Journal

Dev Journal

Real development journeys documented from concept to launch. Every decision, pivot, and lesson — in real time.

ProductionGlyntfall

Ten Sprints: From Crystal Shader to World Select

Glyntfall hit Sprint 10. What started as one crystal and one shatter is now a multi-world game with 5 orb types, 5 evolution abilities, surge difficulty, a meta-upgrade tree, and 488 tests. Here's what ten sprints of solo game development actually looks like.

March 31, 2026
ProductionKnowYou

Turning Personal Trivia Into a Daily Game

A new Playbook project: KnowYou turns questions about friends and family into trivia games within private groups. Four game types, 200 questions, daily rounds, and a Lightning Round modifier. Built with SwiftUI and Supabase in five sprints.

March 31, 2026
ProductionGlyntfall

The Gate Sprint That Greenlit Everything

Sprint 2 was the gate. The entire concept phase ended with a Conditional Go: if crystal destruction doesn't feel satisfying at 60fps, stop. One sprint, one session, 30 new tests, and a verdict that turned a conditional concept into a real project.

March 27, 2026
Pre-ProductionGlyntfall

Four Spikes, Zero Surprises (That's the Suspicious Part)

I budgeted 24 hours across four technical spikes for Glyntfall. I used about six. Every spike validated. Most finished under half their time box. The architecture got simpler, not more complex. Either pre-production specs really do de-risk this well, or I'm about to learn something painful in production.

March 26, 2026
Pre-ProductionGlyntfall

MCP Servers as a Development Toolchain

Four MCP servers installed before any game code exists. How AI image generation, UI mockups, design tooling, and sound design became part of the development toolchain, mapped to Playbook phases.

March 24, 2026
Pre-ProductionGlyntfall

Why I'm Using CSS to Build a Game UI

Unity has a built-in UI system. I'm not using it. How pain from Fizzics, muscle memory from SwiftUI, and a dark-on-dark aesthetic led to a three-system UI architecture for a mobile game.

March 24, 2026
Field Notes

How I Use CLAUDE.md to Keep AI on the Rails

The single file that shapes every AI coding session. How a global CLAUDE.md file turned chaotic AI conversations into something that actually ships working code.

March 23, 2026
Field Notes

Prompting for Architecture, Not Just Code

Most people use AI to write code. The bigger leverage is using it to think through what you're building before you write anything. How the Playbook's phase structure turns AI into an architecture partner.

March 23, 2026
Field Notes

Sprint Workflow With an AI Pair

How sprint retros, journal entries, and session handoffs create a feedback loop that makes AI coding sessions better over time. The workflow I use across every project.

March 23, 2026
Field Notes

What AI Tools Get Wrong (and What to Do About It)

After 9 projects built with AI coding tools, here are the failure patterns I keep seeing. Hallucinated code, over-engineering, confidence without context, and the corrections that actually stick.

March 23, 2026
ConceptGlyntfall

From Napkin to Conditional Go in One Session

Running the full Playbook concept phase for a new game, an idle-action crystal destruction hybrid. How a vague 'ad-friendly game idea' became a themed concept with competitive positioning, technical architecture, and a clear gate for production.

March 23, 2026
ProductionFizzics

Sprint 4 Retro: When Construction Becomes Convergence

Planned 30 tasks, delivered 105. The sprint after the walking skeleton is always different. Three sprint types, a first-playthrough ritual, and concrete playbook changes.

March 22, 2026
Post-LaunchThe Dev Playbook

The Playbook Goes Public

Open-sourcing the Development Playbook on GitHub. 6 phases, 39 step guides, 22 templates, MIT licensed. The methodology is now free for anyone to use.

March 20, 2026
ProductionThe Dev Playbook

Adapting the Playbook for Agency Work

What happens when a methodology designed for solo indie apps gets dropped into a marketing agency engagement. Six phases became four. Internal gates became client approvals. The screenshot workflow nearly broke me.

March 19, 2026
ProductionFizzics

Sprint 4: Making It Look Like a Real Game

From functional prototype to visual identity. 5-layer compound explosions, SDF molecular tier indicators, neon UI, beaker fog architecture, and the first device build on iPhone.

