into Topline Podcast, the #1 podcast for founders, operators, and investors in B2B tech: https://www.joinpavilion.com/topline-podcast Join the free Topline Slack channel to connect with 600+ revenue leaders to keep the conversation going beyond the podcast: https://www.joinpavilion.com/topline-slack 00:00 Introducing Jen Igartua 02:15 Growing In Spite Of Their Operations 05:46 Top Of Funnel Is The First Fix 06:39 What AI-Native Ops Teams Actually Have 10:50 The Twenty-Rep Qualification Bar 11:37 Is Sales More Broken Than Before 15:00 RevOps Is A Support Function 16:29 Do Great Products Make Great Sellers 22:51 Caesars, COVID, And Twenty People 24:56 Lessons From A Services Business 28:21 Staffing Is The Whole Game 31:10 Why Contractors Do Not Work 40:09 What Is A GTM Engineer Really 49:26 What Scares Jen About 2027 54:40 Bulls and Bears
Lloyd snatched a fan's wig clean off his blazer. The White House is running Tetris games about deportation on a dot-gov website. A Black woman used Stand Your Ground in Florida, and it worked. Beyoncé is selling an empty box for almost $1,000. And Fat Joe told the world he's the Blackest person alive — Royce has thoughts.We also get into the USPS whistleblower exposing a "rushed and chaotic" mail ballot system that could affect millions of votes this fall, why original thought has become the most undervalued currency in culture, and why caring about your work — actually giving a damn — is somehow controversial now.This episode:Lloyd's wig snatch heard 'round the worldGTA 6 has a girlfriend feature — and women are calling it cheatingSinners getting gentrifiedKFC Oreo chicken sandwichChoking during sex is more dangerous than people thinkThe White House launched actual arcade games promoting Trump's agendaStand Your Ground worked for a Black woman in a Florida WalmartThe Black American trend taking overBeyoncé backlash — the empty box, the cultural appropriation claimsFat Joe says he's Black. Royce says proximity is not a deed.USPS whistleblower: the mail ballot system that could derail the midtermsOriginal thought is treated like excess inventory — who's actually stealing your ideas?It's okay to give a f**k. We need to talk about it.
Star Trek has been boldly going for 60 years, but Paramount seems to make us want to forget that. Link has been rescuing Zelda for 40 years, and this year he will be doing it all over again, as we discuss the Nintendo Direct. Don't signal for rescue, because Mayday was a lot better than expected, and Star Wars is heading to a 70mm not near you. And we finally know what Godzilla Minus Zero is really about.
Cada mañana sentamos en la mesa de Hoy por Hoy a los periodistas que mejor saben leer entre líneas la actualidad del día con la mirada ácida e irónica que siempre les acompaña. Manuel Jabois, Ángeles Caballero, Manuel Viejo, Sara Canals, Teresa Truchado y Toni López disparan con precisión en sus titulares y reflexiones. Un desayuno perfecto entre amigos para empezar el día sabiendo qué se está diciendo y de qué se está hablando.
Where the last weeks of August are usually mellow, the week after Labor Day is always hyper-intense in the tech world and it was no different this year with one pretty notable exception. In no previous year has the post-summer season opened with statements about the >10% chance the AI technologies we're investing our proverbial farms in will somehow be used to kill us all within a decade. This week we have a larger selection of somewhat scary stories than most weeks. We've learned that Anthropic is building a surveillance database of Americans and non-Americans who oppose AI infrastructure and data-centers. We've also learned that Flock uses data from large scale protests to train law enforcement. We learned the Department of Homeland Security has established a "predictive policing" unit currently deployed to border control stations in Washington State and Texas. On a lighter note, we learned the White House has posted cute but overtly racist video games on its dot-gov website and gotten its wrist slapped by Tetris. The week after Labor Day is always hyper-intense. Acceleration culture for the win eh! Meanwhile:- Google might soon introduce an entirely new way of ranking pages in its index, DeepMind's Autoregressive Ranking system- Matt Mullenweg is out at Automattic, the for-profit arm of WordPress but still the Exec Director of the WordPress project- Anthropic is denying one of its employees, Levent Alpoge, credit for co-completing a proof of the Nevier-Stokes Problem, a Millennial Prize candidate and one of the worlds most challenging problems. Alpoge worked with NYU mathematician Tristan Buckmaster for years but, since joining Anthropic and using it to help solve the problem (Buckmaster used OpenAI), Anthropic wants sole claim to his part of the solution.- LG TVs might or might not be watching, listening, and reporting back on you. - Meta's Muse, a personal AI, has launched. Meta considers it both an advisor and an agent. - Meta continues to allow graphic sexual abuse of minors in advertising for nudifying AIs. Meta has been aware of this problem for several weeks but the issue persists. - X Money will be the only payout option for US content creators on the X-system as of this week- A judge has ruled that X gets to keep the name Twitter but has lost control of the blue bird logo- Google is displeased with its own results resulting from its compliance with the EUs DMA. Details in the podcast. :)- Google Shopping Ads are having a reverse crocodile effect due to AI overviews. - Google has fixed the Gemini 3.8 citation bug and is again showing source links- Google has been forced to display a warning about predatory pricing with Booking Partner search widgets in the EU- Google has published a document outlining regional differences in search experiences- Sometimes there is no one right answer to an SEO problem - That depends. "There are often several so choose one and make it the right one", says John Mueller- Google can lose faith in sites that don't correct, or forget to correct bad habitsAll this and more in a show that will never lose faith in our humanity, no matter how many bad habits and mistakes get made along the way.Advertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
On this week's issue of The Bugle, Andy is joined by sister Helen Zaltzman and Anuvab Pal, as they discuss White House Arcade games, Fears in Quebec as courts turn to generative AI, and the appearance and disappearance of a island on British Columbia's largest reservoir. Plus breaking news on, Tuk-Tuks in India, Flags in Australia and the falling apart of the Bayuex Tapestry. All in issue 4389 of The Bugle. Listen Now!
In this episode, host Dirk Knemeyer and co-host David Heron dive deep into their hands-on workflows with artificial intelligence in game design and software development. Moving past high-level theories, both hosts describe how they are actively getting their "hands filthy" with these tools. David shares his progress in setting up an automated dev environment using Claude to run headless unit tests. He also explains his process of scoping out a simple tower defense and Tetris hybrid prototype. Meanwhile, Dirk discusses his extensive redesign of his bestselling tabletop game, Tesla versus Edison, demonstrating how AI acts as an incredibly fast historical research assistant. Together, they explore the historical parallel between AI and the emergence of computer compilers, which similarly abstracted complex layers of programming without divorcing creators from their ultimate output. They also tackle the core challenges of AI in creative work, including the tool's tendency to force game design decisions toward a homogenized consensus, how to program out AI "sycophancy," and why good "document hygiene" is the key to successfully managing AI as "the hands" while you remain "the brains".
