Method
Scoping, batches, validation, delivery.
MethodSeptember 8, 2026
Ask the decoder, not the extension
Most of my files had stopped playing. The app promised Opus support on the word of an extension list its audio engine could not honor. The fix: ask the decoder itself. And the measurement that kept me from uniformizing too far.
Read article→MethodSeptember 5, 2026
925 outcomes, zero coda
My game rang out its punchlines on detached lines: 58% of the 925 outcome texts ended in a coda. Two days of tooled mass rewriting later: zero. The story of a pass where measurement corrected intuition at every batch, including on my own commit titles.
Read article→MethodAugust 8, 2026
AI on the box, only when it's in the product
Same studio, two opposite pitches: Grimoire puts its AI front and center, Galactic Rogue never mentions it. That is not an inconsistency, it is a rule. Use freely, disclose systematically, sell only what is true.
Read article→MethodAugust 3, 2026
Narrating emergence is not proving it
Anyone can claim that complexity emerged from their code. Proving it is another matter: comparing it against pure chance, and telling what the program invents apart from what I wrote by hand.
Read article→MethodJuly 29, 2026
Shipping sprites without drawing them
A solo dev with no pixel artist producing the assets for an idle game through a generation API. The real work isn't the generation: it's the protocol around it. Briefs, budget, selection, composition.
Read article→MethodJuly 24, 2026
Scope creep hides in the words
I had frozen my game's scope. Then I wrote a roadmap that, without ever lying, had relabeled as "finishing" work I'd filed away for after release. The quiet mechanics of scope creep, and the document that stopped me.
Read article→MethodApril 10, 2026
The scoping document I deliver before the first line of code
Before writing any code on Grimoire, I lock a scoping document: strict scope, delivery batches, validation criteria. Here is what is inside, and the two times it failed me.
Read article→MethodApril 7, 2026
72h to a playable prototype
The format, the constraints, an honest example, and why time pressure creates direction instead of just cutting it short.
Read article→MethodApril 2, 2026
Why I never merge without an audit
Tests, coverage, lint, post-batch audit, CI/CD. The full sequence, and what happens when you skip it.
Read article→MethodMarch 12, 2026
Why I never code first
PREDEV/POSTDEV, numbered batches, post-delivery audit. The method I apply on every project, from idle games to Play Store.
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