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Thoughts on game systems, balance, and live ops.

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Recent posts
37 posts
The Industry Is Burning - And That's Exactly When It Gets Interesting

The Industry Is Burning - And That's Exactly When It Gets Interesting

The Industry Is Burning - And That's Exactly When It Gets Interesting

A fundamental reshuffling of who makes games, how they make them, and what "success" actually means.

May 26, 2026 Read more
Game Economy Balancing: How to Tune Rewards, Costs, and Progression

Game Economy Balancing: How to Tune Rewards, Costs, and Progression

Game Economy Balancing: How to Tune Rewards, Costs, and Progression

An economy can be well-designed and still badly balanced. The design tells you what the currencies are, what the loops are, how players earn and spend. Balance determines whether any of that feels right in practice.

May 18, 2026 Read more
Most Games Don't Have
Loot Systems.
They Have Reward Calculators.

Most Games Don't Have Loot Systems. They Have Reward Calculators.

Most Games Don't Have Loot Systems. They Have Reward Calculators.

Every month, hundreds of games ship with copied loot structuresThis article explains both — and shows how to design for the one that actually matters.

May 18, 2026 Read more
Game Economy Design for Free-to-Play Games: A Beginner’s Guide

Game Economy Design for Free-to-Play Games: A Beginner’s Guide

Game Economy Design for Free-to-Play Games: A Beginner’s Guide

Free-to-play is the dominant business model in mobile games, and it lives or dies on its economy. The game is free to download. Revenue comes from players choosing to spend inside it. That choice — whether a player spends, how much, and how often — is almost entirely determined by how the economy is designed.

May 18, 2026 Read more
How to Design a Game Economy: Sources, Sinks, Loops, and Balance

How to Design a Game Economy: Sources, Sinks, Loops, and Balance

How to Design a Game Economy: Sources, Sinks, Loops, and Balance

Every game with a currency has an economy. Most designers don't treat it like one.

May 15, 2026 Read more
The Most Powerful Item Wasn't a Weapon. It Was a Key.

The Most Powerful Item Wasn't a Weapon. It Was a Key.

The Most Powerful Item Wasn't a Weapon. It Was a Key.

The simplest item in an RPG - a key with no stats, no rarity - kept players hooked for an entire playthrough. Here's the design principle behind why, and how deferred meaning shapes the way players emotionally connect with your items before they ever use them.

May 15, 2026 Read more
The invisible systems that run every game

The invisible systems that run every game

The invisible systems that run every game

Players never see them. They only feel them. And when they break, players can't explain why the game stopped being fun.

May 14, 2026 Read more
Why Spreadsheets Are Not Enough for Game Economy Design

Why Spreadsheets Are Not Enough for Game Economy Design

Why Spreadsheets Are Not Enough for Game Economy Design

Spreadsheets built game economies before any dedicated tool existed for the job. And honestly — for a long time, they were fine. Simple math, a few currencies, a linear upgrade curve. Sheets handled it.

May 13, 2026 Read more
Why Most Game Economies Fail Before a Single Player Logs In

Why Most Game Economies Fail Before a Single Player Logs In

Why Most Game Economies Fail Before a Single Player Logs In

There's a moment every economy designer knows. You've spent weeks on the numbers. The currencies are named, the progression curve bends the right way, the drop tables add up on paper. You stare at the spreadsheet and it looks... correct. Balanced. Maybe even elegant.

May 13, 2026 Read more
Game Design Tool vs Game Engine: What Designers Actually Need

Game Design Tool vs Game Engine: What Designers Actually Need

Game Design Tool vs Game Engine: What Designers Actually Need

Game Design Tool vs Game Engine: What Designers Actually Need

May 12, 2026 Read more