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Thoughts on game systems, balance, and live ops.

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37 posts
Modeling item sinks and sources in a node graph

Modeling item sinks and sources in a node graph

Modeling item sinks and sources in a node graph

How to map your game economy as a node graph and why seeing flows visually makes sink/source balance easier to reason about than any spreadsheet

May 12, 2026 Read more
What Is a Game Design Tool? A Practical Guide for Game Designers

What Is a Game Design Tool? A Practical Guide for Game Designers

What Is a Game Design Tool? A Practical Guide for Game Designers

What exactly is a game design tool. What purpose does it have and what does it do'.

May 12, 2026 Read more
Best Game Design Tools for Indie and Mobile Game Designers

Best Game Design Tools for Indie and Mobile Game Designers

Best Game Design Tools for Indie and Mobile Game Designers

Good game design doesn't happen in your head. It happens in tools — docs, diagrams, spreadsheets, simulators — and the quality of those tools directly affects the quality of your decisions. This guide covers the best game design tools across every discipline indie and mobile designers actually need.

May 11, 2026 Read more
7 game design tools

7 game design tools

7 game design tools

Every game designer has a moment where they realize their workflow is held together with sticky notes, a 400-row spreadsheet, and pure delusion. I’ve been there. So here’s the list I wish someone handed me earlier, tools that actually help you design better games, not just document them.

May 11, 2026 Read more
How to Build a Game Inventory System

How to Build a Game Inventory System

How to Build a Game Inventory System

A step-by-step guide to building a scalable game inventory system - from defining your item schema to API integration and ready-made backend solutions.

Apr 22, 2026 Read more
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
Simulation in Game Design: The Five Types, the Fidelity Trap, and Worlds That Feel Alive

Simulation in Game Design: The Five Types, the Fidelity Trap, and Worlds That Feel Alive

Simulation in Game Design: The Five Types, the Fidelity Trap, and Worlds That Feel Alive

Mario's jump is a simulation. So is your inventory weight. The five simulation types every game designer should know, why chasing realism kills projects, and what EVE Online proves about measurement.

Apr 1, 2026 Read more
The invisible conversation: feedback, friction, and why players stay

The invisible conversation: feedback, friction, and why players stay

The invisible conversation: feedback, friction, and why players stay

Why players quit polished games in ten minutes and can't say why. A practical guide to the control loop, feedback, and the friction that kills retention.

Apr 1, 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