Building my first mechanical keyboard



– There's this recurring joke in the mechanical keyboard
community about endgame. (keyboard clacking) Even though you know
that the right keyboard could last you pretty
much an entire lifetime, actually finding that keyboard
is another matter entirely. I've tried everything from
traditional keyboards, to really retro keyboards, I've even tried some
more eccentric designs. But they're not quite endgame. And so today, I'm gonna try
building one from scratch. (techno music) So, I've swapped out
switches, key-caps, cases, one time I switched out
a PCB microcontroller, which was a whole thing, but I've never actually
built one from scratch. And really what I'm looking for is just something that's
completely unique to me. I want it to be compact, I
want it to be hard-wearing, and I want it to be
absolutely amazing to type on. So the main components of the keyboard are a PCB, or circuit-board, got some key-switches,
key-caps, stabilizers, we got a mounting plate, although this one's technically optional, USB cable to plug
everything into a computer, and then a case, for everything to sit in. So a keyboard isn't made
up of too many parts, but actually getting your hands on those parts is another matter entirely. They're not really something you can just go into a store and buy, and to be honest, even Amazon might be a bit of a stretch. The Chinese retailer AliExpress has a huge selection, but it can feel like a bit of a wild west, so
what I found really helpful is using popular
mechanical keyboards forums like the Mechanical Keyboard subreddit, GeekHack, DeskThority and
find their recommendations. Tools-wise, also pretty straightforward. We've got: screwdriver, soldering iron, plus a couple of soldering
iron accessories, and of course, the solder itself. Oh, and I'm gonna say
solder rather than sah-der, because, well, you get it. Keyboards come in all
different shapes and sizes, but there are two main types. You've got full-sized keyboards, which include pretty much
all the keys you'd expect, and then ten-kilos keyboards,
which omit the numpad. But there are also some
more esoteric options which you can go for if you don't mind having to deal with occasionally some weirdly sized key-caps. These are tend to be
described in percentages. And the higher the percentage,
the bigger the board. So common types include 60%, 65%, and 75%. We're gonna be building a 75% board, which I think strikes
a really nice balance between compactness and functionality. Also, for me, it's really
similar to a lot of laptop-style keyboards,
so it feels very familiar. Step one: we're gonna wanna test the PCB. It's a good idea to test
that your PCB is working before you solder anything to it. In order to test it, you wanna just use anything that's metallic, that can connect the contact points and act like a switch will eventually. There are online keyboard
testers that work great here, so just plug your PCB in and test each switch position one by one. Once we know that it's working, we're gonna install the
stabilizers into the PCB. Now any key that's the equivalent of two letter-keys or wider,
like this backspace-key, needs a stabilizer to stop
it from wobbling around. We're using Cherry stabilizers. We just clip them together, slot them in to the PCB, making sure we use the right holes, because this PCB supports
different layouts. Costa stabilizers are
another popular option, but I found that they can
be a little bit fiddly to attach key-caps to. Personally, I think both feel fine, but there are plenty of
other opinions out there. Some people like to
modify their stabilizers to make them feel less mushy and you can also lubricate them to reduce any stiffness or squeaking, if you're so inclined. So I'm not going to lie guys, this bit is a lot more fiddly than I thought it was gonna be. Not only are there quite a
few more holes in the board, but also just getting all the right pieces and parts of the stabilizer together before clipping them together
is a little bit tricky. So we're actually building
a U.K., or iso layout, because I'm in the U.K. and I
mean, also it's just better. But what that means for the
purposes of the stabilizers is the enter stabilizer is gonna be vertical
rather than horizontal and we're also not gonna
have a left-shift stabilizer cause our shift key just
that little bit shorter. We're also not gonna have
a right-shift stabilizer because that key is going to be shorter to accommodate an up-arrow
key to the right of it. So next we have the switches, which I think are the most
fun part of the keyboard. I mean they're literally the thing that makes it a mechanical keyboard. It's the thing that defines
how it feels and sounds, and there are so many different kinds. I mean, there's Buckling Spring, there's Alps, and there's Topre. But, Cherry MX are
probably the most common and they're what most DIY
kits are designed to use. They each take different
amounts of pressure to press and they actuate in different ways. It's what gives them their
different sound and feel. Now I think Cherry's
website does a great job of explaining the differences between their official switches, but the great news, although, maybe not if you're Cherry, is that their patent has expired. So now loads of other
companies and hobbyists are making their own takes
on Cherry's iconic design. One such company is Zeal PC, who manufacture their Zealio switches in partnership with Gateron. We're gonna be using a set of their 65 gram Zealio switches, which I've been using on
one of my other boards for a little while now. It's got this really
nice tactile bump to it, kind of like a Cherry MX clear, but without the
scratchiness and stiffness. It's a little bit more
of a bump than a brown, but there's less of a click
like you get with a blue. I think the slightly in-betweeny design gives them a really great feel, and it means that they're perfect for whether you're typing or gaming. So actually installing your
switches is fairly simple, but because this is my
first build, I'm gonna take little bit more time to
make sure I get it right. Remember, this PCB
supports multiple layouts, so what I'm gonna do is, I'm gonna test each
position of the switches with key-caps before I commit to getting solder on them and everything. So if you find your PCB
doesn't have little holes needed for these plastic legs, then the internet says it's
probably fine to snip them off, unless, of course, you
don't have a mounting plate, in which case you should really have a PCB that does support them. It's finally done! Now it's time to flip it
over and get to soldering. I'm kind of terrified, I'm no soldering expert by any stretch and I'm not gonna pretend to be. I've linked a video
down in the description which I've personally
found really helpful, but, for your benefit, here
are the general rules I found. Apply heat evenly to both the switch's pin and the electrical contact, and then apply solder
so it connects the two. We're looking for a nice, neat cone. Don't use so much that
it turns into a dome, but use enough to get
a good solid connection between the two. And take your time. If the solder isn't flowing properly, than don't continue to
apply loads of heat, because you could break something. Take a moment to let things
cool down, re-adjust, and try again. You got this. Next we're gonna put it in it's case. Cases come in all
different shapes and sizes, but generally you'll find they'll either be made of aluminium or, sorry, aluminum, or acrylic. This case is kind of
a best of both worlds. It's part aluminum, which
means that its nice and sturdy, but it's also got this
transparent acrylic layer, which is great, because
this PCB has lights, baby! Which of course, I'll be turning off, because I work in an office, with adults. Anyways, now we place
the PCB and the acrylic inside the case, screw the PCB to the case, and finally just screw
the whole thing together. (deep sigh) So finally it's time to actually put some key-caps onto these switches. Now, when it comes to key-caps, if you thought we had a lot of choice when it came to switches, then you are gonna lose your mind at the amount of options here. You can even spend hundreds on
individual artisan key-caps, but for this build, I'm going to keep it on more
on the understated side. I've got a set of EnjoyPBT 9009, or nine thousand nine key-caps, which I just love the retro look of. Now assembling them is quite easy, you just put them onto
the switch and push down. Now these key-caps are
made of PBT plastic, which is slightly more resilient than cheaper ABS plastic and the lettering is printed on using a dye sublimation process. That's not quite as good
as double-shot key-caps that ensure the lettering will literally never rub off over time, but it's a lot better than
cheaper laser-etching, where lettering can wear
away in less than a year. But what's important for our build is that this kit came with plenty of non-standard key-cap options, which will fit our weird 75% layout. Now that everything's assembled, we can just plug it into a computer and test that everything's working. If we were being extra, we could maybe buy a
custom braided USB cable, but, to be honest, for our purposes, any old mini USB cable will do just fine. We can plug it into a computer, and use that same keyboard testing tool that we used in the beginning of the build to make sure that
everything's still working. And then, fortunately if
anything's not working, which, you'll have to open it up and re-solder those switches once you know which one's the problem. (keyboard clacking) Good keyboard design is timeless, and, I mean, if you can resist the lure of becoming a bonafide keyboard collector, buying the right model can
last you the rest of your life. So this is my first build, and I know there are some things that I could have done better, but I want to hear your thoughts. What's your advice to
firsttime builders like me? How do you build a keyboard first time and make sure that everything works? Let me know in the comments below.

Building iPad Apps



we have the pleasure of double pleasure today to welcome Ontario Britain who is a app developer game developer for ipad iphone ipod touch apple platform as well as others and as a combined launching our own students Apple users groups so I'm very delighted that you will hear Ontario now I met very recently so our relationship is very recent with very fruitful and very strong he is from FMC future media concepts where an app development course with him worked up on some of my programming skills as he's super and he showed me some wonderful things and I thought that would be wonderful to share with everybody here so without much else to say I handed over Ontario thanks thanks Esther so just so I know who I'm talking to who's uh who's a programmer in this room who's maybe had a class yeah okay so like do one hand for programmers but like ten hands for classes so it doesn't matter if you got to see it I just I'm just wondering who has some experience who and and who has any interest in iPhone development or thinks it's cool all right okay so so my goal here today Esther invited me to come in and give you a little a little peek into what a video game development looks like and I've been a game developer full-time for five or six years a lot on the PC a little bit on console but for the last two and a half years strictly iPhone and iPad ever since the first one came out so I want to give you a look at what I do day in and day out what I love to do what makes me most excited and that's just how to get a good iPhone app built off the ground and have a chance at being successful so if you were to start writing an app today or or if you just finished one and you want to put some polish on it I'm gonna tell you what goes into giving you your best chance of success that you could you know start using today so I'm going to talk to you about fun about proper execution about marketing about Polish and those are the four those are really the four pillars that hold up a good app and then after that I want to talk to you about passion and about getting some good naysayers on your side which is important so to start off about fun three years ago I went to San Francisco went to my second Game Developers Conference and one of my favorite sessions was a breakout session on fun where someone did a research driven dissection of what fun actually is and if you're gonna make a game for somebody you better know what they're going to enjoy I hadn't considered it before this conference but there are actually different kinds of fun and you have to know what you're going for if you're going to be successful there's the kind of fun where you have these brief little casual games are like this you have these brief little challenges to overcome and then and then an immediate reward and it's just something easy to unwind with at the end of a long day that's a successive a successive set of peaks and valleys of stress and release if anyone's played Angry Birds who's seen that game yeah or tiny wings right that's more recent fine but both of them you have a little quick easy input that you immediately get some good or bad feedback right there's also much longer games who in here has ever played Starcraft alright those are the those are the five really cool kids in my book right so Starcraft is a real-time strategy game where you're building up all your buildings and your armies and as long as the other guy doesn't rush you or vice versa you're playing for an hour to totally crush him and get your strategy of your hundred guys to properly overcome him and his his 70 guys right because you're faster than him so when you're that kind of game is a much different kind of fun it's a constant slope of stress it requires a lot more thinking and strategy so you got to know exactly what you're making and what your customer wants turns out that the casual games are tons of fun and sell really well on the iPhone the first kind of fun and there's other kinds too there's like four different categories but doesn't had does anybody know what the recent I don't know if you know but the recent Starcraft riff ripoff an iPhone is I want to know if these five cool kids know what it is so game off came out with a game called star front and it's an exact copy of Starcraft has the same three races it even has like the same lighting the Marines faces blue on this side red on the other from the lighting everything's just a complete copy but it didn't do very well and they they recently dropped it to $0.99 and it's only at like number 15 and the rankings which we'll look at here in a sec so you got to know what's fun for the platform and the people you're making the game for so then proper execution who can tell me who can tell me what tools you start with to make an iPhone app who's familiar a little bit yeah you need Xcode that's the that's the compiler that's the that's the program that you write your code into that compiles it into machine code and deploys it onto your app now Xcode in and of itself is you know a little bit dry you need to you need to get to know it and get very proficient and with it in it throughout your duration of app creation but you're going to be using other tools especially to make games you might use some animation libraries core animation that Apple gives you and if you look up a core animation tutorial you can be a wiz at that and have some really good looking a good looking app in just an hour too so don't be afraid of core animation if you run up against that but you might also use a game engine like I do and I'll show you on here there's all different kinds of game engines my favorite is unity and I'll show you around a little bit what a game engine does for you and I have to resize it to fit on the the projector automatically resizes everything to like 20 pixels by 20 pixels so we've got to shrink it down a little bit alright so this is uh this is a game engine and if you don't use a game engine to make your game then you might be a big enough company that you wrote your own but you're gonna end up making some kind of framework that your game runs off of because you're gonna end up with physics collisions for sure you're gonna have texturing and rendering so you have to consider if it's worth it to you to buy one of these anyway I use unity which is free from a company in Europe and it's 200 bucks to get the iPhone version so I can build anything in here push it out to my devices so I'll show you what's in a game editor you have a bunch of assets over here that you've dragged in you have scripts you've written this one lets you do it in JavaScript so if you've done any web programming you can pretty easily get into to unity3d you also drag in your textures your 3d models and you take these assets and you drag them into this 3d world space up here in the upper left and you can see here that I've got this this little alien guy on a dance floor so you can already tell this can be a great game right it's gonna be super so this guy's on a dance floor I've put a I put a second alien underneath because it's kind of expensive to do reflection shaders on the iPhone so the cheap way is you just take whatever you want reflected stick it underneath and make sure the ground in between is a little bit trans transparent and you know this is what it looks like down here this is the camera view of what its gonna look like so this couldn't be easier to use I can grab my models and over here I can affect every different attribute about them possible and you know I think this is playable so my little guy is my little guys down here I had already lost alright so then down here you can actually play the game and suit us alike I can't do it on the track thing at the same time but you're probably gonna want to use a game engine or some comparable tools you got to find the sub set of tools you need to make your game though you also got to know what the path of least resistance is between you and making your idea happen so you want to know where some some free art assets and sound are online obviously you've got to have art in your game to make it look good but you have to have audio I've seen game ideas completely die because no matter how good they were they didn't put in any audio and that's gonna take a day of your time or more to find the right audio to get it sound and good to get it mixed well so in Angry Birds you got this little slingshot guy and you and you throw them I was teaching a class and they asked to be able to make Angry Birds and we're able to mock up those physics in the game engine it took me like two hours or less to get a prototype of Angry Birds working because you already have in a game engine the physics and the collisions and the other things I mentioned but something that Angry Birds has that they do really well is they have a lot of polish one of them is the audio like when your little birds fly they they squawk and and they have happy squawks when when they're knocked something over and they have these these sad squats when you miss completely and it gives you a little bit of emotional feedback right away and that's some of the polish we need you also before we leave execution you also need to know where to get to get art some of my favorite places are these free photo brushes sites if you typed in free photo brushes you'd end up at my photo brushes com but they have all you can they have sci-fi nature girly macho whatever you want but you can make a scene like this with these little there they're called brushes but they're really just stencils that you can use in your drawing program because you will as a game developer be at least familiar with GIMP which is free or Pixelmator which is like 30 bucks on the Mac or Photoshop if you if you have that I put out the money for that but you can use these in there too to make a pretty a pretty cute game with some free art but you know nothing's really really free let's look at how these mechs are made so my favorite place to go for game art is 3d art t.com and I just want to get you familiar with it the idea that you got to have a lot of a lot of places you go for quality assets or your game is sunk a really fun game that that isn't polished that looks terrible won't get picked up because you know how people buy apps in the App Store we can look right here you go in you go to the iTunes Store you click on the App Store and over here on the right you'll see this list of top ten apps that's what everybody sees first and looks at first this will come in and marketing and then you also have when you go into an app you have the screenshots of what that app is hopefully this is some nice game and not some offense of something good it's Catan so you come into here and you see these screenshots people make their judgment about if they're gonna buy your app or not by how it looks in these screenshots so you have to not only have your game look good but you better have five screenshots that look sick and have enough difference from each other that looks like a beautiful game with some variety in it I actually do that from the get-go I say okay I have this game in mind do I have enough gameplay that I can show five beautiful screenshots because this sells you or not this is your entire face on the app store so when you go into there let me show you some nice art and this is going to kind of show the process so when an artist makes the art for your game because some of you might be interested in the art side they have to make a 3d mesh model in a game in a program like Maya or 3d studio max and then it has to be it has to be properly textured so it can be lit and this is some nice some nice light mapping that they're putting on if you can see it I can zoom in actually they put on some really nice light mapping and you can see a bunch of detail here that wasn't part of the mesh the mesh was very simple and lightweight and then these are all put on with shaders but then of course you have to get it colored with a nice texture you can add its own self illuminating light welcome anyone and and then they have to be animated so these things aren't any good unless they can run around and and shoot each other I don't ever make violent games so for me they're shooting each other with water cannons or something you know make the other guy rest to death the game takes like ten years right so but I love these things I'm gonna find a game for him I actually wanted these to be in my dancing game because these looks so tough you expect some big Rambo game but then they like do some disco dancing right that could be a lot of fun that kind of thing is great on the iPhone so the thing is you gotta so the reason why I love this art is because it already comes textured and animated and it's 191 bucks for these five mechs and then you get there you get their skins their textures so that you can completely change them any which way you want so you got to go out and find the places where you're gonna find where you're gonna get the best bang for your buck if you have no money in your pocket do you have to go look for some properly licensed free art if you have a couple hundred bucks yeah you need to find the most beautiful thing for your game for Kumble under bucks a nice thing about these is I take the file format I buy from them I drag it into my game engine and I immediately have immediately a working animated character that I can export in the game immediately let's talk about marketing I showed you the iTunes store here and the very best marketing that happens with an iPhone app isn't how many banner ads you can get on what awesome blogs that's all secondary to being able to be high up and it'll load here in a sec go from the right you have to be high up on these top ten lists over on the right because like I said that's where everyone looks and sees first they look at the paid ones and more people look down at the free ones immediately so and this is the Angry Birds app I was mentioning where they they fly and not stuff over with with slingshot physics so you have to you have to get yourself as high up on these charts as possible does anybody who buys iPhone apps know how an app climbs the charts I love this I love the the cricket to know hands because that means I am imparting to you some new knowledge yes you would think so and customer ratings are important and they tie in but yeah that doesn't affect their popularity because the very top app could have like zero stars it could be super crappy but but be really high up yes yeah it's all done on sales they have a secret they have a secret equation that you can kind of reverse engineer and figure out but it's weighted between the sales you've had maybe over the last week combined with a heavier weight looking at all the sales you had on the previous day so what that means and I'll tell you right now if you don't want to do the math in your head what that means is for you to climb up the charts you want to be able to have a bunch of sales concentrated on one day you don't want to spread out three small sale Peaks throughout the week if you can get a whole bunch if you could combine those onto one day be three times as high and go further up the charts because once you break into the top ten you're gonna stay there cyclically once you drop down it's easier to fall out of the top 25 the top 50 because those are different pages that people go with less and less frequency the other thing is the higher you get up in the charts the higher your income is your daily downloads are exponentially so if you're in the first spot your your cell like the first paid spot you're selling like thirty thousand a day and after apples 70% cut like even for $0.99 you're making like more than $100,000 a week and that's just you know just looking at it you got a that's just that's just sitting in the store and then if you update it you can you can get more sales Peaks going so that you can ride the wave up here I love these guys this this game is called Angry Birds Rio HD they had their other Angry Birds HD here that's for iPad but if we look at iPhone I just want to show you some amazing marketing so you can copy it verbatim this is pretty awesome so Angry Birds Rio is the top one then they have Angry Birds at number three and it's fallen off the list but this week they also had Angry Birds holiday edition up there so they had three apps in the top ten so they're easily raking in $100,000 a day they've been up there for months so you know they've broken the million dollar mark a few times right yeah question well for example you might have some connections with some tech blogs that are actually going to get you the kind of coverage you need because if you get a tech writer to write about you that's infinitely better than just being a banner on their website so if you make some connections with some tech blogs which I don't know I'll tell you how to do I have some of their emails but you have to let's say you had three tech blogs you liked you could easily slip them each a different thing to cover in your a different exclusive on different days of the week because you thought oh I want people to be seeing this on Monday Wednesday and Friday but if you know how the math of the app store works you would give them all the information on the same day and tell them this is time-sensitive you should release it now because it won't be exclusive tomorrow I'm putting on my webpage and that way you try I mean they're still going to decide whether or not to even feature you but then you try to help funnel all of your coverage into one day and you just have to know how the the marketing end of things works to help that happen this is a that's a nice question so so polish something about polish and it has to do with passion is this this game with these these these Angry Birds and their slingshot physics the the backstory isn't very complicated some pigs stole the eggs or the henhouse and now they're just for some reason hanging out and these rickety tall structures that the birds hurdle themselves at to knock over and the birds look angry in the cutscenes and when there's they kind of got cute little faces while you're pulling back in the slingshot and they look all concentrated as they fly and then when they hit they look dazed or sad or whatever now a similar game and let's see if I can pull up a picture for reference so it's not all hypothetical a similar game is so there is you kind of sees all concentrating with his eyes closed and he's just a ball that you've thrown at some cubes you know but really this is a lot of fun those boxes are all gonna fall over and the birds are the friends birds are gonna fly out of their cages when they topple now picture if someone said okay this game's $0.99 it looks beautiful it's actually branded with art from Oster someone in the hall oh the pizza's here I'm like oh someone's coming I should have waved him off you'd have some more time together right now what if what if you made a game that was the exact same thing but it was just a ball and a slingshot and you let it go and it knocked over some like less pretty crates if those are both a buck which one are you gonna buy it sounds rhetorical obviously this one it looks better but why ask yourself why would you buy that one why do you care like let's say that the one with just the plain ball actually has a little bit better physics they bounces a little more realistically why is this one more appealing the graphics that's easy to say yeah it just looks nice it does and it looks nice to the point where you can tell they put so much polish in it and try to give it a little bit of some emotional tie so you care if the birds you know like you don't care if the ball hits the crates but you care if the birds free they're friends you care a little bit and you're like in the dumb part of your heart you know you care a little bit there now I want to talk to you about passion I started my college did my college my college career as a musician all of my siblings did we all were were going down full-time performance majors I played the tuba my brothers play the sax and the trumpet and they have a band and they gig around New York City they do really well and my sisters play violin and sing but that's the only one who switched over to computer science and programming which you don't necessarily need to be an iPhone programmer because I got none of this in school the principal's in my programming classes applied but I thought this was cool enough I had to ask my wife permission I was like look this is gonna take a little more a bit more in my time after work and after school but I really want to enter this Apple competition they had iPod Touches back before anyone had one I was like that's the only way we're ever gonna afford one is if I win it at this competition so anyway so I I did my own app on the side and I've taught I've been self-taught for everything I've done but my first app I did it took me three weeks because I had a game engine that's familiar with I knew where to get my art for cheap my art cost a total of