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Jacob Sansbury

Jacob Sansbury is a seasoned professional with over 15 years of experience in the finance industry.

He holds a Bachelor's degree in Economics from a prestigious university and has completed various certifications in financial planning and analysis.

Jacob's expertise lies in financial management, investment strategies, and risk assessment.

His career has been marked by successful stints at leading financial institutions where he has honed his skills in portfolio management and asset allocation.

Jacob Sansbury is known for his analytical mindset, attention to detail, and strategic approach to financial decision-making.

In addition to his corporate roles, he is passionate about financial literacy and often engages in community outreach programs to educate individuals on personal finance best practices.

Jacob's leadership skills have been recognized through his mentorship of junior colleagues and his involvement in developing training programs within his organizations.

His proficiency in data analysis and financial modeling sets him apart in generating valuable insights for clients and stakeholders.

Jacob Sansbury is continually seeking professional development opportunities to stay abreast of industry trends and technological advancements in finance.

His commitment to ethics and integrity underscores his reputation as a trusted financial advisor.

Highlights

Jan 27 · twitter

vibe coded games are getting wild https://t.co/MaPGTwTtJv

vibe coded games are getting wild https://t.co/MaPGTwTtJv
Jan 25 · twitter

RimWorld and Oxygen Not Included have almost the same feature list. Colonists, base building, resources, health, power, threats.

But they feel completely different. Why?

Resolution budget.

RimWorld puts its complexity budget into psychology + health + combat. Mental breaks can end your colony. A wounded colonist creates cascading decisions. These systems talk to each other.

Power? Just build more generators. It's a checkbox.

ONI puts its budget into physics. Thermodynamics, fluid dynamics, gas behavior. One mistake 50 cycles ago slowly destroys your base.

Mental breaks? Minor annoyance. Health? Barely matters.

Here's the proof: ONI has diseases. Slimelung, zombie spores, food poisoning.

I've played thousands of hours and only ever built med bays for burns.

Burns matter because they're a physics consequence. You screwed up heat management. That's feedback from the core loop.

Diseases are disconnected from what the game is actually about. So they withered.

The clones in this genre feel hollow because they copy the feature list without committing resolution to anything. They spread it evenly and everything ends up shallow.

You can tell what a game is really about by what still matters after 1000 hours. The vestigial systems reveal themselves.

RimWorld and Oxygen Not Included have almost the same feature list. Colonists, base building, resour
Jacob Sansbury
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