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Author: Paolo

4 indie advices

I just read the latest blog post from Tom Francis, a clever piece on indie game business and development. There is a clear difference when you read/hear from people who actually make games compared with “opinionists” and influencers you see out there who only criticize others.

Things I liked the most:

  • If you double your people, so your burn rate, you should earn at least the double. Which puts your game in a harder spot. Good to take that into account.
  • If your idea is not prototypable, probably it’s not a good one for an indie studio.
  • Playtesting is good also to check the position of your game. If you cannot manage to find 100 people to test your game for free, that means that your game has probably no chances in the market of today.

2026 Game Design Manifesto

My hope for 2026 is that people begin to wake up from the algorithmic torpor that has rendered so many things utterly mediocre. This year I want to work with organizations who believe that we can change this. We’re designing for ranking algorithms and User Acquisition funnels, that’s not how we continue to build a culture.

Sometimes, Players are being treated like tourists in big cities. They walk where it has been decided they should walk, consuming content. I’ve seen this especially in mobile free-to-play, where games are being used as advertising platforms for other games. Consequently, people drift from one insignificant, compromised experience to the next without much thought. Sometimes these games make lots of money in a short time, out of compulsive behaviors. Who will remember them in 5 years?

In a heavily “product-managerized” sector, KPIs become goals for projects to be greenlighted and continue: indicators are more important than meaning. We look at numbers and “kill” projects more than work properly on visions. Optimization takes priority on live operation, we either get that numbers or we just stop believing in what we worked heavily on. We treat our games like McKinsey consultants would, and that’s why every new game feels exactly the same.

Digital storefronts do not curate content, leaving everything to algorithms that make decisions based on the common denominator. 90%+ of mobile game ads today are freaking AI slop, because that works within this system. Because misleading ads are not just allowed, they are “best practices”. Marketing for mobile has become finding players for your game, and not finding games for your players as it should be.

This inevitably leads to workplace exploitation. Because if the end customer cannot appreciate the work behind the scenes nor see any entertaining vision, our touch can never be properly recognized. If we are led by data reports and benchmarks instead of creativity, how can we really do our job?

Anyone capable of spinning a narrative can come along and promise to make games using procedural content generation algorithms and other technologies that mimic human creativity. Because, in the end, when creators are hired to repeat formulas, who cares if it’s a machine doing that? What’s the problem in using cheap performance marketing pipelines, stealing concepts from others? That’s how we stop producing value, losing credibility as artists and makers.

I wish to see the end of this in 2026, or at least the first steps towards it. I wish to work more with people who see mobile games as live entertainment, accessible to everyone where the clients (people who spend) can find real added value in making their purchases because they can find on the other end people who trust in their visions. Liveop game design is a lot about this and game design has many tools under its belt.

Also the AAA crisis has to do with this, in my opinion: quality is treated merely as “content”, something to be consumed, rather than a means to push the industry forward. We are witnessing to the inevitable disease of exploding budgets and the “Mongol Horde” concept: throw more people at it, to put out more and more, but not better. When a game costs $200M+ to make, stakeholders become terrified of “different”, they want “proven”. It’s only exploitation of “established” concepts, without exploration.

AAA games make sense, instead, where they push tech forward, and there’s still lots of innovation to make, not merely new devices, or engines, or whatever. New goals for the players, new progression vectors, new multiplayer interactions. Clair Obscur: Expedition 33, game of the year, is a great example of this. That’s not an indie game: 500 people working on it, professional actors dubbing… that’s a smart way of doing high quality games. AAA should take example from that, not indies. AAA companies should keep an indie-like discovery, exploration for new games before of giving production power. Which is something common in mobile space, as well.

I wish to employ my game design skills with people who understand deeply this, in 2026.

How can we improve this together? Here’s some of my action points, ideas to start from:

1. Reinvent the credits: We must showcase the labor we do, even within the game itself or collaborating truly with content creators. Explain the cost in terms of people and time, even for things that seem simple from the outside. Educate. People have no idea what our work entails; it must be made more visible, and that starts from us. Imagine a “Behind the Scenes” menu tab integrated into the UI that shows the iterations a character’s main actions went through.

* References: Detroid: Become Human has a cool feature where you unlock character models and artwork by using points earned during your choice. On mobile, we have the drawer widget with comments as a proven signifier for comments, why don’t we use that more to engage with our players? Why should we wait for reviews, surveys and comments on social networks? In 2026, I wish to work with games that are always more live.

* Industry Reality: Players currently view games as “magic software” that appears on a screen. Showing the labor could help bridge the empathy gap that currently leads to toxic discourse and crunch culture.

2. Hire fresh talent: we need to bet on people who can understand new audiences because they are part of them, to avoid repeating formulas. We need junior professionals and also seniors from other disciplines: the best games in the history have been made by people with zero experience in games, that’s a fact. They are making great things in indie and AA, we need courage and patience. Some of the most influential designers came from architecture, film, or board games. We need experts to guide and avoid pitfalls, but also space for new energies to create the playgrounds of tomorrow.

* The Statistic: In recent years, the industry has skewed heavily toward specialization. According to some industry reports, nearly 60% of job openings in mid-to-large studios now require 5+ years of direct game industry experience. By locking out “outsiders” and juniors, we are effectively inbreeding our ideas. We need a new perspective to break the loops.

