The Other Stuff Podcast

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The Other Stuff Podcast

The Other Stuff Podcast

@OtherStuffPod

A show where we surf the internet with our friends. Hosted by @internetVin 🛜

Katılım Temmuz 2025
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Ahmed Saleh (@saleh_digital), Steven Yuen (@steven_yuen), and Gabriel O’Flaherty-Chan (@_GABRIELOC) of Falcon (@falcon_ide). Falcon is a new design tool for curious designers. Their team is based in the West End of Toronto. In this episode, we explored the games, tools, and software that shaped each of us growing up, from Doom and Zelda to Macromedia Flash and KidPix, and how those early experiences rewired our understanding of what computers could be. We discussed Falcon’s approach to building creative tools: the idea that anything can be anything if you expose the right primitives, the concept of mutation as a design principle, and why the beginning of the creative process deserves far more attention than the optimization at the end. Along the way, Gabe walked us through ray tracing from first principles, demonstrated geometry nodes in Blender, and showed how Falcon can turn math into fire, visuals into audio, and signals into whatever you want them to be. We talked about why most design tools today are built around optimization rather than expression, the false thesis of simplicity, and how the dimensions of the tools we inherit quietly become the boundaries of what we think is possible. This is a conversation about software, self-expression, and how the tools we use shape the world we live in. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #32 — Falcon: A Romance of Many Dimensions — Timestamps 00:00:00 Intro 00:01:42 Doom and id Software 00:16:14 Open World Games 00:36:05 Ray Tracing 00:45:14 Blender Demo 00:50:07 Early Web 00:56:20 Macromedia Flash Era 01:00:34 2Advanced 01:10:52 KidPix and Expressive Tools 01:21:03 Mutation in Design Tooling 01:30:41 Node Editors and Falcon 01:44:45 AI and Creative Tools 01:49:59 Craftsmanship and Intent 02:00:50 Worldview Over Technology 02:09:03 Making Fire with Math 02:17:28 Information Density 02:28:40 Flatland: A Romance of Many Dimensions
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Ahmed (@saleh_digital) explains information density and points out why the simplicity thesis is false. “There’s a trend where minimalism just means hiding shit. You’re not actually designing the interface better, you’re hiding it.” “It’s less about minimalism and it’s more about what is your opinion of your user?” “There’s a great maxim which is, ‘design is rendered care’. If you know somebody is going to look for something in your UI, you put it where they might expect it.”
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Ahmed (@saleh_digital) and @steven_yuen discuss what makes a tool truly creative. "Real creative tools allow you to... the ceiling for mutation should be very very high. But if the ceiling for mutation is like N number of states defined by the software, to me that's not really a creative tool. That's just a tool." "I think any good creative tool doesn't necessarily say what the outcome should look like and work backwards from that. It's almost just like what kind of crazy primitives can we give you that you can really go crazy with." "We think design fundamentally is differential outputs. It's creating new things constantly irrespective of rules"
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Gabriel O’Flaherty Chan (@_GABRIELOC) explains why he prefers games that offer deep and immersive world experiences. “For example, in PUBG you’re on an island. In PUBG, you should be able to leave the island, and just get like a job. If the world is actually open, we should be able to leave the island and become like an accountant or something.” “When you watch a movie, you know exactly what the characters are. You know the archetypes, you know the pacing, you know the setting, you know what’s going to happen. I don’t want to be in that position. It’s the same kind of thing that applies to a game” “Most games are kind of like, there’s a mechanic and they’ve designed the mechanic and the mechanic is very fun. But it’s ephemeral. That’s why I can’t really even play games because I’m like, I get the game. I don’t want to be a user, you know?”
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Gabriel O'Flaherty Chan (@_GABRIELOC) and @internetVin discuss the turbo button on old PCs. " The turbo button was a feature on PCs from the late 1980s and early 1990s that counterintuitively slowed the computer down." " I don't understand that. Why would they create a turbo button that slows the computer down?" "Early IBM PC games were written to run in sync with CPU clock speed. When faster CPUs came out, those games ran way too fast. The turbo button solved this by toggling the CPU between its full fast speed and slower compatibility speed." "Damn. That's not what I thought it did at all. We used to just press that when the computer froze."
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
internetVin, @saleh_digital, @steven_yuen, and @_GABRIELOC discuss the necessity of vision when it comes to technology. "If the people themselves are not driven by some sort of vision or philosophy or worldview, it doesn't matter what God level technology is put in your hands... I think people need a genuine worldview." "Technology for technology's sake, that's not going to make a difference. But the technology itself also influences the people. When you take a technology and just put it in the hands of humans, that affects them. That affects what they make. It affects the number of people that make things. It changes your perception of what that medium is." "Everything is a tool in a way. When you create a website, in a way you're kind of creating a tool. You're creating a tool to enter somebody's world. What do I want my tool to do? Why that thing? Why in that way?"
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salehdigital
salehdigital@saleh_digital·
this was hands down the most fun conversation i've had all year sharing the room with incredibly brilliant and equally hilarious @steven_yuen @_GABRIELOC @internetvin joking around while covering a wide gamut of all things design tools, software and creativity + we shared our unfiltered vision on the future of design and i wouldn't want to share it anywhere except on the @OtherStuffPod
The Other Stuff Podcast@OtherStuffPod

