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Practical design patterns, technical workflows, and hard-won lessons for indie game developers.

A lone adventurer studying a torch-lit dungeon with a treasure chest, map, bat, and slime
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11 min read

Designing a Dungeon, Hub, and Relationship Loop: Lessons from Dungeons of Hinterberg

game-analysisprogression
5 min read

Input Command Logs for Testable Cross-Engine Replays

architecturetesting
6 min read

Combat Architecture Contracts: Separating Data, Commands, Effects, and Feedback in Unity and Unreal

public-siteenglish
6 min read

Combat Loop Pacing: Designing Tension-Relief Cycles for Roguelike Encounters

roguelikecombat