Like most gamers, I fell in love with games as a kid.

For the first decade or so, playing them was enough. Then something changed. Instead of simply getting lost in a game, I started asking why. Why does this mechanic work? Why does this system feel satisfying? Why do two seemingly unrelated mechanics suddenly become much more interesting when combined?

That fascination never really went away.

Eventually, I wanted to build games of my own. I experimented with Godot, learned some pixel art and watched just about every useful tutorial I could find. But while I could make things work, I never became much of a programmer or artist.

What came naturally was designing.

I kept coming up with mechanics, systems and entire game concepts. Playing one game would remind me of a mechanic from another, and suddenly I was wondering what would happen if you combined the two. While someone else might have spent that time actually making one game, I designed ten more on paper.

For a long time, that was enough. I could play them in my head.

I became a backseat developer without anyone in the driver’s seat — or even in the car.

And I probably would have died with a backlog full of game concepts.

Then AI arrived.

For me, it changed what was possible. After years of designing games I couldn’t realistically build on my own, I suddenly had something resembling my own developer and artist to work with.

I know AI in game development is a controversial subject. But I don’t have much interest in pretending I don’t use it. If that makes my games uninteresting to someone, there are thousands of alternatives out there.

If it doesn’t bother you, you’re more than welcome to stick around and try some strange game mechanics with me once the first game is ready.

Until then, you can follow my progress in the News section.