principles

Published: Mar 28, 2023Last modified: Apr 05, 2023
Word count: 821Backlinks: 1

Trying to build up some backbone - how do we find commonality across decision making? What values are more important than others? What has served me well, and what was useful at one point but has faded away somewhat since?

Play to your strengths

But what are my strengths?

> Microfiction

> Dev Environment

> Automation

Optimize for motivation and feedback

Share early and often to keep yourself going

Optimize for something

Feedback Loops

Set things up such that projects get feedback easily and often

Learning:

  • from game players
  • from story readers
  • from consuming developers

Reach out for input often

Be explicit about feedback received and what we learn

Be authentic - make stuff 'true to us'

Pick your head up and Articulate the problem

"What problem does this tool solve?"

Aspire to Inspire

Give life to our creations

"What is this character's belief?"

"What effect does this env/setting have on this character's behavior?"

The Dev-Loop's speed is exponential

establish an efficient dev loop early

keep it sharp the whole time

Dev environment/writing environment requires feedback

Keep the knives sharp

"how is this being consumed?"

live-reload, simple state replay

Capture Targets and Structured Input

Capture is a mix of structured and unstructured moments a capture target: answer to 'what am i capturing?' ex: idea, todo, story prompt, pixel prompt, game mechanic, etc. 'what bucket does this fall into?' principle? new ip? ex: review or planning thought?

Non-interrupting capture flow

Visualization/Creating feeds the hammock, improves the mental model

creating visualizations by hand - being creative with content helps you really

learn it

making something with content/data _by hand_ improves understanding

Feed the Hammock

get the important things in memory

Self-expression in all things

"am i expressing myself?"

"what am i expressing?"

Discovery

How do you learn that a thing exists? ... of a function, namespace, tool, a feature partially workflow, partially good docs go to definition, alfred + dash surface area at-a-glance process for learning a new thing? what tools help people with discovery?

  • Discovery is super important
  • needs to be super easy to learn an api's surface area
  • tools that have helped:
  • alfred + dash
  • company mode
  • describe namespace
  • go to definition
  • ivy-cider

People in Communities perform better than in isolation

people in communities:

  • learn faster
  • solve problems faster
  • come to better solutions

I used to think it was experience, but it's about building the right community

It's not you, it's your community

Community quality: Dialectic

Community quality: Listening

Planning is Worth Practicing

Less of High Quality > More of Low Quality

benjamin's: architecture/growth debt vs tech/quality debt

justin's: Balmer vs Jobs product approach

dao's: product design as following user-input or an internal visionary where does the vision come from?

Integrate Early (first) (immediately)

Incremental Improvements > Sweeping Rewrites

what's the process for moving a codebase in the right direction?

Gut Instincts should be unpacked and explicitly explored

Engineering as Pushing the Top Line Up

Opportunities > Fixing Problems/Running efficiently

From a 1 on 1 with Justin

Building Keybindings for apps

more than just a bunch of buttons, a whole control panel

processes should be explicit

  • idea -> comic
  • idea -> character in a game
  • idea -> level in a game
  • idea -> whole game

What do i expect the path and necessary assets to be? ...for a game? ...for a repo/app?

Repeating/transcribing content evolves ideas

cards to post-its, post-its to org, etc

Iteration (simple porcesses)

Doing a process over and over reduces its overhead

A good iteration:

  • is a simple processes
  • has clear input
  • has clear output
  • execution is easy and obvious
  • has a planning period informed by previous review periods make explicit expected details during execution
  • has a review period for listening informed by notes from execution time for capturing adjustments benefited by visualizations

Explicit

Review is for listening, visualizing, adjusting

Step back

visualize the information

listen without preconceptions

dig for root problems (5 whys)

record explicit feedback + learnings

record explicit adjustments to the process

Review vs planning

> review

'retro'

step back, listen

look backwards

compare to others

capture process _adjustments_, misc feedback

> plan

'scoping'

look forwards

project, predict

adjust scope

Visualize Early and Often

Record explicit lessons and takeaways

Plan before execution

Minimize! Simplify!

Prioritize! Focus!

pull from photos of my old bedroom wall doodle sayings

It will be essential to be ourselves when we make this thing, and everything

It will be essential to be ourselves when we make this thing, and everything

https://open.spotify.com/track/7zEZT7jBecQ2B4IQKHBiLn?si=EWpV9-ufRKCrd4G5BWYHJQ

Who is who is who is youuuuuu

Who is who is who is meeeeee

Get that Ted lasso girl talk

Just jibber jabbering


Backlinks

Inspired by NaNoWriMo's "magna carta"s, this is a list of things in games that I've liked.

They are here as inspiration, motivation, and as a tribute. I hope to borrow/steal/remix/create with this, to give my own games a bit of the joy these brought me.

These should help step towards the principles I care about in games. What themes are threaded through all these?

See also: