Dev blog

Field notes from teaching a parrot — and a six-year-old — to fly.

August 8, 2026

What Happens in the Living Room Stays in the Living Room

I built a game that points a camera at children. Here's why that sentence doesn't scare me — and the promises that make it true: nothing leaves the device. Nothing.

August 1, 2026

Report Card: Grading My Own Promises

Three weeks ago I made a pile of promises to half a million people. Time to grade myself in public — the shipped, the shipping, and the honestly-not-yet.

July 25, 2026

The Jungle: Every Pilot Is a Firefly

A leaderboard is a spreadsheet, and no six-year-old ever dreamed of being row 4,072. So I painted the flock as a night sky instead — come find your firefly.

July 18, 2026

Sky Peck Goes Multiplayer: Keep the Beacon

Three weeks of playtesting revealed Sky Peck's biggest flaw: it's painfully single-player. So I built a server — and now we fly together. Meet Keep the Beacon, aerial tag.

July 16, 2026

Meet the Name Pecker (and please, try to break it)

Naming a player in a kids' game is harder than it looks. Here's how I solved it — and a giveaway where you try to break it for a free copy of Sky Peck.

July 11, 2026

Half a Million Views in Five Days

Thank you, flock! A status update on the Mac, Windows, iOS, and VR builds — and a first hint at THE story.

July 4, 2026

Born on the Fourth of July

How a kid's question became a game you play with your whole body — and why Sky Peck launches today.

June 27, 2026

What Makes a Game Fun? (Hint: It's Not Endless)

Old games had twenty levels and we played them for years. Today's games have infinite content and get deleted in a week. The difference is purpose.

June 20, 2026

Horse Armor and the $3,000 Card Bill: How In-Game Purchases Broke Gaming

On April 3, 2006, a $2.50 piece of horse armor changed gaming forever. Twenty years later, parents are afraid to hand their kids a game. Here's our answer.

June 13, 2026

Buy Once, Fly Forever: No Subscription, Ever

Nobody plays one game for their entire life — so why should anyone pay for one for their entire life? The case for one-time-purchase games.

June 6, 2026

Your Time Is Your Time: A Game That Doesn't Beg You to Come Back

Daily streaks, push notifications, hourly rewards — modern games are built to trap your attention. The game I'm imagining would be built to let you go.

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Field notes, new levels, and the occasional crash report. A few per month at most.

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