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Thoughts on game systems, balance, and live ops.

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37 posts
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
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
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
Progression Systems: The Actual Reason Players Stay

Progression Systems: The Actual Reason Players Stay

Progression Systems: The Actual Reason Players Stay

Why retention depends on layered progression, pacing across multiple time horizons, and giving players a clear answer to what they are working toward.

Apr 1, 2026 Read more
Game design curves: progression, difficulty, and the economy of player patience

Game design curves: progression, difficulty, and the economy of player patience

Game design curves: progression, difficulty, and the economy of player patience

Numbers are the bricks. Curves are the blueprint. A curve is where pacing, emotion, and expectation get decided, and it's usually where a game quietly wins or loses its players.

Mar 31, 2026 Read more