Journal
Notes from the work.
Launch notes, technical notes and product stories. Written when there is something to report, which is why the archive is short.
Technical note
A browser demo for every product, and a four-rung ladder to keep it honest
Eleven products, eleven demos, and the uncomfortable part: two of them run the product’s own source, and saying which two is the whole point.
7 min read
Studio note
Eleven products, one production system, and the order we read evidence in
The expensive parts of a launch are identical every time. Sharing them is the obvious half; knowing which document to believe is the half that keeps going wrong.
6 min read
A thousand levels, and nobody placed one of them by hand
Ten regions, a hundred difficulty tiers and fifty boss families, generated from a model — and the acceptance run that had to prove every route through it is winnable.
6 min read
Studio note
Three products arrived, and one badge had been wrong for three days
Adding Vela, Auren and Forgotten Town meant re-auditing the seven already here. The re-audit was the part that found something.
5 min read
Launch note
Introducing NOVEMADE
One production system, a catalogue that keeps growing, and a deliberate decision not to become an agency.
4 min read
Technical note
Running the real game engine in the browser
Why the ZUPI demo is not a recreation, and what had to be true in the codebase for that to be possible.
5 min read
Technical note
Why Pivumo ships AAC, not Opus
The brief asked for Opus. Shipping it would have made the app silent on every iPhone.
3 min read