announcing MIDI in Falcon GX
immerse yourself in a futuristic way of designing
dial in your designs with knobs, sliders & faders
explore new visuals, interactions & experiences
announcing FALCON FANTASIA
a live design + music set produced in real time with falcon GX by @_GABRIELOC and @steven_yuen
baklava lattes • limited merch drop • luma in replies
ITS ACTUALLY HAPPENING!!!
20 strongest CS2 competitors in Toronto are about to clash on May 16 at the New Stadium for the title of the Official Champions of the Official Unofficial Toronto League S3!
Big plays, crazy strats, HUGE CHEQUES, commentary from @tommytrinh
Link ⬇️
Falcon is partnering with the Stupid Ideas Hackathon to give away a $250 cash prize for the most creative use of Falcon GX. Insane, odd and unexpected uses of our tool are most welcome.
We'll choose one winner from Toronto and one winner from Waterloo. Good luck, and have fun!
Learn more at:
https://t.co/x0uPaabMlz
https://t.co/6QQGzayxMV
we're excited to announce friends of falcon, our creator program 🤝
for curious designers, tinkerers and wanderers that want to create brands, sites and apps that stand out from the rest. we'll give you:
• early feature access
• prioritized feature feedback
• group chat with falcon team
• free merch!
apply today https://t.co/wRZJs06GnO
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
announcing FALCON GX
a new design tool for the curious designers that embrace the creative chaos, the beautiful accidents, wandering, tinkering their way to something great
now in private beta
https://t.co/qwetEtsQPq
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.”
Tommy Trinh (@tommytrxnh) 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
Andrew McLuhan (@amicusadastra) is a poet, artist, and punk-rocker.
In this conversation, we spent over three hours on five words: the medium is the message. Andrew explained why his grandfather saw the medium as an environment rather than just an instrument, and why environments shape us most when we’re not paying attention to them. We talked about the miracle of language—how one person can push sounds out of their mouth and another person can understand them—and how each new technology quietly redefines what it means to be human.
We explored figure and ground, oral versus literate culture, the shift from mechanical to electrical ages, and why hip hop and punk rock share the same irreverent impulse. Despite everything, Andrew is an optimist. He sees the beauty around him. He also brought homemade maple syrup from his farm and we discussed whether shawarma was the medium or the message.
This is a conversation about media, perception, and how we might not always be aware of the things changing us.
The Other Stuff is hosted by @internetvin — filmmaker, entrepreneur, and possibly the most curious man on Earth. Produced by New.
The Other Stuff #30 — Andrew McLuhan: The Medium Is The Message
— Timestamps
00:00:00 Introduction
00:04:30 Prince Edward County & Main Duck Island
00:07:10 The Marysburg Vortex
00:16:50 What Does “The Medium Is The Message” Actually Mean?
00:36:24 The Smartphone Exercise
00:44:26 Understanding Media: The Extensions of Man
01:08:56 Buckminster Fuller & Interdisciplinary Thinking
01:25:56 Marshall’s Journey to Cambridge
01:43:06 Why This Work Matters
01:51:53 AI, Privacy & Feeding Context to LLMs
02:00:17 Media Ecology vs Media Literacy
02:08:12 Making Maple Syrup
02:23:44 Sandwiches as a Medium
02:34:35 The Polydicks & Punk Rock
02:45:51 Wu-Tang & Poetry
02:53:42 Leaving Literacy Behind
03:06:08 The Future of Technology