Game dev & building in public.
Lessons from making games and running game jams, applied to building real software: game feel, performance, prototyping fast, and shipping small.
What running game jams taught me about shipping software
Running game jams taught me more about shipping software than most retros. Here is what a 48-hour deadline reveals about scope, focus, and finishing.
Game feel: why juice matters more than features
Game feel and juice are why a simple game feels great while a feature-rich one feels dead. Here is how I think about juice and why it beats more features.
Three.js performance for the web, learned the hard way
Three.js performance on the web comes down to draw calls, the main thread, and memory. Here are the bottlenecks that actually tank your frame rate.
ECS explained without the academic fog
ECS, the entity component system pattern, explained in plain terms. What it is, why it beats deep inheritance, and when it is overkill for your game.
Godot vs Unity in 2026 for small teams
Godot vs Unity in 2026 for small teams and solo devs. An honest take on which engine fits, where each one wins, and how to actually decide.
The case for shipping small games
Shipping small games beats hoarding a giant unfinished one. A senior engineer on why tiny finished projects teach more and keep you sane.
Building a developer community that actually sticks
Building a developer community that lasts is mostly showing up and lowering the bar to contribute. Hard-won lessons from running a game-dev group.
What creative coding does for a serious engineering career
Creative coding and a serious engineering career are not opposites. Games and toy projects sharpen the exact skills that make you better at real work.
Prototyping games fast so you fail cheap
Prototyping games fast is about answering one fun question before you build anything real. A practical method for failing cheap and finding the fun early.
Scope cutting is the real side-project skill
Scope cutting on side projects is the skill that decides whether you ship or stall. How to cut hard, ship something real, and finish what you start.