A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Putting Stakes in the Ground

A team can get really paralyzed waiting for things to be Decided™.

One of the most valuable things a senior can do on a team during production is make quick decisions to “put stakes in the ground” even on topics that are not yet 100% confirmed or aligned, and then document/broadcast those decisions.

Sometimes there are big unknowns or a lot of things that still need to fall into place, and while waiting, team members are blocked, or feel unsure, or like they need to make Plans A, B, C.

Cut the Gordian Knot: make a call and let people keep moving.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Center the Humans Making Them

“What’s your number one personal game design principle? And even better – does it have a cool name?”

The best games are made by centering the humans making them.

I thought about my answer to this for a few hours today, some folks may have seen me post and delete some replies, hahah.

But if I need just one? That truly encapsulates all my #1 priorities? This is it.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Overwork Culture

A drum I want to beat:
Overwork starts with management and planning, but half of why it happens is team culture.

Nobody has more impact on team culture than senior team members and lower-middle managers

If you are in the trenches and someone folks look to, then your example defines team culture.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Growing Taste and Literacy

Someone posted about how gaming culture’s narrow musical tastes feels alienating. The thread was thoughtful, but a lot of replies (from game industry folks) have gone into the “insulting people for having basic tastes” territory.

So let’s talk a little bit about “taste” and literacy in a medium.

The store splash screen for Lethal Company

The Appeal of Jank

I am intrigued by the way that younger players from outside the core “AAA” gaming bubble seem to respond super well to games that are… social, lofi, watchable, and “janky”.

Lethal Company, Palworld, everything in Roblox, Five Nights at Freddy’s, even Minecraft.

The “janky” part is the most interesting bit to me. Why is this appealing, why does it work well for this audience in particular?