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Applying the Web Dev Mindset to Dealing With Life Challenges | CSS-Tricks
Applying the Web Dev Mindset to Dealing With Life Challenges | CSS-Tricks
Claude summary: "This deeply personal article explores how the mindset and skills used in web development can be applied to navigating life's challenges, particularly trauma and abuse. The author draws parallels between web security concepts and psychological protection, comparing verbal abuse to cross-site scripting attacks and boundary violations to hacking attempts. Through their experience of escaping an abusive relationship, they demonstrate how the programmer's ability to redefine meaning and sanitize malicious input can be used to protect one's mental health. The article argues against compartmentalizing work and personal life, suggesting instead that the problem-solving approach of developers—with their comfort with meaninglessness and ability to bend rules—can be valuable tools for personal growth and healing. It concludes that taking calculated risks and being vulnerable, both in code and in life, is necessary for creating value and moving forward."
·css-tricks.com·
Applying the Web Dev Mindset to Dealing With Life Challenges | CSS-Tricks
How Panic got into video games with Campo Santo
How Panic got into video games with Campo Santo
So when ex-Telltale Games designer and writer Sean Vanaman announced last month that the first game from Campo Santo, his new video game development studio, was "being both backed by and made in collaboration with the stupendous, stupidly-successful Mac utility software-cum-design studio slash app/t-shirt/engineering company Panic Inc. from Portland, Oregon," it wasn't expected, but it wasn't exactly surprising, either. It was, instead, the logical conclusion of years-long friendships and suddenly aligning desires.
"There's a weird confluence of things that have crisscrossed," he said. "One is that we're lucky in that Panic is the kind of company that has never been defined by a limited mission statement, or 'We're the network tool guys' or anything like that. I mean, we made a really popular mp3 player. Then we kind of fell into network tools and utilities, but we've always done goofy stuff like our icon changer and these shirts and all that other stuff. "I kind of love that we can build stuff, and the best reaction that we can get when we do a curveball like this is, 'That's totally weird, but also that totally makes sense for Panic.'"
"To me," Sasser said, "when you have actually good people who are more interested in making awesome things than obsessing over the business side of things or trying to squeeze every ounce of everything from everybody, then that stuff just goes easy. It's just fun. The feeling that you're left with is just excitement.
·polygon.com·
How Panic got into video games with Campo Santo