Ahmed Saleh (@saleh_digital), Steven Yuen (@steven_yuen), and Gabriel O’Flaherty-Chan (@_GABRIELOC) of Falcon (@falcon_ide). Falcon is a new design tool for curious designers. Their team is based in the West End of Toronto. In this episode, we explored the games, tools, and software that shaped each of us growing up, from Doom and Zelda to Macromedia Flash and KidPix, and how those early experiences rewired our understanding of what computers could be. We discussed Falcon’s approach to building creative tools: the idea that anything can be anything if you expose the right primitives, the concept of mutation as a design principle, and why the beginning of the creative process deserves far more attention than the optimization at the end. Along the way, Gabe walked us through ray tracing from first principles, demonstrated geometry nodes in Blender, and showed how Falcon can turn math into fire, visuals into audio, and signals into whatever you want them to be. We talked about why most design tools today are built around optimization rather than expression, the false thesis of simplicity, and how the dimensions of the tools we inherit quietly become the boundaries of what we think is possible. This is a conversation about software, self-expression, and how the tools we use shape the world we live in. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #32 — Falcon: A Romance of Many Dimensions — Timestamps 00:00:00 Intro 00:01:42 Doom and id Software 00:16:14 Open World Games 00:36:05 Ray Tracing 00:45:14 Blender Demo 00:50:07 Early Web 00:56:20 Macromedia Flash Era 01:00:34 2Advanced 01:10:52 KidPix and Expressive Tools 01:21:03 Mutation in Design Tooling 01:30:41 Node Editors and Falcon 01:44:45 AI and Creative Tools 01:49:59 Craftsmanship and Intent 02:00:50 Worldview Over Technology 02:09:03 Making Fire with Math 02:17:28 Information Density 02:28:40 Flatland: A Romance of Many Dimensions

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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Ahmed Saleh (@saleh_digital), Steven Yuen (@steven_yuen), and Gabriel O’Flaherty-Chan (@_GABRIELOC) of Falcon (@falcon_ide). Falcon is a new design tool for curious designers. Their team is based in the West End of Toronto. In this episode, we explored the games, tools, and software that shaped each of us growing up, from Doom and Zelda to Macromedia Flash and KidPix, and how those early experiences rewired our understanding of what computers could be. We discussed Falcon’s approach to building creative tools: the idea that anything can be anything if you expose the right primitives, the concept of mutation as a design principle, and why the beginning of the creative process deserves far more attention than the optimization at the end. Along the way, Gabe walked us through ray tracing from first principles, demonstrated geometry nodes in Blender, and showed how Falcon can turn math into fire, visuals into audio, and signals into whatever you want them to be. We talked about why most design tools today are built around optimization rather than expression, the false thesis of simplicity, and how the dimensions of the tools we inherit quietly become the boundaries of what we think is possible. This is a conversation about software, self-expression, and how the tools we use shape the world we live in. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #32 — Falcon: A Romance of Many Dimensions — Timestamps 00:00:00 Intro 00:01:42 Doom and id Software 00:16:14 Open World Games 00:36:05 Ray Tracing 00:45:14 Blender Demo 00:50:07 Early Web 00:56:20 Macromedia Flash Era 01:00:34 2Advanced 01:10:52 KidPix and Expressive Tools 01:21:03 Mutation in Design Tooling 01:30:41 Node Editors and Falcon 01:44:45 AI and Creative Tools 01:49:59 Craftsmanship and Intent 02:00:50 Worldview Over Technology 02:09:03 Making Fire with Math 02:17:28 Information Density 02:28:40 Flatland: A Romance of Many Dimensions
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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Steph Ango (@kepano) shares a story of how he glimpsed into the interconnectedness of his life. "Air, Daft Punk, Justice, Phoenix, in their formative years they were all kind of in the same suburb where I grew up in France. I really got into them but I was never able to see them live until their most recent tour. We're having one of the first dinners in our new kitchen with friends, and turns out they're friends with the conductor of the orchestra. So we go to the show and later that day we bump into some other friends and they're like, "Air's manager is staying at our house, do you want to come over and listen to some music?". When I was writing my journal entry for that day in Obsidian, I was like, this is an opportunity to link these things that on the surface you would never think are related. This one person I know from my life, this other person I know from another part of my life, this random suburb, this band, the place where I live now. They all became interconnected on that one day in a way that I would have never ever predicted."
The Other Stuff Podcast@OtherStuffPod

Steph Ango (@kepano) is a designer, entrepreneur, and the CEO of Obsidian. In this episode, we discussed his journey from creating Winamp skins to leading Obsidian, and the fundamental patterns and inclinations that drive everything he explores and makes. We discussed Obsidian on multiple different dimensions, his deluxe chocolate chip cookie recipe, his exploration through furniture design, and his default inclination to push “too far” into anything he is exploring. Steph Ango demo'd the design process of several furniture projects he’s been working on at home as well as a custom piano learning app he created to teach himself music theory. This is a conversation about craftsmanship, pursuing a deep understanding, and what that reveals about who we are. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #28 — Kepano: The Interconnectedness of Everything — Timestamps 00:03:55 Origin of Kepano 00:10:34 Relationship with Computers 00:15:25 Online Communities & Video Games 00:30:47 Winamp Skins 00:40:04 Uniformity in Design 00:51:05 Obsidian 00:59:20 Bidirectional Linking, And The Relationship Between Everything 01:23:18 Obsidian Sync, Publish, and Bases 01:32:06 Why File Over App 01:43:15 The Deluxe Chocolate Chip Cookie Taste Test 01:49:48 Living Fully 02:09:50 Early Project Walkthrough 02:19:03 Furniture Design Walkthrough 02:49:00 Constraint and Patterns 02:58:47 Kepiano 03:13:00 The Future of AI and Startups 03:31:10 Closing

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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Steph Ango (@kepano) on the significance of Markdown files in the age of LLMs. "There's this new generation of users using Obsidian + Claude Code, or Obsidian + Cursor to interact with their files in different ways. For the most part, enterprise companies and businesses haven't yet realized the danger of keeping all of their company data in unencrypted cloud-based services. Obsidian has been blowing up in Japan recently, and I think a part of it is this kind of generational passing down of information, this kind of keeping their recipes and techniques secret. I think it's extremely important in the time of LLMs because if you're not keeping your own concepts and approach in-house, you don't have a competitive advantage."
The Other Stuff Podcast@OtherStuffPod

