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TLDR: We are very quick to hand companies tax breaks.
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TLDR: Written version of the talk I gave at Develop Brighton 2026.
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TLDR: Post GodotCon brain dump.
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TLDR: This is the extended written version of a talk I gave at GodotCon.
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TLDR: After shipping Augmental Puzzles on Meta (Feb 3rd) and Steam (Feb 13th), I spent a lazy Sunday porting our XR screenshot capture code back to Godot main as a PR.
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Audio Recording this blog post is written from TLDR: Back from Contingency, a lovely residential roleplaying convention in Sunny Hunny.
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TLDR: Netflix calling out cloud gaming as a 2026 priority to shareholders got me thinking about an entire design space I've been orbiting my whole career.
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TLDR: I just watched the Neo trailer.
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A mate pinged me recently because a student friend of theirs had a specific question: how do you actually get into game engine development?
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TLDR OpenXR now has a sensible generic controller profile Digital buttons (menu, primary, secondary) Analogue trigger & grip Joystick axes & touch Grip/Aim pose tracking This is a boring-but-huge deal: no more "laughably unusable" default controller STAND…
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I hit two massive problems a few months back.
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What do studio closures, a changing funding landscape, cancer, A&E, and co-working spaces have in common?
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TLDR: Shipping a game with Godot is hitting all the expected rough patches around polish, tech milestones, and store compliance.
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I've been doing a 30 day video challenge on YouTube and lately speaking a lot about VR topics.
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A short article on a little hobby code project resulting in two watch faces.
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Industry Context Recently, I attended GodotCon and gave a talk at Develop North.
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There are many reasons I think that Godot is a great technical base and has a robust future, but chiefly among them is the modular way in which things are built and designed with the assumption that parts will be ripped out, replaced and improved.
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Disclaimer: This is a bad news bear piece.
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It’s been a while since I started this little gamedev journey and I wanted to talk about all the bits that aren’t gamedev so I can share what I’ve been up to.
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I’ve struggled the last two weeks to make time to write about creative tools and volumes.
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The long-established default in the modeling space has been the transition from pushing pixels to manipulating points in space.
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Taking a break from my tools articles to write about Godot on PS5 and PSVR2.
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At the backend of almost years of creative tooling work with Substance 3D Modeler and Dreams I am brain dumping lessons learnt and this week I want to talk about what the actual data handcuffs are.
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As part of my brain dump series on writing creative tools off the back of Substance 3D Modeler and Dreams I want to talk about WHY I was working on creative tools.
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As part of my brain dump series on writing creative tools off the back of Substance 3D Modeler and Dreams I want to talk about technical innovation and the importance of your Tech Stack for Virtual Reality productivity and creativity software.
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As part of my brain dump series on writing creative tools off the back of Substance 3D Modeler and Dreams I want to talk about the state of Virtual Reality for productivity and creativity.
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August 2nd was my last day on Adobe Substance 3D Modeller.
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I'm working on a VR game in Godot 4.x and well it has been long since that I admitted I would need to hack open the engine and make changes.
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So recently I closed off my Second Moon DnD campaign after two and half years.
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I've been thinking a lot lately about dice rolls as I consider reviving my old Channels of Power ttrpg and doing a v2.0 and launching some new campaigns and modules but this got me thinking about my old friend, dice probability.