Xbox cloud gaming limits are changing Sorg's living-room setup, MapQuest is turning navigation into a pixel-art adventure, and a rooster alarm app wants you to work for your snooze button. On AwesomeCast 795, Michael Sorg, Katie Dudas, and Dave Podnar explore gaming news, gadgets, apps, and geek culture from Pittsburgh. • Xbox Cloud Gaming limits: Sorg explains why he moved his Xbox Series S back downstairs. The hosts discuss the impact of monthly streaming allowances on long games and cloud-focused devices, plus a follow-up on Xbox's disc-to-digital licensing preview. https://www.ign.com/articles/microsoft-announces-big-changes-to-xbox-cloud-gaming-switches-to-monthly-hour-limits • Next-generation Xbox affordability: An interview about Project Helix sparks a conversation about efficiency, console prices, PC game compatibility, and unanswered disc-drive questions. https://www.youtube.com/watch?v=txuYKwrbq1M • Retro cartridges on modern computers: Sorg discovers Epilogue's GB Operator and SN Operator. The discussion covers playing existing Game Boy and Super Nintendo collections, preserving cartridge saves, and a Game Boy Camera connection. https://apple.news/A9oaGgCU0QpqcvQLP7ttlKQ • MapQuest's 8-bit personality: Katie shares her experience with pixel-style maps, Questies character avatars, playful navigation voices, CarPlay, and live radio. • Star Trek at 60: Dave reflects on the franchise's cultural impact, diverse vision of the future, and connections to real-world technology, from communicators to tablet-like PADDs. • John Snow and disease mapping: Dave's Awesome History explores the Broad Street cholera outbreak and connects historical mapping with modern wastewater surveillance and community preparedness. https://en.wikipedia.org/wiki/1854_Broad_Street_cholera_outbreak • Panic's tariff refunds: ChachiSays covers the Playdate company's decision to return tariff charges to customers. https://www.al.com/news/2026/08/tariff-refunds-sent-to-video-game-customers-not-our-money.html • The Tetris Company responds: Chachi discusses the company's statement about a Tetris-like game on the White House website. https://variety.com/2026/digital/news/tetris-company-trump-white-house-build-the-wall-game-copyright-1236851993/ • Zelda anniversary reactions: Sorg discusses the presentation's movie reveal, music-tour news, and Ocarina of Time remake footage. The hosts weigh remake pricing, revisit Nintendo memories, and talk Twilight Princess, Star Fox, and Super Mario Sunshine. https://www.theverge.com/games/991265/the-legend-of-zelda-40th-anniversary-direct • Street Fighter 6 meets the movies: Movie-actor challenger screens, including Roman Reigns as Akuma, spark excitement and memories of Street Fighter's earlier film and game crossover. https://www.facebook.com/reel/1755856245623451 • Snoopy at Starbucks: Katie highlights Great Pumpkin-inspired Peanuts merchandise, including mugs, travel cups, bags, and pins. https://about.starbucks.com/stories/2026/starbucks-and-peanuts-celebrate-fall-with-a-global-merch-collection-inspired-by-the-great-pumpkin/ • Dungeon Crawler Carl LEGO Ideas: Two fan proposals bring Carl, Princess Donut, and friends into brick form. The hosts explore a dungeon scene and larger character builds seeking community support. https://ideas.lego.com/product-ideas/eb3c3057-8646-45b4-86ba-dfc08ba7e7e8 https://ideas.lego.com/product-ideas/6e47b028-7cba-48bc-81d9-a1461bdd4d08 • Clucky's demanding wake-up call: Sorg sets up a rooster alarm app with snooze challenges, samples its loud sounds, and chooses a tilt-game mission. Katie explains how the app turns getting out of bed into an interactive routine. https://tryclucky.com Plus, Dave shares his Steelers 5K experience, and the hosts bring their usual mix of hands-on discoveries, gaming opinions, and Pittsburgh personality.
Xbox cloud gaming limits are changing Sorg's living-room setup, MapQuest is turning navigation into a pixel-art adventure, and a rooster alarm app wants you to work for your snooze button. On AwesomeCast 795, Michael Sorg, Katie Dudas, and Dave Podnar explore gaming news, gadgets, apps, and geek culture from Pittsburgh. • Xbox Cloud Gaming limits: Sorg explains why he moved his Xbox Series S back downstairs. The hosts discuss the impact of monthly streaming allowances on long games and cloud-focused devices, plus a follow-up on Xbox's disc-to-digital licensing preview. https://www.ign.com/articles/microsoft-announces-big-changes-to-xbox-cloud-gaming-switches-to-monthly-hour-limits • Next-generation Xbox affordability: An interview about Project Helix sparks a conversation about efficiency, console prices, PC game compatibility, and unanswered disc-drive questions. https://www.youtube.com/watch?v=txuYKwrbq1M • Retro cartridges on modern computers: Sorg discovers Epilogue's GB Operator and SN Operator. The discussion covers playing existing Game Boy and Super Nintendo collections, preserving cartridge saves, and a Game Boy Camera connection. https://apple.news/A9oaGgCU0QpqcvQLP7ttlKQ • MapQuest's 8-bit personality: Katie shares her experience with pixel-style maps, Questies character avatars, playful navigation voices, CarPlay, and live radio. • Star Trek at 60: Dave reflects on the franchise's cultural impact, diverse vision of the future, and connections to real-world technology, from communicators to tablet-like PADDs. • John Snow and disease mapping: Dave's Awesome History explores the Broad Street cholera outbreak and connects historical mapping with modern wastewater surveillance and community preparedness. https://en.wikipedia.org/wiki/1854_Broad_Street_cholera_outbreak • Panic's tariff refunds: ChachiSays covers the Playdate company's decision to return tariff charges to customers. https://www.al.com/news/2026/08/tariff-refunds-sent-to-video-game-customers-not-our-money.html • The Tetris Company responds: Chachi discusses the company's statement about a Tetris-like game on the White House website. https://variety.com/2026/digital/news/tetris-company-trump-white-house-build-the-wall-game-copyright-1236851993/ • Zelda anniversary reactions: Sorg discusses the presentation's movie reveal, music-tour news, and Ocarina of Time remake footage. The hosts weigh remake pricing, revisit Nintendo memories, and talk Twilight Princess, Star Fox, and Super Mario Sunshine. https://www.theverge.com/games/991265/the-legend-of-zelda-40th-anniversary-direct • Street Fighter 6 meets the movies: Movie-actor challenger screens, including Roman Reigns as Akuma, spark excitement and memories of Street Fighter's earlier film and game crossover. https://www.facebook.com/reel/1755856245623451 • Snoopy at Starbucks: Katie highlights Great Pumpkin-inspired Peanuts merchandise, including mugs, travel cups, bags, and pins. https://about.starbucks.com/stories/2026/starbucks-and-peanuts-celebrate-fall-with-a-global-merch-collection-inspired-by-the-great-pumpkin/ • Dungeon Crawler Carl LEGO Ideas: Two fan proposals bring Carl, Princess Donut, and friends into brick form. The hosts explore a dungeon scene and larger character builds seeking community support. https://ideas.lego.com/product-ideas/eb3c3057-8646-45b4-86ba-dfc08ba7e7e8 https://ideas.lego.com/product-ideas/6e47b028-7cba-48bc-81d9-a1461bdd4d08 • Clucky's demanding wake-up call: Sorg sets up a rooster alarm app with snooze challenges, samples its loud sounds, and chooses a tilt-game mission. Katie explains how the app turns getting out of bed into an interactive routine. https://tryclucky.com Plus, Dave shares his Steelers 5K experience, and the hosts bring their usual mix of hands-on discoveries, gaming opinions, and Pittsburgh personality.
On Labor Day weekend episode of Razor Wire News, McShane and Fitz open with beer banter and off-color merch jokes before diving into the week's topics: Canadian PM Mark Carney complains that Americans should stop “doing memes,” prompting an avalanche of AI edits and Carney quickly signaling he's ready to talk trade; he was “memed into submission.” They discuss a juvenile-but-funny White House drop of five retro arcade-style games (including a Tetris-like one) and note Tetris is unhappy about copyright, while arguing border enforcement is still a serious issue. They slam Bernie Sanders' bill to ban AI as anti-American in an arms-race with China, joking they'd rather face an “American AI terminator” than a Chinese one. Later, they roast the 2026 Socialism Conference in Chicago (2,600 sign-ups), highlight a speaker arguing the left should stop trying to be “fitter than the fascists,” and trace funding to major foundations including Tides, Rockefeller, Ford, and others. They revisit Nepal's catastrophic flood via meteorologist Chris Martz, rejecting climate-change blame and calling it bedrock collapse and reporting effects, then pivot to UN climate messaging, geomagnetic-field theories, El Niño, a hurricane-less Atlantic, and multiple Indonesian volcanic eruptions around Krakatau. Jefé drops in with a “Farm Report” about the pistol shrimp's cavitation “shot” (218 dB, extreme heat, flash of light). The episode also detours into the WNBA commissioner “retiring,” Hunter Biden's “48.6% gay” remark, Ryan Reynolds' comments about the '80s while promoting “Mayday,” and a viral video classifying movies by political ideology, before closing with standout beers and a call to think critically.Become a supporter of this podcast: https://www.spreaker.com/podcast/razor-wire-news--5683729/support.www.razorwirenews.com
It's a new month and as such we've got a NEW theme and in honor of Zack Criger's RESIDENT EVIL coming to theaters later this month- we're talking video game movies….kinda…. This week we check out TETRIS from 2023. Executive Producers: Tim (Applescruff), Derrick Copling (Sir Slick Derrick The Knight Bard), Matthew Schnapp, Noah Overton (Noah of The Dark Woods), Peter "Not SoBad Lookin'" Pernice Listen to the HMP Live Stream, Sunday Nights and Live Streams with Adam throughout the week. YouTube https://www.youtube.com/@HMPOD Merchandising, Merchandising, Merchandising: https://www.teepublic.com/user/halfassmoviepod HMP Instagram- https://www.instagram.com/halfassmoviepodcast Adam- Letterbox- https://boxd.it/3aAF TikTok- https://www.tiktok.com/@adam.portrais Sean Likes Spaceships: https://www.youtube.com/@Seanlikesspaceships Bruce YouTube- https://www.youtube.com/@Animedad Email- HalfAssMoviePod@gmail.com
What's Up Gamers?!Sony's latest moves, Xbox cloud limits, and a bizarre White House game portal all collide in a gaming news episode that turns into something even better: a full-on sci-fi showdown for the ages. If you care about where gaming is headed, what's getting worse, and which iconic armored hero would actually win in a fight, this one is for you.John and Dean kick things off with the week's biggest releases and Epic's free games before tearing into the stories everyone's arguing about - from rumored layoffs tied to a surprise Star Wars hit, to NVIDIA's troubling DLSS 5 performance claims, to Microsoft quietly tightening the leash on cloud gaming. Then the gloves come off for a Sony segment that blends customer-service backlash, physical media rage, and a bigger question about what you actually own when you buy digital games.They also react to the State of Play comments section chaos, the White House's surreal arcade game site, a Tetris copyright response, possible chip shortages, and a handful of new indie games that sound completely unhinged in the best way - including paranormal FBI agents, a narrator-defying horror game, a stream-fueled co-op mess, and an anomaly-sorting simulator that sounds like work in disguise.Then comes the main event: Sci Fi September begins with a brutal character battle between Adam Jensen and Prophet, packed with deep lore, cybernetic upgrades, tactical improvisation, and way too many ways to maim someone in a sci-fi lobby. If you love gaming news, nerd arguments, and character matchups that spiral beautifully out of control, this episode is essential listening.Please consider leaving us a 5 Star Rating and/or Review, so we can continue to grow!Check out the other shows on the Dynamic Podcast Network, including:Dynamic Duel: Marvel vs DCMax Destruction: Movie FightsSenjoh World: Anime BattlesCheck us out on Instagram, TikTok, Bluesky, and Mastodon!and check out our Website, hosted by Riverside.com!#sega #nintendo #microsoft #xbox #epicgames #gog #steam #valve #Crysis #DeusEx #Prophet #AdamJensen
Die Themen: Influencer stirbt nach Penisvergrößerung; Boris Becker kritisiert Publikum bei Grand Slam in New York; Die Landtagswahl in Sachsen-Anhalt; Frühere BSW-Mitglieder gründen neue Partei in Thüringen; Brisanter neuer Job für Jens Spahn; Hersteller von Tetris distanzieren sich von Trump; Politische Statements beim „Glücksgefühle“-Festival und Urin von Bergsteigern lässt Gletscher schmelzen Du möchtest mehr über unsere Werbepartner erfahren? Hier findest du alle Infos & Rabatte: https://linktr.ee/ApokalypseundFilterkaffee Du möchtest Werbung in diesem Podcast schalten? Dann erfahre hier mehr über die Werbemöglichkeiten bei Seven.One Audio: https://www.seven.one/portfolio/sevenone-audio
รู้หรือไม่ว่า เกมที่ขายดีเป็นอันดับสองของโลกอย่าง Tetris ทำยอดขายไปกว่า 500 ล้านชุด แต่ชายผู้สร้างมันขึ้นมา กลับไม่ได้เงินเลยแม้แต่เซ็นต์เดียวตลอด 10 ปีแรก! ที่พีกคือ… ไม่มีใครขโมยไอเดียเขาไป แต่มันเป็นเพราะเขาสร้างเกมนี้ในยุคที่ ‘รัฐบาลโซเวียตเป็นเจ้าของทุกสิ่ง' นี่คือจุดเริ่มต้นของสงครามลิขสิทธิ์ที่บ้าคลั่งที่สุดในประวัติศาสตร์ ที่พัวพันตั้งแต่ค่ายเกมยักษ์ใหญ่อย่าง Nintendo, เจ้าพ่อสื่อทรงอิทธิพล, ไปจนถึงผู้นำระดับโลก! เกมเรียงบล็อกธรรมดาๆ กลายเป็นเดิมพันระดับโลกที่บริษัทตะวันตกเอาไปเร่ขายทั้งที่ไม่มีใครเป็นเจ้าของตัวจริงได้อย่างไร? วันนี้เราจะพาไปเจาะลึกเบื้องหลังที่คุณอาจไม่เคยรู้มาก่อน =========================
Multi-award-winning British Production Designer and Set Decorator Alison Harvey joins Chris to share the story of her life and an extraordinary career spent creating some of the most memorable worlds in British film and television.Over more than two decades, Alison has built a remarkable career across the art departments of television series and major motion pictures, progressing through a profession in which experience, instinct, imagination and an extraordinary eye for detail all play their part. Her credits span everything from British television to some of the biggest international film productions, but her journey is also the story of how a creative career develops — one job, one opportunity and one relationship at a time.In this wide-ranging conversation, Alison takes Chris back to the beginning, reflecting on her early life, the influences that shaped her creative instincts and how she first found her way into film and television. From those formative experiences came a career that would see her work her way through the art department, learning the craft from the inside and collaborating with some of the industry's leading designers and filmmakers.Her early credits included work as a design assistant on EastEnders, followed by roles as an art director, production buyer, set decorator and eventually production designer. Along the way came an extraordinary collection of films and television productions including Atonement, Sherlock Holmes, Hanna, Anna Karenina, Gravity, Edge of Tomorrow, Cinderella, Beauty and the Beast, Hellboy, Benediction and Tetris.But it is Alison's work on the acclaimed Netflix series The Crown that has brought some of the greatest recognition of her career. As Set Decorator across all six seasons, Alison helped create the extraordinarily detailed visual world surrounding the British Royal Family, spanning decades of changing history, personalities, homes, fashions and political landscapes. The work brought Alison international recognition and multiple major industry honors. She won Primetime Emmy Awards for