Steph Ango (@kepano) is a designer, entrepreneur, and the CEO of Obsidian. In this episode, we discussed his journey from creating Winamp skins to leading Obsidian, and the fundamental patterns and inclinations that drive everything he explores and makes. We discussed Obsidian on multiple different dimensions, his deluxe chocolate chip cookie recipe, his exploration through furniture design, and his default inclination to push “too far” into anything he is exploring. Steph Ango demo'd the design process of several furniture projects he’s been working on at home as well as a custom piano learning app he created to teach himself music theory. This is a conversation about craftsmanship, pursuing a deep understanding, and what that reveals about who we are. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #28 — Kepano: The Interconnectedness of Everything — Timestamps 00:03:55 Origin of Kepano 00:10:34 Relationship with Computers 00:15:25 Online Communities & Video Games 00:30:47 Winamp Skins 00:40:04 Uniformity in Design 00:51:05 Obsidian 00:59:20 Bidirectional Linking, And The Relationship Between Everything 01:23:18 Obsidian Sync, Publish, and Bases 01:32:06 Why File Over App 01:43:15 The Deluxe Chocolate Chip Cookie Taste Test 01:49:48 Living Fully 02:09:50 Early Project Walkthrough 02:19:03 Furniture Design Walkthrough 02:49:00 Constraint and Patterns 02:58:47 Kepiano 03:13:00 The Future of AI and Startups 03:31:10 Closing

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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
internetVin (@internetvin) and @tommytrinh discuss how the current meta feels uninspiring. “When you can transparently see the meta, it changes the immersion of the medium. Where do the immersive experiences come from in a world where the predominant media channels are becoming this formulaic game thing? I feel like it's so much more fun to be a meta breaker.”
The Other Stuff Podcast@OtherStuffPod

Tommy Trinh (@tommytrinh) is a co-founder of New. In this episode, we explored Stewart Brand’s pace layering diagram and the slow-moving forces underneath everything — culture, myths, values, and the narrative structures that have been recurring throughout the history of humankind. We kept finding the Epic of Gilgamesh in places we didn’t expect: anime, wrestling, video games. From there we traced the evolution of games as a medium, from early first-person shooters to souls-like difficulty to simulators to AI-generated worlds, and what each genre reveals about why people play. The last stretch of the conversation was about something harder to name. We shared how things have started to feel uninspiring, how it feels like we’re in a state of limbo between how the world used to work and whatever comes next. The meta is too visible, media feels formulaic, and the thresholds that used to structure our sense of what’s possible have quietly dissolved. What is even unknown anymore when an LLM can explain anything? Does the value of direct experience go up as the baseline of what’s virtually accessible rises? What are the new thresholds? How do you posture yourself within a shift you can feel but can’t fully articulate? This is a conversation about the stories we keep telling, the games we keep playing, and what becomes worth pursuing when the map has been filled in. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #31 — Tommy Trinh: Unveiling The Now — Timestamps 00:00:00 Introduction 00:02:23 Pace Layering & Myths 00:15:13 The Epic of Gilgamesh 00:25:46 GoldenEye & id Software 00:41:48 The Neo Geo 00:57:38 NBA Jam & Def Jam 01:02:13 Wrestling is Anime 01:19:53 Souls-like 01:30:38 Simulators & Realism 01:47:28 AI in Games 02:05:48 Death Stranding & Kojima 02:15:40 Yellowknife 02:32:03 Searching for New Frames 02:52:00 Baselines & Thresholds 03:01:15 Frequency, Intensity, & Speed 03:06:38 Nostalgia & Primitive Technology

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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
internetVin (@internetvin) contemplates how LLMs are changing what humans are capable of. "It seems like the capabilities of what a human can do has dramatically increased. If the baselines are shifting, what are the new thresholds? That’s what I’m confused about right now. I don’t have a sense of what the new thresholds are. Thresholds give you a sense of structure, it helps you make sense of the world. When those thresholds change, you're like, well what the fuck is what then?"
The Other Stuff Podcast@OtherStuffPod