ten dollars because the game engine I showed you comes with a bunch of tutorials and you can use any of the art from them oh okay you're gonna like this story this is how I cleaned up all right they come with these different tutorials that show you how to use it and one of them is a spaceship flying around some pyramid levels okay that's kind of dumb no one would fly I mean that's like alien vs. predator maybe and everyone hated that movie except those five nerds who knew about Starcraft right me and you guys definitely like David P ma VP – I don't think I even bothered so what happened was the art they had these levels and I said okay I've got some of these levels that I can people just would use pieces of that I can use if it's in a game with this game engine those are licensed I have this thing that flies around these pyramids because I didn't really know the math very well to do quaternion flight non gimbal lock flying I just didn't know how to do that back then and I still don't and so I thought what could I make out of this and all of the levels the tutorials were like homes and office areas and I stuff it's like what flies around an office in a home probably a toy airplane right I didn't have a toy airplane but a paper airplane made a lot of sense and paper pilots sounded good and I was at this company and I love making games but the company was just doing client work and business apps and I was just pulling my hair out and I was glad to have my first iPhone job I landed it because I I placed at that competition the first one I entered where I got the free ipod touch my first instruction book but I'm just pulling my hair out at work I'm like I you know I thought this was going to be fun so I tell my boss you gotta let me make a 3d game that's where my experience has been that's what I love to do and he said fine I'll keep you on salary I'll take the risk take a week it took me three weeks but I said okay I've got offices and flying mechanics so we went and bought a paper airplane and a story for 10 bucks I literally I didn't even I couldn't even swap it out at the time for the the flying machine I just actually made it a sub child and turned the flying machines rendering off because I didn't even know how to swap them out yet and then I just got rid of the pyramid scene and put in the office scenes I took the tutorials wholesale which like all the other users half of them thought that was just a terrible ripoff but it was it was allowed in licensing in the CEO from you know Copenhagen had my back and and defended me on his blog or whatever he's like we make this engine to make things easier for people so no don't make it all yourself so I put those together and now my eight paper airplanes flying around office buildings I just had to put in some paper clips that you have to catch an order to beat a level under a certain amount of time all of that is pretty simple math to do especially if you have a game engine do it for you we made it in three weeks and then in the next three months it made a hundred thousand dollars on the App Store from just three weeks and $10 investment you know in art my boss had three weeks investment of me and I he was paying me 20 bucks an hour then so you know so less than $2,000 investment and he got $100,000 back now you did some marketing that he didn't need to spend money on but but you got to have enough passion so this is why I'm not a music major because if you're a music major everyone tells you they tell you you you know you're a great musician when you go to sleep thinking about music and you wake up thinking about music and that's all you can think about that's how I am with game development that's not how it was with music so I was like okay I'm never gonna be a good musician I just like playing my tuba for fun sometimes so so we got into game development and I am passionate about about iPhone development I just love it it's a lot of fun for me and I like the products that come out of it and you've got to have that that passion that'll drive you through the hard parts because you're gonna have a learning curve with any new you know with any new thing you're learning here at college and especially programming languages you have to get up the learning curve before it actually feels rewarding and fun before you feel like I'm just kidding I'm just hitting my head against the wall but if you have a vision of what you want to go for you remember James said that I saw a friar in the hall I think I can quote the Bible here you remember James said faith without works is dead and similarly going through the steps of a good app without the passion to really get it over the difficult parts is gonna leave it empty and lifeless and your customers will know and I guess to wrap up here I keep looking this clock thinking I don't know it has a move of the guy I thought oh I'm only half an hour late with traffic I thought I was gonna be later you know but anyway the last thing is you got to have some naysayers you got to have people who play your app that you trust for me it's my brother an old boss of mine my wife people of varying technical abilities who can see who don't have the same passion in fact it's nice when they don't like my wife is like I like it when you do the things that bring in the regular paycheck she's a really good nature she supports me loves me lets me do what makes me happy but thankfully she can she can look very what's the word I'm looking for starts with a no objectively thank you very objectively at what I'm doing so you got to have people who tell you no here the holes you need to fix now because if you don't get it from them you're gonna get it from someone else on the AppStore in your comments and then you'll have lost some momentum of customers that if you'd have just waited fix those because someone already told you all those customers you would have still gotten at the beginning with good comments and snowballed into more sales so man that's my rundown of to make an app you got to have fun good execution marketing polished passion and get some naysayers on your side it's just kind of a quick run-through this is a this is a visual fiduciary marker you can have any picture you want in here this is from the stream library I have to mention that because they haven't launched it i'm gonna private beta and they said don't do it unless till close with me showing you the thing i am most passionate about which is augmented reality that's where you take thanks a lot that's where you take the real world in front of you so I'm just placing this marker on this table and then you mix it with a CGI image that you produce alright so this is the string library I'm using and look there's everybody writes my pet has a camera okay but and I'm gonna look down at the table and you can see this marker on the table it's gonna recognize it and overlay my 3d scene and I'm just working on something here and you know it's it's fully 3d so we can move around it and stuff you got to keep the mark around the screen though but then I have some input here so my little my little guy oh I think I knocked him off the screen he's gone well I have some inputs for my B I can't see really well but anyway I can walk all around this right and actually interact in 3d with it however I want just so you guys know like I know this engine pretty well and I know augmented reality because I've been involved with it I got this I got this off this is a this is a closed beta product that's going to release soon but I drag and drop the framework into the free game engine and the frameworks free to cuz you don't have to pay for it until you're gonna deploy something for commercial launch and then they immediately had a tutorial that already had something showing a little red box immediately and I just switched out the box for a game level that I had made for a different project these are actually gonna come forward along the ground you can see the grounds moving but these are gonna come forward along the ground and it's just gonna be like space invaders and augmented reality but anyway I mean just so you guys know you've got to find the right tools because they make it insanely simple to do this yourself and they help you to kind of get over the rough spots when you have something that fun to work on yeah so the Nintendo DS they've written their own because you can write your own from scratch I can't write my own from scratch for the same price that I can license it from them however I checked if you look at the Nintendo 3ds demos they do some things like ground deformation and other things where you've got to know your competitors I immediately saw them I don't have it here to show you but I can take this ground plane you see this this green binary coming down here I can replace that with the image of the table that I pick up off the camera and then I can deform that 3d mesh so it looks like I'm messing with the table it can ripple and wave like water the 3ds does that and if you are if you pay attention in your abstract linear algebra class where you do a little bit of vector math or or just in geometry you could look at that 3ds and say I know how they did that I'm gonna make that that's actually what I'm working on for a contest submission I'm doing this week so it's similar yeah of course you can't you need to use a program like Maya or 3d studio max those are both expensive Maya's I mean it's a thousand bucks it used to be ten thousand so relatively inexpensive but that's what Pixar uses to make its movies 3d studio max is what game studios make high-end wants to make their games but if those are too expensive for you like they are for me you can get to know blender which is very difficult to use but it's also free I mean it's it's great it does everything but the user interface is very tricky to learn but if you went to blender.org you could get some experience with that but there are other tools like milk shape milk shape is nice I think you can do some modeling in there the nice thing is if you have the game engine like that free one it comes with some primitive shapes that you can combine to make your prototypes until you have the the nicer ones you want she might check out blender you might also check out friends of yours who already know how to do this and get it from them like going a little go in 50/50 or something because because I don't know what the the design departments like at the college is there any 3d modeling no there isn't but so you need to go talk to your friends in the other colleges oh that doesn't sound but anyway that's what I have to do I have to go talk to friends at college about it yeah and they don't know what they're worth if they're in college they think it's okay to pay them 20 bucks an hour 12 bucks an hour zero if they're your friend you know yeah you end up putting bones and this is why you need someone who knows what they're doing they they fit it with a skeleton that you then defined the animation around and then they actually paint deformation weights around the joints and stuff so that when this joint moves because like when I move my arm I don't know if you've ever thought of this this mean for this action in depth before but there's a movement your arm does when you twist like this I'm obviously twisting my wrist not my elbow but my skin all the way back here twist my wrist twists completely with the movement but it decreases as you get back to here and my elbow actually stretches my skin up here a tiny bit but in a less noticeable fashion you have to paint deformation weights onto the onto the model onto the 3d vertices so that each each pivot each bone joint moves all the other vertices to a certain amount so like when this bone moves it would have no interaction with the left half of my body or off of my arm even right the nice thing is if you if you if you dished out 191 bucks for those mechs that all that's done you know for less than you could ever pay an artist to do it they can they sell and cheap because they you know they they sell them to everyone to sell them in bulk

Top 10 Landmark Moments in the Music Industry



a single moment can change everything welcome to watchmojo.com and today we're counting down our picks for their top 10 moments in the music industry we got something to help you keep MTV at your fingertips it's the MTV dial position sticker stick it on your stereo dial and it marks the exact spot where our sound comes in for this list we're not taking a look at musical performances or infamous moments those deserve lists of their own instead we've sought out the moments that most significantly impacted the music industry itself these moments are the game changers put on a Walkman and see the world in a whole new light number 10 Kelly Clarkson is the first American Idol the winner of American Idol 2002 is Kelly picture time when there were no TV music competitions yes such a time really did exist in 2002 American Idol took America by storm first finding a balancing act between tragically funny and genuinely impressive auditions and then blowing America away with amazing performances week after week by seemingly everyday average people the first star to steal our hearts was twenty year old Kelly Clarkson voted to victory by fans Clarkson became the first American Idol finishing off a season that launched a phenomenon Kelly take a second and just tell us how you feel what's on your mind right now as you are the American Idol while it may be off the air now this monumental moment gave hopeful singers somewhat of a shortcut to stardom and change the way the International superstars were crafted number nine you to zoo TV tour seeking a new identity at musical direction u2 reinvented themselves for this two year worldwide tour what they didn't know was that is changing themselves they were also changing the way touring was done on issues the man wanted to abandon their straight-edged image so they got rid of their strict stage designs and opted for an elaborate setup designed for sensory overload representing the despair television often seen in dystopian films the stage was filled with large screens projecting sharp cutting close-ups of the band and pre-recorded film footage live broadcast and electronic headlines it wasn't just a concert it was a multimedia event the effects of which are still present in live shows today number eight hey Yola scandal ah Paola sweet sweet record company mula for spinning a few Tunes nothing wrong with that except it's illegal when the payola scandal broke in the late 1950s it shook the music world and the US Congress held an in-depth investigation that accused the biggest names of the day including DJ Alan Freed and TV host Dick Clark television radio who came along Paola came up disc jockeys would play records for pay was well-known bigger still was how Paola influenced the music scene with Paola in the background during the early careers of rock and roll's recognized pioneers it's impossible to determine just how much of pop culture was shaped by bribes slipped inside a record sleeve number 7 the introduction of VEVO this music video streaming service seemingly popped out of nowhere one day the internet was full of grainy low-res music videos the next they were all there in glossy glorious high-res offering content from Universal Sony Music and a collection of smaller labels VEVO improved the music experience for all involved while fans were unhappy with the service at first they finally had easy access to high quality videos meanwhile labels decrease the amount of unlicensed content on the web not Bevo also attracted high-end advertisers so more money rolled into the one-stop shop helped artists and labels while managing not to alienate fans a very rare feat in the digital age number six billboard changes charts to actual sales prior to the mid-1990s the Billboard charts weren't necessarily reflective of popular opinion among fans it had some sort of semblance of the right idea but changes needed to be made at the time new singles could chart based solely on radio airplay in September of 1995 billboard chainstitch charts to reflect both a singles radio airplay and sales a combo that better reflected the songs popularity combining these factors reduced a label influence and placed more power in the hands of fans a few years later billboard again restructured his formula to allow songs that weren't commercially released singles again helping little-known songs get a foothold number five the release of Napster the real Shawn Parker may or may not have had the good looks and suave charm of Justin Timberlake I found it Napster but what we do know is that in 1999 at the age of 19 he and co-founder Shaun and John Fanning shook the foundations of the music industry with Napster the first groundbreaking audio peer-to-peer file-sharing service Napster let users share their mp3 files with others for free it just seemed from every and every way it seemed like a better system all of a sudden the music game was online whether the industry wanted it or not Parker the face that launched a thousand lawsuits had to defend Napster against the Recording Industry Association of America every major label and of course Metallica war was waged but Napster's damage was already done music was now online there wasn't a whole lot I can do about it it sort of was what it was the company needed to make a clean break from its past and trying to move forward and so I sort of realized that that was the N number for Apple introduces iTunes you agree that Apple may charge your credit card or PayPal account for any products purchased in the iTunes Store can somebody please explain to me what is going on for every action there is an equal and opposite reaction for Sean Parker's Napster there was Apple's iTunes rooted in 1998 Sound Jam MP Apple purchased the service in 2000 modified its coding and released it to the public a year later iTunes met music fans online moving purchasing power to the Internet it was the Internet's counteractive measure against peer-to-peer sites like Napster servicing listeners who had moved on from CDs to mp3 players with an online presence the industry cut down on illegal downloads and also offered new options like the ability to purchase individual songs that were not singles and soon the purchasing of music videos pitted against illegal downloads iTunes helped save the industry from collapse number three the Walkman the Sony Walkman the wound the story goes like this a co-founder of a major consumers electronics company let's call it Sony and let's call him Masaru Ibuka wanted a way to listen to offerors on long trans-pacific flights he talks about it with one of his audio engineers Nobu Toshi Kihara and one year later in 1979 the world has its first walkman a brand name turned generic trademark the Walkman was originally a portable audio cassette tape player marketed to the public accurately as a new way to listen to music on the go portable and easy to store it changed music as it let listeners enjoy their favorite songs anywhere they went never has so much genius been coached in a so little space number two the launch of mtv video killed the radio star the Buggles hit was the first music video shown when MTV launched on August 1st 1981 but was it true while MTV did derail the careers of some and rocketed more visually friendly artists into superstardom the idea of a music video wasn't new but around the clock coverage was MTV works like a radio station providing 24 hours of music and personality through its VJs or video jockeys suddenly MTV not the radio became the new hub for everything music and almost immediately sales reflected MTV's playlists will be doing for TV what FM did for radio now visuals were just as important as the music itself just take a look at MJ's 1.5 million dollar bestseller thriller we can all thank MTV for that before we reveal our number one pick here are a few honorable mentions celebrating 10 years in the compact disc from the people would Sonne somewhere there's music cafe to somewhere there's a number one the phonograph is invented can you imagine a world where if you wanted to listen to music the only way was to catch it live no iPods no Spotify no radios no CD or cassette players no boom boxes no nothing just your neighbor singing in the shower that world existed but not after Thomas Edison you know the lightbulb guy invented the phonograph in 1877 the phonograph wasn't the first device to record audio it was the first effective one and the only one that could reproduce the recorded audio it gave artists the ability to record thanks the ability to listen and most importantly it gave music accessibility in every way the phonograph redefined music and essentially started the industry so do you agree with our list what moment do you think most impacted the music industry we'll be right back to introduce the other VJs and the other folks who are going to be with us on MTV for more fascinating top tens published daily be sure to subscribe to watchmojo.com there are certainly no losers tonight