Author: Tobias Lindqvist

Every system in a game is a sentence about what the designer wants you to do. Grind is a sentence. So is a queue timer, a loot table, a guild bank permission screen. I write about what those sentences actually say, and why so many of them say something the designer did not intend. I build a game alone, badly and slowly, which means I have made most of these mistakes myself and can tell you what they cost.

Writing That Survives Being Skipped

Everyone tells you that learning how to write for games is about mastering branching dialogue trees or drafting epic, thousand-page lore bibles that no player will ever actually read. They treat it like it’s some high-brow literary pursuit, but they’re selling you a lie. Most of the time, your “writing” isn’t happening in a script…

By Tobias Lindqvist August 17, 2026 Off

The Games That Will Simply Stop Existing

People love to talk about game preservation like it’s some grand, noble crusade for digital history, but they usually get it wrong. They focus on the wrong things—like saving a specific ROM file or a dusty cartridge—while ignoring the fact that the actual experience of the game is being gutted. We aren’t just losing code;…

By Tobias Lindqvist August 14, 2026 Off

Thumbnails That Are Honest and Still Get Clicked

Stop treating your YouTube metadata like some mystical math equation that requires a PhD in data science to solve. I see these “growth gurus” peddling expensive courses claiming that if you just tweak your saturation by 5% or add a red arrow, you’ve mastered how thumbnails and titles work. It’s nonsense. In my experience building…

By Tobias Lindqvist August 14, 2026 Off

The First Hour Decides the Next Year

I spent three years moderating a guild forum where I watched more players quit in a single weekend than most MMOs lose in a month, and it was almost never because of “lack of content.” It was because the first hour felt like a job application. Developers love to talk about “onboarding flows” and “user…

By Tobias Lindqvist August 14, 2026 Off

The Complete Guide to Early Access

Most “complete guide to early access” articles you find online are just marketing fluff dressed up in developer jargon, telling you that you’re “participating in a collaborative journey.” That’s a lie. In reality, you aren’t a collaborator; you’re a stress test. You’re paying a premium to act as a human debugger for a system that…

By Tobias Lindqvist August 13, 2026 Off

The Complete Guide to a Steam Launch

Most “expert” tutorials online treat Steam launch options like some arcane ritual you need to memorize just to get a game to stop crashing. They’ll throw a wall of text at you, promising that adding `-high` or `-threads` will magically turn your mid-range rig into a NASA supercomputer, when in reality, they’re just adding noise…

By Tobias Lindqvist August 12, 2026 Off

Editing Highlights So the First Ten Seconds Work

Stop treating your highlight reel like a collection of trophies you’re trying to polish. I see people spending weeks learning complex color grading or chasing the latest transition trends, thinking that’s the secret to getting noticed. It’s not. Most of the time, when people ask how to edit a highlight reel, they’re actually just trying…

By Tobias Lindqvist August 9, 2026 Off

People Stay for the Group, Not the Game

I spent three years moderating a guild forum back in the day, and if there’s one thing I learned, it’s that developers love to talk about “engagement metrics” like they’re some kind of magic spell. They’ll throw a massive, expensive guild hall system or a complex reputation mechanic at you, thinking they’ve cracked the code…

By Tobias Lindqvist August 6, 2026 Off