chillericed

Joined 15 years ago

Karma
93
Submissions
16
Member since
Aug 19
Co-founder at Quark Games (previously PlayMesh).
View on Hacker News

Recent submissions

Comment · 11 years ago
Great conference! I particularly enjoyed Manju's talk on Twemproxy and Keith's talk on Monaco.
Comment · 12 years ago
this has been true for us so far as well. But I wouldn't rule out that they have more scheduled maintenances that haven't been put out yet.
Comment · 12 years ago
Ok, I'll more copies of learnyousomeerlang instead :)
Comment · 12 years ago
This is awesome, I can't wait for this to go into print, so I can pay you for your work! But in the meantime, many thanks for writing this.
Comment · 12 years ago
Resistance is great. Our group made a google spreadsheet to play the game on, which adds an interesting element because there is more data to reference instead of relying on memory of past votes.
Comment · 12 years ago
+1 I'd also use bitbucket supported version of this
Comment · 12 years ago
We are using Elixir at Quark, it's not actually in production yet though. It will be sometime later this year.
Comment · 12 years ago
Does anybody know why they didn't go sidekiq instead of resque?
Comment · 13 years ago
I hear your points as it relates to the "Top Free" list and there is obviously a lot of room for improvement on discovery, but in response to:

> The “top” list simply rewards developers for getting as many people as possible to buy or download the app once. There’s no reason to optimize for longer-term satisfaction or higher engagement after purchase.

I personally find tremendous value from browsing the "Top Grossing" list. Being in the "Top Grossing" list is some indication on both long term satisfaction and engagement. It tells me that the application has generated real value for their customers and they are speaking with the wallets and not just with their ratings/reviews.

Comment · 13 years ago
Thanks for sharing this!
Comment · 13 years ago
From the Forbes article(http://www.forbes.com/sites/karstenstrauss/2013/04/17/is-thi...):

"Most game studios have an autocratic executive producer green-lighting the work of designers and programmers. Supercell’s developers work in autonomous groups of five to seven people. Each cell comes up with its own game ideas. They run their ideas by Paananen (he can’t remember ever nixing a proposal), then develop those into a game. If the team likes it, the rest of the employees get to play. If they like it, the game gets tested in Canada‘s iTunes App store. If it’s a hit there it will be deemed ready for global release. This staged approach has killed off four games so far, with each dead project a cause for celebration. Employees crack open champagne to toast their failure. “We really want to celebrate maybe not the failure itself but the learning that comes out of the failure,” says Paananen."

The rest of the head count are these cells with failed launches.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton