Notes
A handful of essays.
On what comes after a launch, on capitalizing on early traction, on holding games positions when you don’t quite speak the vocabulary, and on the questions the industry is still pretending aren’t questions.
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June 2026
The luxury problems I planned for
Raw Fury was supposed to be a lifestyle company. On the meeting that changed that, four autonomous cells and where flat broke, the veto that cost a great game, and the boring contract that did everything.
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June 2026
The ‘luxury problem’ that isn’t
On what happens to indie studios in the first twenty-four months after a successful launch — three windows of decision, what gets decided in each, and why nobody helps you with any of it.
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