Category: Game Design

Adding Multiplayer Triples the Work

Everyone loves to talk about “connectivity” like it’s some magical additive that makes a game better, but most devs treat it like a spice when it’s actually a fundamental shift in the laws of physics. You don’t just “add” multiplayer to a single-player loop; you’re introducing a chaotic, unpredictable variable that competes for every second…

By Tobias Lindqvist October 31, 2026 Off

Profile First, Then Fix One Thing

Everyone loves the “total system overhaul” fantasy. You see it in every devlog and every post-mortem: the idea that the only way to fix a stagnant meta or a dying economy is to burn the whole codebase down and start from scratch. It’s a seductive lie that makes you feel like a visionary, but in…

By Tobias Lindqvist October 19, 2026 Off

A Strong Style Outlives High Fidelity

I spent three months last year trying to bake realistic lighting into a single forest asset for my own project, only to realize I was just building a very expensive way to say nothing. We’ve been conditioned to believe that more polygons equals more immersion, but that’s a lie. When a studio spends their entire…

By Tobias Lindqvist September 23, 2026 Off

Silence Is a Musical Choice

I was sitting in my apartment at 3:00 AM, staring at a combat loop in my own build that felt like it was dragging through molasses. I had this sweeping, cinematic orchestral track playing—the kind of thing you’d think would make a player feel like a god—but instead, it was just making the gameplay feel…

By Tobias Lindqvist September 16, 2026 Off