The Crown in 2020 for the episode Aberfan and again in 2024 for the series finale Sleep, Dearie Sleep, alongside further Emmy nominations in 2018 and 2021. Her work has also received recognition from BAFTA, the Art Directors Guild, the Royal Television Society and the British Film Designers Guild.Alison talks about recreating a world that audiences already feel they know. Her career has also brought opportunities to work alongside some of the most respected names in production design and set decoration, including Martin Childs, Celia Bobak, Sarah Greenwood, Katie Spencer, Dante Ferretti, Francesca Lo Schiavo, Paul Kirby and Valentina Mladenova.Now Alison has reached another significant chapter in that journey, stepping into the role of Production Designer on Goodbye June, the feature film directed by Kate Winslet. The project marks an important point in a career that has evolved continuously — from assisting and buying to art direction, set decoration and production design.Throughout this episode of AART, Chris and Alison explore much more than a list of film credits. They talk about the experiences behind them: the choices and opportunities that shaped Alison's path, the people she learned from, the pressures and pleasures of working in film and television, collaboration, leadership, creativity and what she has discovered about herself during a career spent largely behind the camera.It's the story of a woman who has spent much of her professional life creating the worlds in which other people's stories unfold — and the life and career behind those worlds. Alison Harvey: A Life Designing for Film & Television is a conversation about creativity, perseverance, collaboration and the unpredictable journey of building a life in the film industry.Join Chris Stafford for this episode of AART, where the conversation goes beyond the work to discover the life, experiences and stories of the woman behind it.Alison's website: https://alisonharvey.co.ukInstagram: https://www.instagram.com/harvey_alison/Some of Alison's favorite female artists:Cornelia ParkerEileen AgarBarbara HepworthLucie RieSusan Halls Alison's Dinner Party Guests:Barbara KrugerBarbara KingsolverBarbara Hepworth Barbara CastleBarbara HulanickiBarbara Streisand Keywords: Alison Harvey, Alison Harvey Production Designer, Alison Harvey The Crown, Alison Harvey interview, Alison Harvey podcast, British Production Designer, British Set Decorator, The Crown Set Decorator, The Crown Production Design, The Crown Behind the Scenes, Emmy Winning Production Design, Emmy Winning Set Decorator, Women in Film, Women in Television, Female Production Designer, Production Designer Interview, Set Decorator Interview, Film Art Department, British Film Industry, British Television, Film Careers, Production Design Career, Set Decoration, Atonement, Sherlock Holmes, Anna Karenina, Gravity, Edge of Tomorrow, Cinderella, Beauty and the Beast, Hellboy, Tetris, Benediction, Goodbye June, Kate Winslet, Netflix The Crown, Martin Childs, Film and Television Podcast, Behind the Scenes Film, Art Department, Creative Careers, Chris Stafford, AART Podcast, Women Unscripted, Hollowell StudiosBecome a supporter of this podcast: https://www.spreaker.com/podcast/women-unscripted--4769409/support.Host: Chris StaffordProduced by Hollowell StudiosWebsite: https://hollowellstudios.com/podcastsInstagram: @twomenunscriptedpodcastsEmail: hollowellstudios@gmail.com
Multi-award-winning British Production Designer and Set Decorator Alison Harvey joins Chris to share the story of her life and an extraordinary career spent creating some of the most memorable worlds in British film and television.Over more than two decades, Alison has built a remarkable career across the art departments of television series and major motion pictures, progressing through a profession in which experience, instinct, imagination and an extraordinary eye for detail all play their part. Her credits span everything from British television to some of the biggest international film productions, but her journey is also the story of how a creative career develops — one job, one opportunity and one relationship at a time.In this wide-ranging conversation, Alison takes Chris back to the beginning, reflecting on her early life, the influences that shaped her creative instincts and how she first found her way into film and television. From those formative experiences came a career that would see her work her way through the art department, learning the craft from the inside and collaborating with some of the industry's leading designers and filmmakers.Her early credits included work as a design assistant on EastEnders, followed by roles as an art director, production buyer, set decorator and eventually production designer. Along the way came an extraordinary collection of films and television productions including Atonement, Sherlock Holmes, Hanna, Anna Karenina, Gravity, Edge of Tomorrow, Cinderella, Beauty and the Beast, Hellboy, Benediction and Tetris.But it is Alison's work on the acclaimed Netflix series The Crown that has brought some of the greatest recognition of her career. As Set Decorator across all six seasons, Alison helped create the extraordinarily detailed visual world surrounding the British Royal Family, spanning decades of changing history, personalities, homes, fashions and political landscapes. The work brought Alison international recognition and multiple major industry honors. She won Primetime Emmy Awards for The Crown in 2020 for the episode Aberfan and again in 2024 for the series finale Sleep, Dearie Sleep, alongside further Emmy nominations in 2018 and 2021. Her work has also received recognition from BAFTA, the Art Directors Guild, the Royal Television Society and the British Film Designers Guild.Alison talks about recreating a world that audiences already feel they know. Her career has also brought opportunities to work alongside some of the most respected names in production design and set decoration, including Martin Childs, Celia Bobak, Sarah Greenwood, Katie Spencer, Dante Ferretti, Francesca Lo Schiavo, Paul Kirby and Valentina Mladenova.Now Alison has reached another significant chapter in that journey, stepping into the role of Production Designer on Goodbye June, the feature film directed by Kate Winslet. The project marks an important point in a career that has evolved continuously — from assisting and buying to art direction, set decoration and production design.Throughout this episode of AART, Chris and Alison explore much more than a list of film credits. They talk about the experiences behind them: the choices and opportunities that shaped Alison's path, the people she learned from, the pressures and pleasures of working in film and television, collaboration, leadership, creativity and what she has discovered about herself during a career spent largely behind the camera.It's the story of a woman who has spent much of her professional life creating the worlds in which other people's stories unfold — and the life and career behind those worlds. Alison Harvey: A Life Designing for Film & Television is a conversation about creativity, perseverance, collaboration and the unpredictable journey of building a life in the film industry.Join Chris Stafford for this episode of AART, where the conversation goes beyond the work to discover the life, experiences and stories of the woman behind it.Alison's website: https://alisonharvey.co.ukInstagram: https://www.instagram.com/harvey_alison/Some of Alison's favorite female artists:Cornelia ParkerEileen AgarBarbara HepworthLucie RieSusan Halls Alison's Dinner Party Guests:Barbara KrugerBarbara KingsolverBarbara Hepworth Barbara CastleBarbara HulanickiBarbara Streisand Keywords: Alison Harvey, Alison Harvey Production Designer, Alison Harvey The Crown, Alison Harvey interview, Alison Harvey podcast, British Production Designer, British Set Decorator, The Crown Set Decorator, The Crown Production Design, The Crown Behind the Scenes, Emmy Winning Production Design, Emmy Winning Set Decorator, Women in Film, Women in Television, Female Production Designer, Production Designer Interview, Set Decorator Interview, Film Art Department, British Film Industry, British Television, Film Careers, Production Design Career, Set Decoration, Atonement, Sherlock Holmes, Anna Karenina, Gravity, Edge of Tomorrow, Cinderella, Beauty and the Beast, Hellboy, Tetris, Benediction, Goodbye June, Kate Winslet, Netflix The Crown, Martin Childs, Film and Television Podcast, Behind the Scenes Film, Art Department, Creative Careers, Chris Stafford, AART Podcast, Women Unscripted, Hollowell StudiosBecome a supporter of this podcast: https://www.spreaker.com/podcast/aart--5814675/support.Hollowell Studios ProductionWebsite: https://hollowellstudios.com/podcastsInstagram: @theaartpodcast Email: theaartpodcast@gmail.com© Copyright: Chris Stafford | Hollowell StudiosAll Rights Reserved
