Indie dev, former game industry. Prototyping new things while rebuilding my game @Drawception. Previous owner/dev @MobyGames (acq. by Atari).

Austin, TX
Joined October 2009
I see how some people can watch flashy robot demos on the timeline and think with a shiver that the robot apocalypse is around the corner, but reality check: There is no robot in the world that can change the batteries in a jack-o-lantern. If you have a robot friendly door handle it might be able to walk outside, pick it up, and carry it back inside. The robot could open the drawer with your batteries in it, but then things get tough. Opening the package of AA batteries? Extracting a precision screwdriver from its case? Unscrewing four tiny screws that require a hard press and twist? Popping batteries out of the case? Yes, you could build and train a specialist robot to do that today, but there is a very long way to go to replace the full range of human capabilities. Near term doomer scenarios should stop at “secretly controlling humanity” instead of “wiping humanity out” 😀
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I reverse engineered candy crush
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Nintendo’s Shigeru Miyamoto, the acclaimed designer behind Super Mario and Zelda, has explained why he believes generative AI won’t make human creativity obsolete. "There will always be a role left for us to play." videogameschronicle.com/news…
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Japan news segment about Miyamoto being honored with the "Order of Culture" award!
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Building a game engine and prototyping workflow with rapid iteration in mind. For example, as I draw in Aseprite, changes are reflected in-game like so:
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Sad to see. A once legendary game studio. Founded by two gamers, Ray Muzyka & Greg Zeschuk, in 1995.
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Sweet! @RichardGarriott is getting the Ultima copyright back. Turns out you can simply reclaim your copyright (with notice) after 35 years from selling it. Will be interesting to see if others do the same with franchises from the 80s and 90s.
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More of a statement of how slow they both are. Should be <1s.
We vibe coded the Epic Games Launcher to be faster than the other guy. Don't believe us? Test it out for yourself in Preview: launcher.epicgames.com
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Easier than ever to make a game Still hard to make a game worth playing
🚨NEW EXPERIMENT 🚨 Playground is an experimental gaming platform that lets you create your own games with zero coding experience. If you can think it, you can play it. Go to labs.google/playground to learn more! Available to users 18+ in the US.
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Order of the Sinking Star is OUT NOW! I'm proud of the puzzle design and refinement work I've contributed over the past 3 years! So many talented and hardworking people have worked on this game for so long. And it's surreal it's finally out!! I think it's a special game. <3
Order of the Sinking Star, the massive puzzle adventure from @Thekla_Inc and @Jonathan_Blow (director of Braid & The Witness) is OUT NOW on Steam, Nintendo Switch 2 and PlayStation 5! 🧩 Get it today: orderofthesinkingstar.com
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In programming, you always need to understand at least one level of abstraction below the one that you’re working at to become really good at your craft. AI is no different. In the age of low-level programming languages (e.g., C/C++), if you knew computer architecture, memory management, OS modules, etc.), you would be much better than the average programmer. In the age of AI coding agents, knowing software architecture, design patterns, etc., makes you much better at agentic engineering than the average vibe coder who speaks in vague prompts.
working at a higher level of abstraction has always required understanding the lower level ones, I don't think coding agents changes this
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My favorite mental gym is Factorio
We created gyms because modern day work no longer required physical activity. Without exercise, our muscles atrophy. I predict we’ll need gyms for our brains too, once AI starts doing our knowledge work.
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Contra @slatestarcodex, my arguments against AI doomerism have never been based on the claim that it is a cult. But the responses to my open letter (together with journalistic digging by NYT and WSJ) have made this more plausible. Foremost is the invocation of tenets in the doomer catechism (particularly "instrumental convergence," the belief that intelligent agents will inevitably seek power, resources, and self-preservation as subgoals) as if they were sacred truths rather than tendentious assumptions. (IC is in fact the not-so-intelligent pursuit of a goal heedless of side effects, and the reckless empowerment of AI, that we un-doomers note are deliberate, hence avoidable, design choices, not intrinsic constituents of intelligence). I feel as if I'm doubting the Second Coming and am being told, "That's naive and ignorant; you seem to be unaware that the Apostles' Creed dictates that it will happen."
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Video games are a gym for the brain
Frequent video gamers performed on cognitive tests like non-gamers that were ~13.7 years younger
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RIP to the man behind the greatest line read of all time
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A clip I hadn't seen: Looney Tunes director Chuck Jones talking about how Warner Bros. destroyed the original drawings and cels from the classic cartoons. A truly insane crime against art.
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Today ~40 videos get uploaded to YouTube by the time you finish reading this sentence.
21 years ago, the founders of youtube were worried because only 40 videos had been uploaded:
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Spot on, and an under appreciated point at that. It's easy to make complex software. It's hard to make it simple, and to keep it simple.
The limiting factor of software engineering has never been code production. It is complexity management.
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Metrics informed game design > Metrics driven game design
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