The blog

Three Pillars

This blog is organized around three kinds of inquiry.

01

Top-Down and Bottom-Up

How games take shape through vision-led execution or prototype-driven discovery.

Design theory vision and execution
02

Field Notes

Notes from the workbench: prototypes, design problems, production lessons, and craft principles gathered through hands-on work.

Practice notes
03

Close Readings

Close readings of shipped games, examining mechanics, levels, systems, and design decisions with care and precision.

Game analysis
Start here

Welcome

Three essays types that cover the spine of what I write about. If you are new, start with the first.

All essays
The Architecture of Coherence
Top-Down and Bottom-Up

The Architecture of Coherence

A strong game is not built by collecting good ideas. It becomes strong when mechanics, levels, interface, art, and meaning all point toward the same player experience.

5 min read
Rhythm vs Pacing in Games
Field Notes

Rhythm vs Pacing in Games

Pacing shapes the moment. Rhythm shapes the larger flow. Understanding this distinction is essential in game design, as confusing the two can result in an experience that breaks the flow.

8 min read
All notes

Browse the full archive

Every note, in order. Filter by category to focus, or scroll to wander.

Field Notes

Good Emergent Gameplay

Emergence is not chaos. It is what happens when readable rules create patterns, prediction, control, chain reactions, and surprising consequences.

Aug 15, 2026 · 8 min read
Top-Down and Bottom-Up

The Architecture of Coherence

A strong game is not built by collecting good ideas. It becomes strong when mechanics, levels, interface, art, and meaning all point toward the same player experience.

Aug 7, 2026 · 5 min read
Field Notes

Rhythm vs Pacing in Games

Pacing shapes the moment. Rhythm shapes the larger flow. Understanding this distinction is essential in game design, as confusing the two can result in an experience that breaks the flow.

Aug 7, 2026 · 8 min read
Top-Down and Bottom-Up

Atomic Parameters: The DNA of a Mechanic

A toy becomes a mechanic when it can be measured in parameters, then you can challenge the players. it can be reduced into clear values, ranges, limits, and feedback the player can learn.

Jun 8, 2026 · 9 min read
Close Readings

Kishōtenketsu: The Nintendo Way of Teaching Through Play

A good level does not simply place content in front of the player. It introduces an idea, develops it, twists it, and lets the player understand what they have learned.

May 28, 2026 · 8 min read
Top-Down and Bottom-Up

Rituals and rules of a game worlds

A concept does not become real because it has lore. It becomes real when the player can observe how people, places, things, rituals, beliefs, and repeated behaviors hold the world together.

May 26, 2026 · 9 min read
Field Notes

Enemies Are Toys

A good enemy is not defined only by how smart it is. It is defined by what the player can read, feel, learn, avoid, counter, transform, or play with.

May 25, 2026 · 13 min read
Field Notes

TEGOTAE: Designing the Moment of Contact

Game feel is not decoration. It is the sensation that the game has answered the player: with weight, timing, clarity, and life.

May 20, 2026 · 7 min read
Teach one thing at a time.

Learning collapses when the player must decode too many ideas at once.