Almost every game that tried the Backpack Hero setup on mobile failed. Overgeared Hero didn't — it's the strongest adaptation the crew has seen; it's doing ~$100K a day, and it pulled off the thing most Asian-developed RPGs can't: it cracked the US.We break down Overgeared Hero by Craft (Korea) — a mid-core RPG built on a Hobby/RPG chassis (gacha, energy, idle expedition, gear-merge, endless tower, pet dungeons) but with a genuinely novel core: inventory-Tetris roguelite runs where you arrange, merge, and position gear in a backpack, and adjacency bonuses (place items near the right weapon or armor) turn it into more than just Tetris. The standout mechanic Jakub unpacks: your upgradeable starting gear sits outside the recipe book, so meta-progression makes you stronger at the start of each run — a roguelite spend-depth lever that lets them keep raising enemy stats and keep you spending. They cover the numbers (~$100K/day since a June launch, ~20K downloads/day, and crucially 24% of revenue from the US, then Japan at 23% and Korea at 13% — rare US strength for an Asian mid-core), the deliberately simple ad setup (12 rewarded placements, all unlocked at once after floor-one round-six, ~15% ad revenue / ~$19K/day, with LINE in the stack for Japan), and why this audience (hardcore PC-pixel, Castlevania/Shovel Knight/Balatro-adjacent, the players who check a tier list before they play) doesn't want aggressive interstitials and can't be scaled on cheap high-volume traffic. Then the UA: ~2,700 creatives, heavy AI, Hobby-style explanatory/altered-gameplay hooks, a channel mix that finally diversified from Facebook/Unity/AdMob into AppLovin This episode is brought to you by Kinoa — the AI operating system for mobile game operations: flows, live segments, in-app messages, push notifications, and A/B testing in one place, run by the operators who own the numbers. Carry1st saw +43% ARPDAU; PlayStudios saw +31% revenue on Tetris Block Party. Learn more at Kinoa.http://www.kinoa.ai?utm_source=MatejPodcast&utm_medium=Link&utm_campaign=Matej+Podcast&utm_id=100PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investorsFor an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SAMatej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
Discover the latest in accessible tech for blind users, including the Ploud One AI earbuds for meeting transcription, multi-line Braille displays like the Dot Pad, and the emerging world of tactile graphics. Steven Scott and Shaun Preece unpack real-world experiences, frustrations, and hands-on insights with their guest Holly Anderson. In this episode of Double Tap, Steven and Shaun dive into the growing field of AI-powered accessibility tools. They explore Ploud One, a pair of AI-enabled earbuds that can record, transcribe, and summarise meetings on the go—sparking a lively discussion on privacy and whether these devices are worth the $249 price tag. The conversation shifts to the Dot Pad multi-line Braille display. Holly Anderson from the Maccessibility Podcast shares her hands-on experience, describing how multi-line Braille transforms reading documents, scanning banking apps, and even playing games like Tetris and Solitaire through tactile graphics. She also reflects on tactile graphics as a non-visual user and the pros and cons of using the Dot Pad with iPhone, Mac, and web apps. The episode closes with an honest discussion about tech frustrations, including listener Gregory's dissatisfaction with the Ally glasses and the importance of tech companies maintaining transparent communication with blind users. Relevant Links Maccessibility Podcast: https://macaccessibility.net Ploud One AI Earbuds: https://ploud.ai Dot Pad by Dot Inc.: https://www.dotincorp.com/dotpad ----Follow on:YouTube: https://www.doubletaponair.com/youtubeX (formerly Twitter): https://www.doubletaponair.com/xInstagram: https://www.doubletaponair.com/instagramTikTok: https://www.doubletaponair.com/tiktokThreads: https://www.doubletaponair.com/threadsFacebook: https://www.doubletaponair.com/facebookLinkedIn: https://www.doubletaponair.com/linkedinSubscribe to the Podcast:Apple: https://www.doubletaponair.com/appleSpotify: https://www.doubletaponair.com/spotifyRSS: https://www.doubletaponair.com/podcastiHeadRadio: https://www.doubletaponair.com/iheartAbout Double TapHosted by the insightful duo, Steven Scott and Shaun Preece, Double Tap is a treasure trove of information for anyone who's blind or partially sighted and has a passion for tech. Steven and Shaun not only demystify tech, but they also regularly feature interviews and welcome guests from the community, fostering an interactive and engaging environment. Tune in every day of the week, and you'll discover how technology can seamlessly integrate into your life, enhancing daily tasks and experiences, even if your sight is limited."Double Tap" is a registered trademark of Double Tap Productions Inc. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
Your calendar probably isn't a plan. It's a receipt for everything other people asked you to do.We've heard a few common ways people run a calendar. As a receipt, where it's just a record of what you're delivering for everyone else. As a watch list, where you accept everything and then triage it on a Sunday night. Or as a Tetris board, where the blocks are constantly moving around because they have to fit the hours you've actually got.Some of our do's and don'ts:Deliberately end meetings 5-10 mins early. Stop defaulting to 60 minutes! Start at 15 and make yourself justify more.Put the agenda in the description field - most agendas are one question or one decision anyway.Block your travel time and be honest about how long it takes.Block the prep before a meeting, and a block for the work that comes out of it.Name your blocks, personal ones too, so people can see what's movable.Put a three month end date on recurring meetings, so you've got a natural excuse to kill them.Plus an expensive Japanese pot, a helpful husband, and three op shops.If this was helpful, we've got mini masterclasses on calendar hacks, taking back your time, and the art of prioritisation inside Powrsuit. Reach out and we'll sort a discount for your first month.Loved it? Share it and leave us a 5-star review!More from Powrsuit:
Conscious Millionaire J V Crum III ~ Business Coaching Now 6 Days a Week
Henk Rogers is a Dutch-born video game designer and entrepreneur best known for securing the global licensing rights to Tetris in the 1980s. He subsequently co-founded The Tetris Company with the game's creator, Alexey Pajitnov, to manage its intellectual property worldwide. BECOME AN ULTRA-PERFORMER Extraordinary success begins with how you think, feel, and act. In just 5 minutes a day, the Ultra-Performer Accelerator Audio begins rewiring you to see bigger opportunities and take decisive action— to you can grow your business faster, increase profits, and make a bigger impact. ACCELERATOR AUDIO — Access It Now Ultra-Performers achieve bigger results, faster. Whether your next level is $1 million, $10 million, or beyond, the Accelerator Audio is designed to help you think, decide, and operate at a higher level — compressing the time to get there. ACCELERATOR AUDIO — Access It Now Join JV Crum III, host of the Conscious Millionaire Show — 2 successful exits, $75+ million in revenue, author, and Ultra-Performance Advisor — every Monday, Wednesday, and Friday.
