🌟 Blinkfeed Beta 1.4.0 is Here! We’re thrilled to announce the latest release of Blinkfeed, packed with updates to make managing your inbox even easier: • Design Tweaks: A sleeker, more intuitive experience to help you stay focused. • Minor Improvements: Bug fixes and optimizations for smoother performance. 🚀 The Road Ahead: We’re making great progress on rewriting Blinkfeed in Rust, a move that will significantly boost performance and stability. This rewrite is a bold step forward, addressing key challenges and setting the foundation for an even better Blinkfeed. If you haven’t joined the beta yet, now’s the perfect time! Your feedback is invaluable in shaping Blinkfeed’s evolution. 👉 Sign up here: https://blinkfeed.ai Blinkfeed. Your mail on steroids.
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Work directly with Steve Huynh to get a high performance review and your next tech promotion in a year, guaranteed! https://lnkd.in/gD8bEf2H The Future of IDEs: Orchestration Over Creation "Terminal-based apps are getting fancy UI features - they'll bust out at some point. It's an IDE around orchestration and review, not code creation." Be careful which models and tools you tie yourself to. Things are changing so fast that decisions that seem good can turn upside down in six months. Full episode: https://lnkd.in/gvNYW8Jv
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Monetizing free-to-play titles isn’t easy. That’s why we tapped Squido Studio to share how they cracked in-app purchases in DigiGods: http://bit.ly/4mIGHIW By weaving monetization directly into the user experience, Squido turned DigiGods into a breakout hit, and more importantly, a profitable one. We chatted with Eric Laurent, Squido's Marketing Director, to gain expert insights on how to maximize IAP impact and optimize a strategy to strike the right balance between fun and financially lucrative. Click the link above for tips, learnings and more.
The Art of IAP Strategy: Lessons from DigiGods on In-Game Monetization
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I was going to make a Sora 2 video of me doing backflips to announce our new product launch, but a demo of my favorite 3 new features felt more appropriate. For the first time ever, anyone distributing content on Stacker's newswire can 1) access daily leaderboards of top performing stories across the network, to get content strategy inspiration from what's actually earning media for other brands 2) compare story performance to benchmarks by industry and overall network, to see how your earned coverage compares 3) get AI-driven insights as to what's driving earned coverage, with suggestions for topics + story ideas based on your own goals Goal is to create a 1 stop shop where content strategists can come and see what type of content they need to produce to get readers, links, or brand mentions from hundreds of news outlets across the country. read the full breakdown here, or just watch my snazzy video: https://lnkd.in/exmJwgrw
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Google's Veo 3.1 is now live in MovieFlo.AI. We've paired it with our new Start & End Frame control, giving you a new level of directorial control over your video sequences. Simply define your opening and closing shots, and let Veo 3.1's powerful engine generate the cinematic motion that connects them. Extract Frames from your last video and keep going! It's a game-changer for creating coherent, high-quality visual narratives. Jump in and try it yourself: movieflo.ai
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Games don’t fail at code. They fail at publishing ops. We have rolled out in CLOSED BETA with 5 studios: In-character agents that co-pilot X + Discord. They draft on-lore posts/replies and generate run-of-show with human approval by default. (Not demoing UI yet, solidifying workflows first). Next on the roadmap: guarded automation + TikTok + analytics. Which beat would you automate first: patch notes, event promo, or something else?
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Why We’ve Slowed Down—And Why That’s a Good Thing At Invision Game Community, we used to publish 20–39 articles a day. Reviews, news, trailers—you name it. But lately, you might’ve noticed a shift: fewer posts, more focus. This isn’t burnout. It’s evolution. Google’s 2025 Helpful Content updates have changed the game. Sites that flood the web with repetitive or thin content are now being penalized. The new priority? Content that’s genuinely helpful, original, and written for real people—not algorithms. So we’ve adapted. We now publish fewer articles—but each one is crafted with care, insight, and purpose. We focus on depth, clarity, and user satisfaction—not just volume. We’ve restructured our editorial workflow to prioritize quality over quantity. This isn’t just about rankings. It’s about respect—for our readers, our writers, and the gaming stories that deserve to be told well. If you're a publisher still chasing volume, it might be time to rethink. #GamingNews #ContentStrategy #HelpfulContent #GoogleUpdate #InvisionGameCommunity #EditorialExcellence
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Testing in dev environment vs. going live. 🎥 We're currently hosting live series and, naturally, dog fooding is happening all the time. Yesterday after we went off air, Alex Bychok, Sergii Lavrin, Alexander Khuda 🇺🇦 and I stayed for 45 minutes just talking through UI things we should improve. When you're actually using your product under real pressure, with a live audience watching, you see both the big picture AND zoom into the tiny details that matter. Things we caught that were hard to notice otherwise: 🔘 How creative countdowns set the mood (this one even hinted at Studio’s new dark theme). 🔘 Why you really need to talk to your co-producer without viewers hearing you. 🔘 How sources “sticking” to scenes make transitions so much smoother. 🔘 What it’s like for people backstage before going live (like the dev team joining for Q&A). → Dogfooding means you experience every friction point your customers feel. You feel the gratitude when something works perfectly but you also notice the small annoyances that turn into big improvements. Dev testing is essential. But nothing beats the real stakes of going live with your own product.
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There’s nothing quite like building something from scratch, watching people not only notice it, but actually pay to use it. Lately, I’ve been working on my small SaaS called DND Scrybe. It lets users transcribe and interact with their audio recordings using AI, specifically in the context of tabletop RPGs. A piece of advice for anyone doing the same: build for a problem you actually face, and start with the smallest version possible. Then… start posting. Seriously. TikTok walkthroughs of my site brought in way more eyes than I ever expected. From there, I was able to funnel people into buying more credits. Seeing strangers actually pay for a product I built has been surreal. I’m no expert, but I can say this: all the advice about “just execute, focus on one pain point, get users, then grow” turned out to be spot on. Next step for me: talking directly with the users who are actively playing with DND Scrybe, learning what they like (and what breaks), and building the future alongside them. If you are an indie dev, have you gotten people to pay for your product yet?
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More platforms need end-user visibility metrics. I’m not talking about the early days, when you’re still finding PMF or pitching to VCs. Once you actually have users, you need to understand what makes them stick. For us, with our task platform, we know it won’t stick if: - Users don’t know how productive they are (their output). - The opportunity cost of using another time tracking app feels lower. Stickiness comes from showing people their own progress. If they can see it, they’ll stay. That's why we've released activity heatmaps for consultants at OdeCloud, to actively track their logged time, worked tasks, & sent messages. Big thanks to Lucas Goyeche for working on this feature with me :) 👉 What does that look like for your product?
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From Debugging Code to Analyzing Content Algorithms Over the last 15 days, I’ve been running a small experiment outside of software growing my gaming YouTube channel. The goal was simple: stay consistent, track results, and learn how algorithms react to content patterns. Results so far: • 70 → 96 subscribers • 36,000+ views • 81 hours of watch time I started posting daily Shorts (using trending audios, captions, and GIFs) and two longer videos each week. The more I iterated, the clearer it became that content creation and software development share the same DNA: Experiment -> Measure -> Optimize -> Repeat. Every short is like a mini product release. Every comment is user feedback. What I’ve learned so far -Consistency beats perfection. -Data tells stories if you know how to read it. -Creativity scales when you treat it like a system. Next goal: hit 150+ subscribers while refining my editing and analytics workflow using tools like CapCut and YouTube Studio. It’s wild how much building a gaming channel can teach you about iteration, user experience, and growth the same skills that make us better engineers. #SoftwareEngineering #ContentCreation #GrowthMindset #YouTube #Gaming #Analytics #Consistency
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