game dev, opinions questionable, liker of kind and earnest things, current: ???, past: designer at Bungie, Starbound, future: something much weirder I hope
all posts or interactions are my own and do not represent the positions of my employer
As a designer and developer, my goals are to explore my own approach to game design that feels true to MY experiences, and for players to find enriching connections between my experiences and their own, and for their lives to be made better in some way by that. It's a process of human connection.
September 18, 2025 at 5:55 PM
As a designer and developer, my goals are to explore my own approach to game design that feels true to MY experiences, and for players to find enriching connections between my experiences and their own, and for their lives to be made better in some way by that. It's a process of human connection.
Ultimately, I don't believe in "objectively bad" game design. Any rules of design we establish also create opportunities for interesting subversion. Different players want different experiences. Culture and outside context inform and transform those experiences. It's a rich medium to work in!
September 18, 2025 at 5:55 PM
Ultimately, I don't believe in "objectively bad" game design. Any rules of design we establish also create opportunities for interesting subversion. Different players want different experiences. Culture and outside context inform and transform those experiences. It's a rich medium to work in!
...whereas an incoherent game leads to a mix of positive and negative experiences depending on each player's motivations and expectations. This also pushes players to deconstruct the game and engage with it as abstract design components rather than as a single experiential artifact.
September 18, 2025 at 5:55 PM
...whereas an incoherent game leads to a mix of positive and negative experiences depending on each player's motivations and expectations. This also pushes players to deconstruct the game and engage with it as abstract design components rather than as a single experiential artifact.
This leads to a definition of "good" design as coherence and "bad" design as incoherence, in that a coherent game has a potential audience that will likely enjoy it holistically and facilitates leading that potential audience into actually experiencing the game - a tractable communication problem.
September 18, 2025 at 5:55 PM
This leads to a definition of "good" design as coherence and "bad" design as incoherence, in that a coherent game has a potential audience that will likely enjoy it holistically and facilitates leading that potential audience into actually experiencing the game - a tractable communication problem.
Most often when I see players having bad (negative and not enriching) experiences in a game, it's because the game doesn't deliver the experience they want or expect. This doesn't make the DESIGN bad, but it does make the PRODUCT ineffective in connecting with its potential audience (large or small)
September 18, 2025 at 5:55 PM
Most often when I see players having bad (negative and not enriching) experiences in a game, it's because the game doesn't deliver the experience they want or expect. This doesn't make the DESIGN bad, but it does make the PRODUCT ineffective in connecting with its potential audience (large or small)
"I'd love to help, but we should align on high-level goals for the project and build out a rough production timeline before starting any concrete work"
August 14, 2025 at 5:51 PM
"I'd love to help, but we should align on high-level goals for the project and build out a rough production timeline before starting any concrete work"
would a species with a greater number of independent, dexterous appendages tend to develop more complex weaving and fabric manipulation techniques? seems advantageous for producing soft artifacts or structures that require maintaining multiple points of tension
August 9, 2025 at 9:17 PM
would a species with a greater number of independent, dexterous appendages tend to develop more complex weaving and fabric manipulation techniques? seems advantageous for producing soft artifacts or structures that require maintaining multiple points of tension
IIRC Rusty's Retirement does have some different layout/docking options including vertical - but I also struggle to fit them alongside other apps and wish they behaved more like ordinary windows
August 8, 2025 at 4:14 PM
IIRC Rusty's Retirement does have some different layout/docking options including vertical - but I also struggle to fit them alongside other apps and wish they behaved more like ordinary windows
I feel like the version of star mix without those is much too uniform and doesn't deliver on being a "mix" - the flavors and shapes of standard gummies are not really enough of a differentiator
I'm also just a sicko for the foamy texture though; things like frogs or peach rings are top tier for me
July 27, 2025 at 4:01 PM
I feel like the version of star mix without those is much too uniform and doesn't deliver on being a "mix" - the flavors and shapes of standard gummies are not really enough of a differentiator
I'm also just a sicko for the foamy texture though; things like frogs or peach rings are top tier for me