Henk Rogers is a Dutch-born video game designer and entrepreneur best known for securing the global licensing rights to Tetris in the 1980s. He subsequently co-founded The Tetris Company with the game's creator, Alexey Pajitnov, to manage its intellectual property worldwide. BECOME AN ULTRA-PERFORMER Extraordinary success begins with how you think, feel, and act. In just 5 minutes a day, the Ultra-Performer Accelerator Audio begins rewiring you to see bigger opportunities and take decisive action— to you can grow your business faster, increase profits, and make a bigger impact. ACCELERATOR AUDIO — Access It Now Ultra-Performers achieve bigger results, faster. Whether your next level is $1 million, $10 million, or beyond, the Accelerator Audio is designed to help you think, decide, and operate at a higher level — compressing the time to get there. ACCELERATOR AUDIO — Access It Now Join JV Crum III, host of the Conscious Millionaire Show — 2 successful exits, $75+ million in revenue, author, and Ultra-Performance Advisor — every Monday, Wednesday, and Friday.
I sit down with psychologist and bestselling author Dr. Marisa Franco to break down the crucial differences between fragile self-esteem and true, lasting self-worth. We explore why traditional self-help advice often backfires, how unresolved "open" memories quietly drive present-day reactivity, and why healing requires loving self-acceptance rather than trying to eradicate your flaws. Dr. Franco also shares practical, science-backed tools - including memory reconsolidation and somatic exercises - to help you build a grounded foundation of internal security.SHOW HIGHLIGHTS00:00:00 - Introduction & Self-Worth vs. Self-Esteem00:03:03 - Why Positive Self-Talk Can Backfire00:04:40 - Open Memories: The Database of Self-Esteem00:07:00 - Moving Past Self-Evaluation to Authenticity00:09:23 - Rethinking Attachment Theory and the "Secure" Ideal00:13:40 - Why You Can't Coerce Yourself Into Healing00:18:07 - Memory Reconsolidation and Updating the Past00:28:46 - Implicit Memory, the Amygdala, and Somatic Triggers00:35:36 - Separating Personhood and Self-Worth from Performance00:43:49 - Deep Exploration vs. Superficial Acceptance00:46:46 - Relational Expressions of Low Self-Worth00:53:00 - Working Memory Theory, Tetris, and Somatic Tools***Tired of feeling like you're never enough? Build your self-worth with help from this free guide: https://training.mantalks.com/self-worthPick up my book, Men's Work: A Practical Guide To Face Your Darkness, End Self-Sabotage, And Find Freedom: https://mantalks.com/mens-work-book/Heard about attachment but don't know where to start? Try the FREE Ultimate Guide To AttachmentCheck out some other free resources: How To Quit Porn | Anger Meditation | How To Lead In Your RelationshipBuild brotherhood with a powerful group of like-minded men from around the world. Check out The Alliance. Enjoy the podcast? Leave a review on Apple Podcasts, Stitcher, or Podchaser. It helps us get into the ears of new listeners, expand the ManTalks Community, and help others find the tools and training they're looking for. And don't forget to subscribe on Apple Podcasts | Google Podcasts | SpotifyFor more, visit us at ManTalks.com | Facebook | Instagram
Side Quests is back and so is host Alex from Low Five Gaming! He is a podcaster, creative director, strategist and falling tetromino! The game he is talking about today is Tetris on the Game Boy by Nintendo. You can also find his podcast here! We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Pocket Casts! Wanna join the Certain POV Discord? Click here! Episode Art by Case Aiken Episode Music by Gen Moonen
This one started with a walk and a question I asked my husband: what do you think your greatest quality is? His answer was his ability to work things out, and it sent me down a rabbit hole on fixed versus growth mindset and how much of what we call talent is really just exposure and repetition.I break down Carol Dweck's research and the 1998 praise experiment with fifth graders, where one group was praised for being smart and the other for working hard, and what happened to both groups when the puzzles got harder. It says a lot about why so many high achievers avoid anything they might be bad at, and why praising kids only for how they look sets them up to be fragile later.I also share my own fixed narrative around public speaking, where it came from at sixteen, and the presentation in 2023 where I forgot everything on stage and lived the exact fear I had been avoiding. Plus the story I recently caught myself in about having to post at 6am or there was no point, and how much freer things got when I dropped it.Then we get practical. Naming it, taming it, reframing it. Gamifying the things you resist, whether that is food Tetris or setting a minimum standard in the gym so anything above it is a bonus. Making learning the goal instead of the outcome. And the word yet, which turns a dead end sentence back into a practice.Your brain is plastic. It is trainable in exactly the same way a muscle is. If that is the only thing you take from this episode, that is enough.
Cet été, Silence on joue donne une nouvelle fois la parole à ses auditrices et ses auditeurs durant six épisodes spéciaux. Dans ce sixième et dernier volet, on commence par retrouver le quatuor d'Absolum, beat them up façon Golden Axe avec des ingrédients de rogue lite. Dans la deuxième partie, on explore les subtilités de Tetris avec des passionnés de tétrominos.Et pour cette grande expérience collective, nous avons toujours le plaisir d'accueillir durant tout l'été Ginred Le Mag qui est devenu un vrai podcast. Vous pouvez vous abonner par ici : https://ginredlemag.lepodcast.fr/ Chapitres :0:00 Absolum51:48 Ginred Le Mag : la vaporwave1:02:58 TetrisRetrouvez toutes les chroniques de jérémie dans le podcast dédié Silence on Joue ! La chronique jeux de société (Lien RSS).Pour commenter cette émission, donner votre avis ou simplement discuter avec notre communauté, connectez-vous au serveur Discord de Silence on joue!Retrouvez Silence on Joue sur Twitch : https://www.twitch.tv/silenceonjoueSoutenez Silence on joue en vous abonnant à Libération avec notre offre spéciale à 6€ par mois : https://offre.liberation.fr/soj/Silence on joue ! C'est l'émission hebdo de jeux vidéo de Libération. Avec Erwan Cario et les auditeur·ices de SoJ : Brorne, Petemul, Raoulinho, Petitprince, Hita, Trixciel, UnderRayCRÉDITSSilence on joue ! est un podcast de Libération animé par Erwan Cario. Cet épisode a été enregistré le 23 juin et le 5 juillet 2026 sur Discord. Réalisation : Erwan Cario. Générique : Marc Quatrociocchi. Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.
