cameo near end of video
Thanks to the latest round of LLMs, I was able to throw together a proof of concept for something I've been thinking about for a while
Non-transferrable ERC-1155s on bonding curves. I think it's a great way to do game skins for several reasons
- Always liquid, no need to accept a lowball bid or list your item for days
- Easy for any game to integrate because it is a standard ERC-1155, so big indexing APIs provide metadata for devs to download and cache users' files
- Price increases with every buy, so if somebody buys after you, you are often ensured to be able to sell for a profit (depending on fees & curve)
- While an artist can't directly list the NFTs for a fixed price, and you can't trade them on an alternative marketplace, you can guarantee "royalties" over time via fees
I built a quick Halo 3 style multiplayer game to demonstrate how a UGC avatar marketplace can be used in production
Avatars can be uploaded and listed by anyone, but individual user settings define which quality of avatar is visible. If a user running a low end device chooses to only see optimized avatars, then heavy ones will fall back to the default avatar in games, inspired by VRChat
This is something that I wish AAA games would implement rather than creating a walled garden of skins that can't be taken anywhere else, and in my opinion, this direction is inevitable
Although AI is enabling us to hallucinate any 3d avatar into existence, blockchains can provide a receipt of authenticity, and open file formats like .vrm give us a reliable way to implement avatars across games with ease
Please note that this was a 2 day project and is running on a cheap server. I will only expand features if there is demand. The contract is "audited" by Opus 5.5 Ultracode. Please report bugs in discord.gg/GX4VBJeeAA
Try it here: lobby.ws
Avatar collection: opensea.io/collection/lobby-…
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WIP: a love letter to Toronto. could use some help with this let me know :)
try it out here: neotoronto.ca
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In 1975, Steve Jobs told Steve Wozniak that Atari had paid them $700 for a game they built together. He handed Woz a check for $350.
Atari had actually paid Jobs about $5,000.
In the video below, Woz says: "Who cares about money? Well, you do care about friendship and honesty."
Jobs was working the night shift at Atari. The company wanted a new arcade game called Breakout, built with as few chips as possible.
Jobs couldn't build it. Woz could. He already had a full-time job at Hewlett-Packard, and Jobs said they had four days. Woz went four days with no sleep. Both of them came down with mono.
Woz did it in 45 chips. Atari's own engineers were using 150 or more.
He took his $350 and was happy with it. Jobs took the rest and went up to Oregon to buy into a farm.
About ten years later, Woz read the real number in a book about Atari. By then the two of them had built Apple, and Woz was a multimillionaire.
If Jobs had just told him he needed the money, Woz says, "I would say take it all."
It wasn't the last time. Before Apple went public in 1980, Jobs refused to give stock options to Daniel Kottke, his friend since college, who had helped build the first Apple computers.
Woz did the opposite. He sold his own shares cheaply to Kottke and other early employees who had been left out.
One friend kept almost all of a $5,000 bonus. The other gave away millions.
Was Jobs a genius who knew what business takes, or just a bad friend?
























