[Draft] Follow anyone — Open Indie
I just wanna keep track of people I care for and find interesting. The type of feed(s) available for subscription (blog, micro-blog, chat...

Mastodon creator shares what went wrong with Threads and ponders the future of the fediverse
In a wide-ranging interview with Eugen Rochko, creator of the decentralized social network Mastodon, Rochko shared why Threads federation fell flat, why ActivityPub and ATProto will likely never merge, and what it will take to grow the fediverse.

Internet Handle
Every time you sign up for a new social app, you have to rush to claim your username. If someone else got there first, too bad. And that username only works on that one app anyway.
Request For Comments: A secure contact import scheme for social networks | Bluesky
This article outlines plans for a future Bluesky feature \- it doesn’t exist yet\! By sharing our ideas early, we hope to solicit feedback from the community.

Local-first software: You own your data, in spite of the cloud
A new generation of collaborative software that allows users to retain ownership of their data.

Building resilient social media
Next week I’ll be in Berlin, speaking at a Franco-German “Summit on European Digital Sovereignty” satellite event to help launch…

Local-first software: pragmatism vs idealism
The Level Design Book
The Level Design Book gathers level design knowledge for 3D video games in an approachable, up-to-date, and critical way. It is for designers of all experience levels and game engines.
UI design is fun! (inspirational ways of looking at UI, and discussing how to better understand UI’s place in game design…)
This post is an extended writeup of what would have been my GDC2020 talk. Since the conference has been postponed I’m sharing parts of this talk as a blogpost (I elaborated on what would have been my talk. This post is much longer).

Ico, disruptive game design, and experiences that live forever.
100 updates later. Why we enjoy games, why we stop, and how live game design might bring us back.

"Psycho-material geographies" of 3D spaces, and The Beginner's Guide by Davey Wreden et al
https://www.blog.radiator.debacle.us/2015/10/the-beginners-guide-by-davey-wreden-et.html

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. It’s still hard to find anything that feels like it does what they did: dynamically-chatty bit-part characters with interesting behaviours, NPC classes with specific attitudes to each other, dozens of elaborate one-off scripted behaviours, the continuous sense of not being the main character. Both games are full of stubs of situations that you could build a whole game around.
