Martin Annander
banner
mannander.bsky.social
Martin Annander
@mannander.bsky.social
Freelance systemic design specialist. Opinions are the brainslug's.

Blog: https://playtank.io/
Pinned
Follow me for systemic game design ramblings. I write monthly pieces on related subjects: playtank.io/2023/08/12/a...
This month's blog post builds on a #gamedesign assumption: the more iterations you have time for, the better your game.

playtank.io/2025/11/12/m...
Maximum Iteration
The quality of your game is directly related to the number of iterations you have time to make. The adage is that game development is an iterative process. We know we should be tweaking and tuning …
playtank.io
November 12, 2025 at 11:05 AM
This month's blog post goes into my thinking on pipelines and frameworks, based on a single key realisation: the quality of your game is directly related to the number of iterations you have time to make.
Maximum Iteration
The quality of your game is directly related to the number of iterations you have time to make. The adage is that game development is an iterative process. We know we should be tweaking and tuning our game until it feels and runs great. To make it the best it can be; greater than the sum of its parts. Early on, to make sure that the features we work on are worth pursuing.
playtank.io
November 12, 2025 at 9:03 AM
This is a post I've been working on for a very long time, while actively trying to keep it useful. It's an attempt at a practical guide to #gamebalancing, and will have to become a living (though sporadic) document going forward. Would love to have your feedback!
Game Balancing Guide
This post is all about what game balancing is and how to do it. Just remember that every game has its own unique needs and challenges, so cherry-pick whatever sounds reasonable for your game. This post will become a "living" post of sorts, added to over time. Tell me about your own balancing tools and tricks at annander@gmail.com or in a comment.
playtank.io
October 12, 2025 at 11:56 AM
Ahead of this month, I studied some of the works discussing games, game design, definitions, tools, and terms. There's a wealth of knowledge out there, yet the best you can do for your own games, in my opinion, is make up your own words.
Definitions in Game Design
"We're making an ARPG with survival and roguelike elements," begins the pitch. "It also has some light platforming, is made with Godot, and intented for release on Steam in Early Access." For the business-minded person in the crowd who just played Path of Exile 2, they may focus on the ARPG bits or conjure up mental images of lucrative microtransactions.
playtank.io
September 12, 2025 at 9:00 AM
This month marks the 50th Playtank.io blog post, and also the first-ever guest post by ex-Sony system designer Keelan Bowker-O'Brien! Enjoy. He knows everything about game economy design that I don't.

playtank.io/2025/08/12/g...
Game Economy Design
The What and The How Hey there, I’m Keelan. For the better part of my career in the games industry I’ve worked as what’s known as a Game Economy Designer. Game Economy Design predominantly concerns…
playtank.io
August 12, 2025 at 4:13 PM
Was using my thermos mug and realised as I put on the desk that this represents a considerable part of my professional career. I think this was a Starbreeze x-mas present in 2008 or 2009. The Helldivers 2 controller was given to me by Arrowhead earlier this year.
August 5, 2025 at 7:57 AM
This month's blog post is special, since the excellent Martin Ekdal has given me permission to share some exploratory design work I did as Design Director at Graewolv. It's a post about how role-playing can be used as a game design tool. Enjoy!
Tabletop Roleplaying as a Game Design Tool
The goal is to allow the player and their avatar to occupy the same emotional space. Harrison Pink, Snap to Character: Building Strong Player Attachment Through Narrative At Graewolv, while exploring the concept of the demon-powered first-person shooter, one question that kept nagging at my brain was who I was actually playing and why it led me to shooting people and interacting with demons in the first place.
playtank.io
July 12, 2025 at 6:00 PM
Game design is a constantly evolving craft and many of its challenges are tied to its present. But this month's blog post tries to deal with a number of specific challenges, such as recency bias and IP tourism, that felt worth writing about.
Challenges to Systemic Design
Systemic design comes down to making objects and rules and inviting the player to interact with them. This sometimes clashes with game design at large or the expectations of external stakeholders. This post is dedicated to some challenges that are facing systemic game design right now. It won't go into broader problems like financing or marketing — not in this post.
playtank.io
June 12, 2025 at 9:00 AM
This month's blogging concerns how game studios make money. Making Money Making Games. The fact that many developers don't make money *selling* games is still something I need to explain with regularity and it still doesn't make intuitive sense.

playtank.io/2025/05/12/m...
Making Money Making Games
There’s a popular joke about money and game development. It goes something like this: To make a small fortune from gamedev, start with a big one. A key element of gamedev finances is risk. Ga…
playtank.io
May 12, 2025 at 9:52 AM
Decided to write a little about game studio financing this month, since it's something many find somewhat unintuitive. Not an exhaustive treatise, but hopefully worth a read!
Making Money Making Games
There's a popular joke about money and game development. It goes something like this: To make a small fortune from gamedev, start with a big one. A key element of gamedev finances is risk. Games are entertainment products, and even when someone has a great time testing your game at a conference or all the reviews come in at 11/10, that still doesn't mean people will want to give you money.
playtank.io
May 12, 2025 at 9:31 AM
Playing Death Stranding, and reflecting how every Hideo Kojima game since MGS2 is an interesting often innovative #gamedesign wrapped in a messy indecipherable story told through poorly written 10+-minute cutscenes.
May 3, 2025 at 8:31 AM
Data points I found fascinating looking through Steam achievements:

- ~10% stop playing in the very early game (tutorial).
- ~25-30% play single-player games to the end. Can be as high as 45-50% near launch for big blockbusters but shrinks over time.