This episode is a compilation of answers to YOUR questions that were asked directly from my listeners who attend my weekly business education YouTube live webcast. I'll be covering the topic on: Crypto & government surveillance, Free AI Resume Class, leveraged ETFs and more. Refer to chapter marks below for a complete list of topics covered and to jump to a specific section. Get mentored by Chris: Book a Zoom call to discuss joining my Business Academy, Finance Bootcamp (to get a job in finance) or MBA Degree Programs or for investing/business/personal development coaching: https://haroun.short.gy/1on1CallYTWDownload my free "Networking eBook": www.harouneducation.comAttend my weekly YouTube Live every Thursday's 8am-11am PT. Subscribe to my YouTube Channel to receive notifications. Chapter Marks: 0:25 Welcome to Webcast #375 0:33 Free AI Resume Class 3:50 Crypto & government surveillance 6:08 UK economy concerns 7:05 Will AI eliminate Adobe? 8:45 Why prop up the yen? 9:18 Are we in a debt crisis? 11:14 BRICS currency impact 11:53 Sales vs. finance career 14:23 Trump and term limits 15:34 Can European companies survive? 16:13 GPUs & data centers 17:23 Can Nvidia keep rising? 19:43 Leveraged ETFs 26:16 Tetris movie 28:26 Accountants as jack-of-all-trades 29:16 Modeling Nvidia returns 30:08 How to fix Japan 32:28 How to become a quant 34:10 Do quants need programming? 36:26 Is China moving toward democracy? 37:38 MS in Computer Science vs. MBA 39:23 Modeling a country's debt 43:48 Closed-source AI models 45:30 Best finance career path 46:41 Are young people embracing socialism? 48:42 Staying consistent with videos 50:27 How market makers work 52:16 China's impact on the global economy Connect with me: Schedule a 1:1 call with Chris: https://haroun.short.gy/1on1CallYTWYouTube: ChrisHarounVenturesCompleteBusinessEducationInstagram @chrisharounLinkedIn: Chris HarounTwitter: @chris_harounFacebook: Haroun Education Ventures TikTok: @chrisharoun
On this week's episode of the Nintendo Dads Podcast: News ● Nintendo Switch 2 kiosks updated to warn people about the upcoming price increase ● Pokémon Bank will end services in February 2027 ● Pokémon Donuts drop at Krispy Kreme 8/18 ● Candidates for The Duskbloods network test have been revealed ● The Game Awards to run on December 10 ● Game Releases/Updates Let's Discuss ● Why wait to play games on Nintendo Switch 2 when we can play them on other systems sooner? Rumors ● Zelda-themed Products? ● More older Pokémon games to release on Nintendo Switch? Games we've been playing ● Tetris 99 ● Various LEGO Builds ● Clover Pit ● The Elder Scrolls IV: Oblivion Remastered ● Pokémon Pokopia Expansion Pass, Part 1 ● PowerWash Simulator 2 ● MARVEL Tōkon: Fighting Souls ● ReStory: Chill Electronics Repairs ● Metroid Prime Origins Community Spotlight Check out our website at http://nintendodads.org for our latest videos, episodes, tweets, and social media links. Apple Podcasts feed: https://podcasts.apple.com/us/podcast/nintendo-dads-podcast/id950582320?mt=2 YouTube Music feed: https://music.youtube.com/playlist?list=PLyID_QWdPfjM17EE3cg8Pin30jHkLqWKr Spotify feed: https://open.spotify.com/show/3SACicqRHT2yxC9mlUP9PL Become a patron and help us improve the show! https://www.patreon.com/NintendoDads Learn more about your ad choices. Visit megaphone.fm/adchoices
Dr. Karen Litzy speaks with Hannah Kim, CEO and co-founder of Pocket, about the hidden operational burden that happens before a patient ever reaches the clinic door. They break down why front office teams get stretched too thin, how insurance verification and scheduling create revenue leakage, and what it looks like when a clinic automates the full pre-arrival workflow without losing the human touch. In this episode: · Karen frames the episode around the pre-arrival patient journey and why it matters for physical therapy clinics. · Hannah Kim explains Pocket's focus on automating intake, insurance verification, scheduling, and patient communications. · The biggest front office inefficiency is overload: one team is often handling phone calls, insurance verification, scheduling, onboarding, and patient greetings. · Insurance verification is more complex than checking a portal - clinics often need to call payers, confirm authorization requirements, and verify visit limits. · Manual verification can take hours and includes documentation, EMR entry, calculating patient responsibility, and explaining benefits to patients. · Growth exposes weak systems: workflows that work for one or two locations often break when a clinic scales. · Slow or incomplete pre-arrival responses can cause patients to book elsewhere, creating missed visits and revenue leakage. · Pocket aims to own the full process from start to finish, including extracting patient info from the EMR, verifying benefits, making calls when needed, creating documentation, and uploading it back into the EMR. · Beyond insurance, Pocket also supports intake, onboarding, case creation, first-visit scheduling, and automated patient communications. · Hannah shares that the best transformations free front office staff to spend more time with patients, reduce burnout, and support clinic growth without adding staff. Timestamps: (00:01) Intro to the pre-arrival patient experience (00:52) Hannah Kim's background in healthcare and scaling Clipboard Health (02:10) Front office inefficiencies that show up again and again (03:20) Why insurance verification eats so much time (04:15) EMR documentation and the scheduling "Tetris" problem (05:53) The red flag that front office is quietly bleeding money (07:39) What front desk time could be used for instead (08:55) Why problems get worse as clinics scale (09:33) Why the pre-arrival journey affects first impressions and revenue (11:51) The biggest patient-loss window: weekends and after hours (14:08) Why insurance verification is still so manual (15:59) What a clearinghouse is and why it is not enough (17:11) The cost of sloppy or incomplete verification (18:20) How Pocket handles the full verification workflow (21:02) Expanding beyond insurance into the entire pre-arrival journey (23:48) What transformation looks like after automation (26:09) How clinics get comfortable letting go of manual processes (28:16) Why technology should reduce burnout, not replace people (29:47) Lightning round: front office assumptions, coordination of benefits, and advice from banking (34:30) Where to find Hannah Kim and Pocket Key frameworks · Pre-arrival journey: everything that happens before the