Three Math Tricks To Improve Your Game

This essay proposes math-like formulas (sort of) to define key game design concepts (ex: legibility, engagement, etc) and how they might relate with one another.


That Time I Made 250 Scientists Solve a Riddle On A Dance Floor

In 2019, I was commissioned to create a real-time multiplayer puzzle game, to be played live by ~250 simultaneous users, which also happened to be the entire staff of a science research center.


How Tom Cruise Can Help You Make Videogames

A humorous attempt at fixing common communication problems in videogame development by using Tom Cruise’s love of running as a metaphor.

Inside The Magic Circle

An holistic exploration of games as a self-contained medium, and the proposal of an alternative concept to Huizinga’s magic circle: a boundless mandala.


30 Stupid Things Game Designers Say

A closer look at the myths, faulty common sense, and flat out pseudoscience behind some of the most common misconceptions about game design and game development.


What Is Digital Handicraft?

A reflection on how pointless definitions and taxonomies may have made us miss the untapped potential of digital media when it comes to user interaction and procedural generation.


How to Showcase A Game That Doesn’t Exist

In 2017 a non-existent game was showcased at a public venue with more than 50K visitors. This is the story of how that experiment came to be, why it was done, how it was done, and what resulted from it.