Tommy Trinh (@tommytrinh) is a co-founder of New. In this episode, we explored Stewart Brand’s pace layering diagram and the slow-moving forces underneath everything — culture, myths, values, and the narrative structures that have been recurring throughout the history of humankind. We kept finding the Epic of Gilgamesh in places we didn’t expect: anime, wrestling, video games. From there we traced the evolution of games as a medium, from early first-person shooters to souls-like difficulty to simulators to AI-generated worlds, and what each genre reveals about why people play. The last stretch of the conversation was about something harder to name. We shared how things have started to feel uninspiring, how it feels like we’re in a state of limbo between how the world used to work and whatever comes next. The meta is too visible, media feels formulaic, and the thresholds that used to structure our sense of what’s possible have quietly dissolved. What is even unknown anymore when an LLM can explain anything? Does the value of direct experience go up as the baseline of what’s virtually accessible rises? What are the new thresholds? How do you posture yourself within a shift you can feel but can’t fully articulate? This is a conversation about the stories we keep telling, the games we keep playing, and what becomes worth pursuing when the map has been filled in. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #31 — Tommy Trinh: Unveiling The Now — Timestamps 00:00:00 Introduction 00:02:23 Pace Layering & Myths 00:15:13 The Epic of Gilgamesh 00:25:46 GoldenEye & id Software 00:41:48 The Neo Geo 00:57:38 NBA Jam & Def Jam 01:02:13 Wrestling is Anime 01:19:53 Souls-like 01:30:38 Simulators & Realism 01:47:28 AI in Games 02:05:48 Death Stranding & Kojima 02:15:40 Yellowknife 02:32:03 Searching for New Frames 02:52:00 Baselines & Thresholds 03:01:15 Frequency, Intensity, & Speed 03:06:38 Nostalgia & Primitive Technology

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The Other Stuff Podcast
The Other Stuff Podcast@OtherStuffPod·
Tommy Trinh (@tommytrinh) is a co-founder of New. In this episode, we explored Stewart Brand’s pace layering diagram and the slow-moving forces underneath everything — culture, myths, values, and the narrative structures that have been recurring throughout the history of humankind. We kept finding the Epic of Gilgamesh in places we didn’t expect: anime, wrestling, video games. From there we traced the evolution of games as a medium, from early first-person shooters to souls-like difficulty to simulators to AI-generated worlds, and what each genre reveals about why people play. The last stretch of the conversation was about something harder to name. We shared how things have started to feel uninspiring, how it feels like we’re in a state of limbo between how the world used to work and whatever comes next. The meta is too visible, media feels formulaic, and the thresholds that used to structure our sense of what’s possible have quietly dissolved. What is even unknown anymore when an LLM can explain anything? Does the value of direct experience go up as the baseline of what’s virtually accessible rises? What are the new thresholds? How do you posture yourself within a shift you can feel but can’t fully articulate? This is a conversation about the stories we keep telling, the games we keep playing, and what becomes worth pursuing when the map has been filled in. The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New. The Other Stuff #31 — Tommy Trinh: Unveiling The Now — Timestamps 00:00:00 Introduction 00:02:23 Pace Layering & Myths 00:15:13 The Epic of Gilgamesh 00:25:46 GoldenEye & id Software 00:41:48 The Neo Geo 00:57:38 NBA Jam & Def Jam 01:02:13 Wrestling is Anime 01:19:53 Souls-like 01:30:38 Simulators & Realism 01:47:28 AI in Games 02:05:48 Death Stranding & Kojima 02:15:40 Yellowknife 02:32:03 Searching for New Frames 02:52:00 Baselines & Thresholds 03:01:15 Frequency, Intensity, & Speed 03:06:38 Nostalgia & Primitive Technology
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