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Thoughts on game systems, balance, and live ops.

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34 posts
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
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
The Shape of Fun: Mastering Curves in Game Design

The Shape of Fun: Mastering Curves in Game Design

The Shape of Fun: Mastering Curves in Game Design

The four essential curve types every designer should know and how each one quietly controls pacing, difficulty, and the moment a player decides to keep playing or quit.

Mar 31, 2026 Read more