Fun with TheoremsWhat the Four Colour Theorem gives a puzzle game, and what it leaves to the designer.Blog
Design reasoning, rejected prototypes and technical studies from inside the work. Each note is connected to the project or practice it expands.
Fun with TheoremsWhat the Four Colour Theorem gives a puzzle game, and what it leaves to the designer.
BAFTA Guru — Five Ingredients for Satisfying Game DesignA short archive note from my game-design talk.
Games are a ConversationA short note on how a sequence of puzzles can feel personal.
Why Pinball?The table-design journey behind INKS.
SplatsThe shape, flow and colour behind the ink in INKS.
Scribble or Smash?How the constraints in GLASS’s editor helped it find a stained-glass style.
Metal MeshesA compact vector puzzle, a C++ geometry system and an editor that rebuilds only what changed.
Programming LightMaking GLASS look refractive with an opaque material and a deliberately limited view of what lies behind it.
A Quiet Game in a Noisy HallShowing GLASS at EGX changed how I thought about its pace.
ScissorhandsRecognising a deliberate gesture without asking the player to hold a perfect pose.
Finding a WallChoosing a readable place for a hint in an unfamiliar room, then keeping it stable.
Ripping Open RealityA two-handed transition into Blackbox’s grid world.