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  1. i know two things about runescape

    in 2002, the kids at school were all playing it. i tried it and thought it was bad in 2013, i was on a tram, and this bloke came sprinting onto the tram screaming “FUCK FUCK FUCK”, ripped open an old hp laptop carry case, opened the laptop, “FUCK FUCK FUC…

  2. old cancelled project: spacething

    A million years ago, in 2014, I was working on a game called Spacething about renovating a sentient spaceship.

  3. doom 3: uncutscened

    A while back I had a quick go at modding Doom 3, with a view to turning a cutscene early on in the game into a Half-Life style scripted sequence.

  4. feeding the ducks

    today i awoke without any mental health, having been hit sorta harder than usual of late by various upsetting world news, and grief, and whatever else, so after getting a few little things done at work i took the rest of the day off, and went to the park…

  5. absolute state of unreal 2026

    I guess they just had the State Of Unreal at Unrealfest, and as predicted, it was a real fuckfest full of dogshit.

  6. ask: level design tools besides scythe

    MetalPetal asked: Hello Joe.

  7. ask: cool engineers

    Vivian Rosanthwyn asked: hey joe, did you ever have an engineer that truly was wonderful to work with, an engineer that got out of your way when you worked on design, or like, an engineer that specifically helped you thrive as a designer in a project?

  8. old cancelled project: magenta sunset

    Like twelve years ago I was working on a first-person adventure game of some sort, initially on UE3 and then 4, where you’d drive a car.

  9. ask: non-retro retro graphics. non-physical realism

    Eric asked: In that post you shared in your retro graphics blog, you mention that the sweet spot for you was the 2010s AAA graphics.

  10. ask: godot vs doom 3

    someone asked: I’m considering moving to the Doom 3 engine from Godot.

  11. ask: retro graphics

    someone asked: You mentioned that you don’t care for “actively retro graphics” is there a reason why?

  12. It’s now been over 10 years since I started getting a reputation for bitching and moaning about the state of Level Design Tools, starting with my first talk-into-mic youtube video, Level Editing In UE4 Needs To Catch Up To Quake 1, and then a bit later the

  13. JoeIO: a level scripting i/o system by me

    The level scripting system I described building in a previous blog post is now available to buy, and it’s called JoeIO, so you can use it in your games.

  14. lust bus

    when i was about 7, my family bought an ’89 tarago from a place called “just buses”. they had put a sticker on the back of it that said “just buses” in kind of a sexy cursive font, not as one whole sticker but a letter at a time. i peeled them off, rearra…

  15. swipe me now i’m even faster

    a brainworm i acquired as a child: in the late 90s in australia there was some incremental upgrade to eftpos card scanners rolled out, where you’d swipe your card and not have to wait as long, and every checkout for years had faded stickers on there that…

  16. skooma thoughts

    in Skyrim, Skooma is a hard drug of some sort that ruins lives, but Skyrim doesn’t do anything with it mechanically, it just gives you a little bit of stamina. the item is totally out of sync with the lore!

  17. I/O systems for level scripting

    This week I built a Source Engine style input/output (I/O) system for level scripting in Sleight of Hand, and if you don’t know what that is or means, you have that in common with most game developers.

  18. tc_hydro appreciation post

    I haven’t played Team Fortress 2 in years and years, but I think of the map tc_hydro pretty often, at once launch-TF2’s least popular map (apparently) and, I reckon, its finest hour aesthetically.

  19. A tool I made a long time ago with a little help from the excellent Turfster is my Vector Field Painter, made to be used in VR.

  20. electronic old men i have met

    In the early-mid 90s my dad ran a PC repair business, which I get the impression he spun up in advance of knowing much about PCs and more or less learned on the job.

  21. fuck windows: dreaming of an honest computer

    In 1997 or so, I remember that my mum could use a computer pretty good.

  22. coolest apology i ever got

    Sometimes kids in their teens or early 20s rock up in my discord, and stay for years, and become adults.

  23. contextual animation stuff in Sleight of Hand

    I’ve been working for the last week or two on a system to streamline contextual or scripted animation stuff in Sleight of Hand, a stealth game with a lot of systemic interaction aspirations.

  24. how Gears of War 1’s train level works

    I just completed Gears of War 1 Reloaded, a remaster of a remaster (lol same), and it ends with a train level.

  25. ass ass in screed: mirage

    I recently made a second attempt at playing Assassin’s Creed: Mirage, having disliked it the first time, but they have patched it in interesting ways and this time it got its hooks in.

