Grinding and the Burden of Optimal Play
Just before I announced Darknet, I sent an early preview build to Ben Kuchera, a writer at Polygon. The resulting article was generally...
Productivity Strategy Guide
Introduction Welcome to the strategy guide to “Productivity”, The Game of Getting Shit Done! In Productivity, you play as E McNeill, an...
Unknown Answers
In college, I regularly played D&D with my closest friends. As you’d expect of a nascent game designer, some of my favorite sessions were...
Music: DN-B102
Part of an ongoing series about Darknet's music, direct from the composer. //begin DN-B102 This post will focus specifically on the...

Network-Layer Strategy
I’ve written a lot about the core hacking gameplay in Darknet, i.e. the puzzles that represent the bottom layer of gameplay....
Music: DN-B101
Part of an ongoing series about Darknet's music, direct from the composer. //begin DN-B101 On last week’s blog, I got all the...
The Coolest Features I Cut
Until about a month and a half ago, Darknet was going to be an MMO. You probably think that sounds crazy. It was meant to! What a great...
Music: DN-B100
This post is the first in a series about Darknet's music, direct from the composer! Expect more posts periodically, with more samples of...
Hacking Revised Again
A couple of months ago, I wrote about revising the core hacking gameplay of Darknet. The puzzle was too chaotic, and there wasn’t enough...
Theming and Naming
I tend to make really abstract games. Auralux, my first full game, is about dots colliding in space. Bombball, my second, is about...