Field Notes.
Design decisions, lessons learned, process notes. The boring parts are the interesting parts.
À la Mine, 5 weeks after release
Shipping a first game while incorporating the studio that carries it. Here's what we've learned so far.
7 min → #A08
AI in gamification, evolution or illusion?
A year of using generative AI in B2B gamification projects. Here's what it actually changes, and what it never will.
6 min → #A07
Rage On Vigrid
A shoot'em up built in one week during a Game Design Workshop on Unity. You play as a viking fighting…
2025 → #A06
Darty N’ Dustry
A puzzle game created in 5 days during the Godfather Jam 2023. You play as a quality manager in a…
2023 → #A05
Space Legacy
A training project built with Unreal Engine. You play as a droid aboard a ship lost in space, uncovering the…
2023 → #A04
[Dev’Note #2] À la Mine
A year in, a lot has happened. Festivals, playtests, Tabletop Simulator, and a game getting closer to its final shape.
2023 → #A03
[Trijam #167] Fish’N Ship
My first Trijam: Fish'N Ship, a fishing game made in 3 hours on the theme "Heightened senses". Navigate through thick…
2022 → #A02
[Dev’Note #1] À la Mine
A la Mine has just completed its first semester of development. Playtesting, balance changes, festival appearances, and what comes next.
2022 → #A01
Hackathon / Laval Virtual 2022
For the 2022 edition of Laval Virtual, we competed in the festival's Hackathon with a VR prototype around the theme…
2022 →