March 19, 2026
Post-LaunchThe Dev Playbook

Packaging the Playbook as a Consulting Deliverable

The landing page was one project. The AI development package — CLAUDE.md, 9 skills, adapted playbook, 5 guides — is a product that serves every future project. Here's how I built it.

March 19, 2026
ProductionFizzics

Sprints 1–3: From Beaker to Game Feel

Three sprints of building Fizzics. Container physics, merge mechanics, chain reactions, VFX, haptics, and 205 passing tests.

March 18, 2026
Pre-ProductionThe Dev Playbook

Requirements Deep Dive: 7 Epics, 20 Stories

Breaking down the full feature set into manageable epics and user stories before writing a single line of code.

March 18, 2026
ProductionThe Dev Playbook

Walking Skeleton: First Deploy to Cloudflare

Getting the thinnest possible version of the site live. A walking skeleton with CI/CD and a domain.

March 18, 2026
ConceptThe Dev Playbook

Kicking Off Phase 0: Why Build in Public?

The decision to document every step of building The Dev Playbook, and why transparency beats perfection.

March 17, 2026
Pre-ProductionFizzics

Architecting Fizzics: Manager + ScriptableObject Events

Why I chose an event-driven architecture for a physics-heavy casual game, and what happened when I tried to apply a web-app Playbook to game development.

March 16, 2026
Pre-ProductionFizzics

Can We Render Fluid Physics on iPhone?

The critical technical spike that validated Fizzics' core visual promise. Metaball shader rendering at 60fps on real hardware.

March 16, 2026
ConceptFizzics

Fizzics: From Suika Clone to Fluid Physics Puzzler

How a casual puzzle game concept evolved from 'Suika with liquids' into a visually differentiated physics puzzler with a neon mad scientist aesthetic.

March 15, 2026
Pre-ProductionRoamAbout

Building a Route Pipeline from OpenStreetMap

How I validated that curating a complete trail route (geometry, milestones, photos) takes under an hour, not a week.

March 6, 2026
ConceptRoamAbout

RoamAbout: Turning Steps Into Adventures

Why 'you walked 8,000 steps' is the least motivating sentence in fitness, and how I'm turning physical movement into virtual trail progress.

March 5, 2026
LaunchFreely

App Store Rejection: The Infinite Splash Screen

How a race condition in async sign-in code created an infinite splash screen that killed V1.0's App Store submission.

February 25, 2026
ConceptFreely

Freely: The Pivot From Diabetes App to Allergy Tracker

How a calorie tracker concept died twice before finding the gap nobody else had filled: allergen detection meets nutrition tracking.

February 10, 2026
ProductionTurnstone

Turnstone: What If Minesweeper Had a Soul?

How a childhood classic became a nature exploration game with real species, hand-illustrated biomes, and a guaranteed-solvable algorithm.

February 9, 2026
LaunchPulsecheck

Shipping Pulsecheck: From Idea to Live SaaS

What it took to go from zero to a live multi-tenant SaaS with billing, notifications, and an embeddable widget. 18 phases, one developer.

February 1, 2026
ProductionHalfsie

Halfsie: Making Finance Apps Feel Human

Why I built an expense-splitting app that prioritizes feeling over function, and what 'delight has a budget' means in practice.

January 30, 2026
ProductionPackFox

PackFox: Building Weather Intelligence Into a Packing App

How I built a packing app that actually checks the weather for you, suggests gear based on conditions, and does it all on-device in 5 languages.

January 20, 2026
ProductionPulsecheck

Pulsecheck: Edge Computing on a Budget

Why I built a SaaS on Cloudflare Workers + D1 instead of a traditional server, and what constraints forced better architecture decisions.

January 15, 2026
LaunchDishlist

Dishlist: 400 Family Recipes Needed an App

Why I built a recipe app after trying a dozen that couldn't handle camping trip meal planning, and how 400 family recipes from a food blog became the seed content.

January 12, 2026