Category Sector

Games

Original games, app-lab projects, development diaries, playable worlds, and release notes.

10 articles

Give Claude the Full Deck

I built a game bible that serves two masters at once. You can show it to a publisher. You can paste it into Claude at 2am and it knows exactly what to build. Here's the whole thing.

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Steal These Cars

A mafia RPG needs Italian cars. You don't drive them — they power your dice. Here are all 25 Krea prompts before I've even generated the images. Steal them. Careful who you steal from.

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NEON LEVIATHAN: Industry. Appetite. The Deep.

We are building cabinets, not websites. Neon Leviathan is a maritime obsession piece—a ledger of costs where numbers become mood and mood becomes body count. The sea takes its share, and the whale is only the beginning.

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The Last Ten Percent of Shipping a Game

Dreaming up a game is one job. Building the systems is another. The last ten percent, where UI, release philosophy, platform choice, pitch, and polish all collide, is the part that feels less like design and more like finishing an indie film with no patience left in the room.

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The Pizza Connection: Bones. Blood. WADD.

Bones on black velvet. Your father's debt at the door. Pizza work, collections, heists, smuggling, snitch-hunting, laundering, gambling, pigeon racing, boss pressure, HEAT, RESPECT, and ugly little objects with stories attached.

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The Golden Age of Arcade – Introduction

The arcade was the first place games became public. Not a screen in a bedroom, not a ritual between you and a machine — a loud room full of strangers, a quarter as the price of admission, and failure that everyone could see.

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