game development

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.

March 18, 2026 · 5 min read

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.

March 15, 2026 · 5 min read

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.

March 12, 2026 · 5 min read

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.

March 9, 2026 · 5 min read

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.

March 6, 2026 · 5 min read

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.

March 3, 2026 · 5 min read

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.

February 28, 2026 · 5 min read

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.

February 25, 2026 · 5 min read

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.

February 22, 2026 · 5 min read

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.

February 19, 2026 · 5 min read

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.