  26. i had a dream a while back in which i was playing a leaked build of an old cancelled deus ex game called Staves Eco, where dx’s neural augmentations existed, but had had generative AI non-optionally patched in in an over-the-air update. it was concerned w…

  27. I’ve worked with a few “target-based” contextual interaction systems for NPCs on different projects, they’re one of my favourite things to make, and lately I’ve been making one for Sleight of Hand, a stealth game I’m working on at RiffRaff, deets of which…

  28. An uncomfortable pattern I’ve noticed in workplaces and relationships over the years is that even (what I believe to be) genuinely well-intentioned men (I only see it with men) find themselves resorting to gaslighting at the drop of a hat in relatively lo…

  29. i never draw a picture. here are some of them

    in my capacity as a non-artist, i typically refrain from drawing any pictures. the pictures below, drawn in ballpoint pen (or some of them on an ipad), are exceptions. it’s my contention that perspective is for messy bitches so as a put-together ho i don’t

  30. loving oscar, 2011-2025

    about a week ago, wonderful Oscar the cat, my best friend of 14 years, passed away in my arms in the garden. i caught him as a feral kitten living under my house when i was 21, and he was the sweetest creature anyone has ever known. this week has been awf…

  31. a quest tool i made once

    Some years ago I did a quest scripting tool for an ill-fated open-world game I was contracting on.

  32. Many years ago when I was a tiny baby making InFlux (of which there is now a Redux), I had no idea what I wanted to do with it narratively, if anything.

  33. yeah so i was playing no man’s sky once and i was on a space station and suddenly every vert’s position on one of the horizontal axes collapsed to 0 and it looked like this. i could see dudes running around. cool bug

  34. observed a spider today

    this is my favourite kind of spider because it visibly goes on adventures and this i feel is a very good example of that. you can see the thought process. she is vibing if you watch for a while you will see her see a leaf standing on end like a tower and…

  35. finally liking Control (2019)

    I’ve written before about – even though I’m a huge longtime Remedy enjoyer – not liking Control very much, but wanting to like it.

  36. moaning about game dev culture

    i’m probably only seeing this as worth the moan because i’m hungry, but game dev twitter/masto/whatever is so unbearable for the condescending way garbage advice is constantly framed as universally-applicable hard truths that it’s Time For You To Acknowle…

  37. overdrive: conversation system

    The Weird West side project (called Overdrive) that I started working on some time back is something I rarely find the time to advance, despite having a lot of ideas about, but lately I have a little bit.

  38. mgs3 and photorealisming the painterly game

    The recent Metal Gear Solid 3 remake uses a lot of Quixel Megascans (a mostly-free library of ultra-high-fidelity photogrammetry), which I don’t think matters at all in itself, but it’s funny that the bit of wood Snake bites down on when he splints his el…

  39. As my Ass Creed quest continues, I’ve now played through 1, 2, Brotherhood, Revelations, 3, 4 (Black Flag), and Unity, the whole “Desmond Trilogy” and then some.

  40. ask: steam deck verification

    Mark asked: Hi Joe!

  41. I’m on a bit of an Assassin’s Creed odyssey lately (not playing Assassin’s Creed Odyssey, just on an odyssey through Assassin’s Creed), going in a weird order – I’ve just completed the first game a few days after completing Unity, which is sort of the last

  42. dev scoops: vultures in Weird West

    The first feature I worked on at Wolfeye when I came on board as (what ended up being credited as) a Systems Designer/Technical Designer was the vultures.

  43. scything around, 12/04/25

    I am once again aimlessly enjoying the Unreal level design tool Scythe, which I get to test early builds of.

  44. tech art thing: mist-dispelling lights

    A while ago I made a cool effect for Sleight of Hand, where (since you hide in clouds of smoke sometimes in this magic-themed game), we were experimenting with a type of lantern that guards could carry around and it would dispel any smoke or fog around the

  45. influx redux is verified on steam deck

    When it comes to the Steam Deck, InFlux Redux is now verified, thanks to an update I put out a few weeks ago and then several smaller updates over a few more weeks where I tweaked the size of text on various UI elements to be one pixel larger.

  46. ask: player physics in influx redux

    Porygon asked (on the Steam community hub): Am I the only one who has the movement physics feel… off sometimes?

  47. further adventures in scythe

    I continue to spend time screwing around in Scythe.

  48. on: automating yourself out of a job

    So you’re hiring for a technical role, and you end up comparing two people.

  49. one time a game i made was on the pirate bay

    So I put a little message on there like: “hey if you torrent this and like it i’d appreciate it if you bought it if you can”, and a bunch of pirates went and bought it on itch, and some of ’em even tipped more than the price of the game. it was a $10 game,

  50. design thoughts: let things be rare

    It’s true and weird that while both Half-Life games are considered influential and important, hardly any of what was uniquely compelling about them made it into anything else.