Game 01 / Neonrace
Nailed almost on the first try.
A night race through a neon grid. A couple of control fixes at the start, and we have not touched it since.
Now / This week
The interesting thing is what faster iteration lets a family do together. An idea can survive the distance between breakfast-table nonsense and something playable on an iPad.
Current experiment / Family Arcade
My kids invent the premise, the characters, and the rules that matter. I help turn those instincts into mechanics, assets, and code. The result is a real game they helped make.
Read what the arcade is teaching usRunning at home
On the server
Game 01 / Neonrace
A night race through a neon grid. A couple of control fixes at the start, and we have not touched it since.
Game 02 / Emberfall
The long haul. My youngest keeps pitching ideas and we shoot most of them down together, on purpose. That conversation is my favorite part and the hardest part.
Game 03 / Beamwright
Landed on the first try. The kids picked it up, figured it out on their own, and asked for more.
Game 04 / Coaster
Deliberately silly, and the programming behind it was awful. The kids could not care less. They want to watch their characters ride their coaster.
Game 05 / Math Facts
Version one passed every automated check I had and lost the kids in one sitting. The rebuild faced the real gate: hand it over and say nothing.
Game 06 / Cat-A-Vac
A cat commandeers the vacuum. One control, hold a side to steer. The upgrade pass went entirely into sound, and the sound is most of the joke.
Question underneath the games
Kids get handed finished software all day. On the arcade they watch a mechanic change because they argued for the change, and they learn that software is something people make.
Read the field note