What would happen if we made shorter games?
April 30, 2025 at 6:56 AM
So many beginning developers ask "which engine should I use?" So this month, I'm going through the engines I've worked with (or alongside) myself, and the takeaways from them. The idea is to show you that engine matters less than getting the work done!
My Game Engine Journey
There, but certainly not back again. It's sometime around the late 1980s/early 1990s that some developers start talking about a "game engine" as a thing. Maybe not even using the term "engine" yet, but in the form of C/C++ libraries that can be linked or compiled into your project to provide you with ready-made solutions for problems. Color rendering for a particular screen, perhaps, or handling the input from a third-party joystick you want to support.
playtank.io
April 12, 2025 at 10:06 AM
This month's post on #systemicdesign dives into data representation, and terms like state and context. A return to the more technical posts I used to write earlier in this blog's (short) lifetime!
A State-Rich Simulation
The object-rich world is crucial for making systemic games. Similarly, the state-space of your game can be used to describe the entirety of your design and to facilitate more holistic game development. But it's about time that we talked about data, since it keeps coming up. How to describe the smallest pieces of your simulation and the effects of this choice on your game.
playtank.io
March 12, 2025 at 9:07 AM
A final entry in the combat philosophy series, that will wrap the more theoretical meanderings and leave me more room to focus on #systemicdesign!
Building Systemic Drama
This post is the last post in a series on combat design. There has been many attempts to classify storytelling. Georges Polti suggested The Thirty-Six Dramatic Situations in 1895. Vladimir Propp used a selection of 31 functions to illustrate similar things in the 1920s. There's also the widely misused monomyth of Joseph Campbell, originally published in his book The Hero With a Thousand Faces…
playtank.io
February 12, 2025 at 8:02 AM
First week doing systemic design at Arrowhead Game Studios. Excited to see what this brings.
January 23, 2025 at 11:42 AM
This month's blog post on #gamedesign and #systemicdesign! It was a tough one to research and write, since I've tried to distill what makes a 'sport' tick in the interest of informing your combat design, and sport is not my area.

playtank.io/2025/01/12/b...
Building Systemic Sport
This post is a continuation on a previous combat design post. Sport can be used as a layer on top of your gunplay or melee. Perhaps as added fairness (a sense of “good balancing”) or as…
playtank.io
January 12, 2025 at 9:10 AM
Reading early 90s #TTRPG stuff (Dark Sun, from 1991), and it's incredibly inspiring for 100 different reasons. It's easy to forget the rich history of this brilliant hobby.
January 11, 2025 at 7:53 PM
Reposted by Martin Annander
i wrote about how gamers see story and narrative as something that can be separated from the games themselves and how we reward stories that are legible in the language of books and movies

read here: jakesteinberg.substack.com/p/gamers-don...
December 13, 2024 at 5:51 PM
This month, trying to elaborate on why I think the game development frontier means doubling down on interaction. As a response to the most common pushback I get for my systemic design talks.

playtank.io/2024/12/12/t...
The Interaction Frontier
The most consistent pushback I get when presenting my case for systemic design is against the idea that authorial games are not as interactive as more emergent games. “They surely are interac…
playtank.io
December 12, 2024 at 8:59 AM
If you are a fan of sword & sorcery, maybe you'll find my micro-TTRPG (seven pages or so) Bargains & Bloodshed worth your time: play-tank.itch.io/bnb
Bargains & Bloodshed by Play Tank
Quick and accessible sword & sorcery role-playing.
play-tank.itch.io
December 10, 2024 at 5:19 PM
Reading Steve Grand's book Creation: Life and How to Make It, and I'm realising just how great node-based behaviours are for emergence. From Boids through neural networks and onwards will require some further study for future systemic blog posts.
December 1, 2024 at 10:29 AM
I talked about Systemic Design at Coffee Stain North last Friday, and it was awesome!

There are few things I enjoy quite as much as spreading this gospel, through my blog and through talks and workshops.
November 19, 2024 at 8:32 AM
This month's systemic design ramblings go into where the player's input can fit into a system ("system" as a collection of inputs and outputs). It uses some great games to illustrate this.

playtank.io/2024/11/12/s...
Systemic Building Blocks
Something that has been missing from this blog is how players will experience playing your systemic games. What the inputs and outputs represent and what kind of game they help make. So that’…
playtank.io
November 12, 2024 at 1:15 PM
What if I only want to use the component pattern in #gamedev to handle objects and don’t care as much about memory sorting? Is this heresy?
October 28, 2024 at 5:46 AM