first visit · Full-process automation: not just clearinghouse checks, but calls, documentation, EMR updates, and patient communication · Coordination of benefits: verifying primary, secondary, and tertiary coverage before problems show up later Notable quotes · "The pre-arrival journey is just so important. It's the first impression that patients have from your clinic." · "Nobody wants to be drowning in admin stuff." · "Technology implemented in the right way really helps a lot of clinics and really helps ease some of that burnout." Resources & Links: · Hannah on LinkedIn · Pocket Website · 2048 Ventures More About Hannah: Hannah Kim is the CEO and Co-Founder of Pocket, an AI-powered pre-arrival platform that automates patient intake, insurance verification, scheduling, and patient communications for physical therapy clinics. She devoted her entire career to healthcare - began her career in healthcare investment banking at Centerview Partners before joining Clipboard Health, an "Uber for nurses" that built a marketplace connecting healthcare facilities with nurses for on-demand staffing. As Chief of Staff, Hannah helped scale Clipboard Health from Series A to Series C, supporting the company's growth into a billion dollar company. Jane Sponsorship Information: Book a one-on-one demo here Mention the code LITZY1MO for a free month Follow Dr. Karen Litzy on Social Media: Karen's Instagram Karen's LinkedIn Subscribe to Healthy, Wealthy & Smart: YouTube Website Apple Podcast Spotify SoundCloud Stitcher iHeart Radio
Ben Hanson tried to fool us.Discussed: Fortune's Weave Direct, Gun Nun, the hero we're choosing first, our upcoming break, Fields of Mistria, Neighborvania, Penn & Teller VR: Frankly Unfair, Unkind, Unnecessary, & Underhanded, the Cai Crew, more games on the horizonFind us everywhere: https://intothecast.onlineBuy some merch, if you'd like: https://shop.intothecast.onlineJoin the Patreon: https://www.patreon.com/intothecast---Follow Stephen Hilger: https://bsky.app/profile/stephenhilger.bsky.socialFollow Brendon Bigley: https://bsky.app/profile/bb.wavelengths.onlineProduced by AJ Fillari: https://bsky.app/profile/ajfillari.bsky.social---Season 8 cover art by Scout Wilkinson: https://scoutwilkinson.myportfolio.com/Theme song by Will LaPorte: https://ghostdown.online/---Timecodes:(00:00) - Intro (00:32) - Fire Emblem: Fortune's Weave Nintendo Direct | The thing you're waiting for us to talk about (25:12) - Break (25:14) - Fields of Mistria 1.0.1 | If you build it, they will [release the full version of the game] (01:10:56) - Break (01:10:57) - Penn & Teller VR: Frankly Unfair, Unkind, Unnecessary, & Underhanded | Performing our penance for losing Trivia Tower (01:23:14) - Wrapping up ---Thanks to all of our amazing patrons, including our Eternal Gratitude members:Michael CBrian MSuperThisWayNick GStarfallrondoSusan H0nlygh0stsVincent JPatrick KEd ASamantha DNorth HeroSam HSnzznGregory Mark SCmndr BiscuiticemanChristian HRydan BCaleb HArden FEye of the DuckKaleNathan EJ. H. AjoelchronoMellowMatthew BRobin LPSeekingSeakingJimmerszoey!Vinny MMattKerry KBrian MNoah DZach DChristopher TDHugo WToddChris BLukerfuffleStephen YDaniel GEric FTaran WBrendan OChris ZClayton MZach RDylan NFederico VTigerz RevengeLogan HAlan RJohn AMike LmattjanzzDavid MHeavyPixelsKaleb HTyler JCorey ZSusan HBarry TRobert RChris JBrett Allen HDan SJack SGarrett CjimiiboJohn HDirch FJim EJim WTristan LEvan BAwfulHanzomin2Aaron GJean HTodd Nred_wagonNeilPeter BJohn VvErik MRedmage77Joshua JTony LDanny KGibson GKate Duncan BRichard MDaniel NSeth MJamesAndy HDemoEmmaLyn ECorey TCaleb WJake LJesse WMike TCodesMatt BWesleymebezacAlex LSergio LninjadeathdogRory BA42PoundMooseRobert MMichael WAndrewthis_JUSTINRyan O14.3 billion yearsBrendan KMegan BSecretAgentKoalaNoah OArcturusAndrew WhepaheChase ALoveDiesNick QChris MRBKaren HAdam FScott HAlexander SMatt HMurrayDavid PJason KMicah OKamrin HAndrew DKyle SPhilip N ★ Support this podcast on Patreon ★
This week we embark on a Big Walk, spend some quality handheld time with the Switch 2, finish Heave Ho 2 and Road to Empress II, ponder news like the closing of the deal taking EA private (and what seems like pending layoffs), some gaming-on-Linux updates, and Dave Bautista's growing go-to status for video game television, run through the shockingly small catalog of AO-rated games, and more.CHAPTERS(00:00:00) NOTE: Some timecodes may be inaccurate for versions other than the ad-free Patreon version due to dynamic ad insertions. Please use caution if skipping around to avoid spoilers. Thanks for listening.(00:00:10) Intro(00:02:20) Make the loved ones in your life pay for your subscriptions(00:04:13) Brad's looking for a new note-taking app(00:07:34) Alex has (unwanted) water in his basement(00:11:14) Big Walk | [Mac, PC (Microsoft Windows), PlayStation 5, Nintendo Switch 2] | Aug 04, 2026(00:34:44) First Break(00:34:46) Road to Empress II | [PC (Microsoft Windows)] | Jun 09, 2026(00:43:57) Heave Ho 2 | [Nintendo Switch, Nintendo Switch 2, PC (Microsoft Windows)] | Jul 16, 2026(00:48:50) Brad's time with his Switch 2(00:50:12) Tetris 99 | [Nintendo Switch] | Feb 13, 2019(00:54:33) Slay the Spire | [PC (Microsoft Windows), Mac, Linux] | Jan 23, 2019(01:04:37) Second Break(01:04:39) Saudi Arabia and Jared Kushner own Electronic Arts(01:23:40) Xbox 360 titles coming to PC?(01:33:48) Making your own Steam Machine with SteamOS(01:45:41) Epic Games looking into Linux anti-cheat support(01:50:16) There's a new Kratos coming to your TV...(01:57:29) Emails(02:13:54) Wrapping up and thanks(02:16:05) Mysterious Benefactor Shoutouts(02:19:20) See ya
Capcom wants to release a new Resident Evil game every year, but what happens when they run out of games to remake? With Resident Evil Veronica already announced for 2027 and only a handful of others left in the remake pipeline, Patrick and Mark wonder where the series goes long-term. Plus: the Virtual Boy library on Nintendo Switch Online gets its final update, The Legend of Zelda: Ocarina of Time for Switch 2 lands its ESRB rating, and more.The guys also talk about:The Leon amiibo is not a man with a gun, but a man with a hatchet.Super Mario Sunshine joins GameCube Nintendo Classics next week.Orbitals announces support for a “Global Friend's Pass app.”Thimbleweed Park 2 is announced.A Splatoon Raiders-themed Tetris 99 Maximus Cup kicks off on Friday.SUPPORT US ON PATREON: https://www.patreon.com/nintendocartridgesocietyFRIEND US ON SWITCH / SWITCH 2Patrick: SW-1401-2882-4137Mark: SW-8112-0583-0050