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Thoughts on game systems, balance, and live ops.

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Recent posts
12 posts
Design for Behaviors, Not Demographics

Design for Behaviors, Not Demographics

Design for Behaviors, Not Demographics

Why great game design isn't about pleasing everyone, it's about noticing how different people actually play and making sure your system doesn't quietly punish them for it.

Apr 3, 2026 Read more
The Thin Line Between a Reward Loop and a Trap

The Thin Line Between a Reward Loop and a Trap

The Thin Line Between a Reward Loop and a Trap

The difference between systems that make players feel skilled and systems that just make them feel stuck, and offers a practical framework for knowing which side your design is on.

Apr 2, 2026 Read more
How Do We Know If a Game Is Balanced?

How Do We Know If a Game Is Balanced?

How Do We Know If a Game Is Balanced?

What balance actually means in practice, why expert players often create imbalance instead of correcting it, and why the same game can be perfectly balanced for one audience and completely broken for another.

Apr 1, 2026 Read more
Character Creation Systems

Character Creation Systems

Character Creation Systems

The five core pillars of character creation and why getting them right is the difference between a build players theory craft for years and one they forget by level 10.

Apr 1, 2026 Read more
Your Players Are Bad at Math. That's a Design Problem.

Your Players Are Bad at Math. That's a Design Problem.

Your Players Are Bad at Math. That's a Design Problem.

Six cognitive biases that distort how players experience randomness and the two design strategies for dealing with them.

Apr 1, 2026 Read more
Gaming in 2026: The Hype Cycle Is Over

Gaming in 2026: The Hype Cycle Is Over

Gaming in 2026: The Hype Cycle Is Over

The gaming industry in 2026 looks almost nothing like it did five years ago, and most of the changes are boring operational shifts, not creative revolutions.

Apr 1, 2026 Read more
Feedback & Friction

Feedback & Friction

Feedback & Friction

This breaks down the invisible control loop that separates games that feel incredible from games that feel "off," the four types of friction quietly killing your playtime, and the forgiveness tricks that let great designers bend the rules without breaking them.

Apr 1, 2026 Read more
Situational Balance in GD

Situational Balance in GD

Situational Balance in GD

How to price things whose value changes every second of gameplay. Expected value, shadow costs, offense vs defense asymmetry, and the combos that break every spreadsheet you'll ever build.

Apr 1, 2026 Read more
Game Simulations: The Hidden Engine Behind Worlds That Feel Alive

Game Simulations: The Hidden Engine Behind Worlds That Feel Alive

Game Simulations: The Hidden Engine Behind Worlds That Feel Alive

The five types every designer should know, why chasing fidelity is a trap, and what games like EVE Online and Half-Life 2 can teach us about building worlds that feel alive instead of scripted.

Apr 1, 2026 Read more
What Is Game Balance?

What Is Game Balance?

What Is Game Balance?

This post digs into why balance is one of the hardest problems in game design: it's contextual, interconnected, and impossible to measure directly. With examples from RTS, roguelites, MMOs, and co-op board games, plus the real reason your favorite game's patch notes never stop coming.

Apr 1, 2026 Read more