3. Develop European tech: the recent success of Nex Playground in the US (third most sold console, beating Xbox in November) is a clear message that there’s room of innovation on simple and cheaper consoles. A console with the computational power of a PS3 beating the last gen, could you imagine that?

We need to invest in our own structures, and games are the perfect excuse to push technologies forward. We need our platforms, and infrastructure. I dream of a European Nintendo, with the clear mission to onboard new generations in high quality but more accessible consoles. New gen consoles are too complicated for new audiences (11-13, pre-teens in the “age of obsession”, as game designer and author Jesse Schell used to say).

* The Data: While PS5 and Xbox Series X/S battle for the “hardcore” 18-35 demographic, there is a massive vacuum in the “Tween” (11-13) and family market.

* The Opportunity: Nintendo currently owns that space almost exclusively. If Europe, which has incredible hardware engineering talent in Germany, France, and the Nordics, could create a hardware-software ecosystem that prioritizes accessibility over teraflops, it could disrupt the “arms race” that is currently bankrupting studios.

Much more can be done, also in the field of working rights and more fair bonus structures. This year I want to use this platform to connect with like-minded people, with a real desire of changing things.

These are my wishes for 2026. Have a great year everybody!

Strategic resolutions

I’m warning you: this is a boring New Year’s message.

It has no cinematic trailers, no dramatic feature reveals, and no hype. It’s about strategy. And in game design, true strategy is the stuff that looks tedious on a whiteboard.

We live in the attention economy, where every scroll, every platform, and every trend tells us that if your idea doesn’t entertain immediately—if it isn’t viral motion—it’s worthless. We see fellow developers chasing the latest “Friend-slop” or Idle-Horror micro-genre without asking the fundamental why.

But while everyone is busy publishing, recording, and moving, those who create lasting value are thinking.

The Game Designer’s Quiet Revolution

What changes the market is the silent architecture beneath the surface. We, as designers, are designing complex systems that capture and retain attention against impossible odds.

The most successful studios are those focused on the “boring stuff”: designing robust systems, defining clear processes, and understanding player psychology at its most fundamental level.

2026 Strategy: The Three Pillars of Quiet Design

As you close out a noisy year, take this challenge: stop chasing the manifestation (the trends) and start analyzing the instinctual core (the “why”).

The real strategy for your next project, the one that guarantees more than a flash of viral luck, comes down to three acts of “boring” reflection:

  1. Map the Instinct (The Core Loop): Define the 1-3 primal instincts your game satisfies. Is it pure Acquisition (the loot)? Is it Escape (the tension)? Is it Gregariousness (the social bond)? If you can’t name the instinct, you can’t design the loop.
  2. Deconstruct the System: Your game is a service, not a product. What is the core system that keeps the player coming back? For every flashy feature, define its input and its output. Can you describe your core loop in three elegant sentences that include all monetization and retention mechanics?
  3. Validate the Silence: Before you code, publish, or hype, engage in the ultimate boring task: data validation. Analyze your competition by tracking their update patterns and reading player comments. Your solitude ensures you reduce the risk of building something nobody wants.

Your biggest asset is your talent to see a successful idle RPG system and apply its flow to a new PS5 platformer. But that talent must be cultivated in silence.

So, for 2026, make this your rule: Pass more time alone. Isolate. Turn off the noise. Think.

What seems like time wasted in deep thought is what makes your game resilient. The boring stuff is what makes you free.

Show your impact

The interviewer just asked you: “Tell me about a game project you’re proud of, and why.

You may hear a casual request for a portfolio highlight, but what the hiring manager, especially a leader, is listening for is impact. They want to know what behavior you changed, and what value that behavior drove.

As game designers, we often fall into the trap of talking purely about mechanics or systems: “I designed a beautiful, highly iterative combat loop” or “We built a seamless crafting system.”

But that misses the crucial connection. The best answers connect various layers of validation, proving that your design decisions were not just creative, but strategically effective.

Three Layers of Impact

To succeed as a senior designer, your answer must connect the micro (player behavior/action) to the macro (company value).

Layer 1: The Behavioral Change (The Micro)Layer 2: The Game Metric (The System Validation)Layer 3: The Instinct & Business Goal (The Value)
How did the player react? (e.g., Rage quitting on a particular level, persistent use of an unintended social tool, high frequency of “Skip” button presses on a narrative sequence, time spent in the new social hub.)How did this affect the game’s core health? (e.g., D1/D7/D30 Retention, Feature Usage Rate, Churn Rate on a specific difficulty level, Average Session Length, Conversion Rate from free-to-play to paid content.)What was the ultimate “why”? (e.g., Instinct Fulfillment like Gregariousness or Acquisition) and How did it drive Lifetime Value (LTV)?

You don’t need perfect attribution to demonstrate value. But you must be able to frame your work like this:

“We noticed [Behavioral Change], players were consistently rage-quitting Level 4 because the difficulty curve was too steep, violating their [Instinct] for Assertiveness. We responded by [Design Change Y], adding a mid-level checkpoint and a combat hint system. This immediately decreased our [Metric] Level 4 Churn Rate—by Z%. This mattered because a lower early churn rate directly feeds into higher [Business Goal] Player LTV.”

Even if your design is one small piece of a giant system, you must show you understand the full context it belongs to.

The Game Designer’s Advocate

In games, data is often incomplete. Hiring managers know this. What they want to know is: Do you understand what you should have measured?

If the data is missing, here is a simple framework to demonstrate your value:

  1. Qualitative Signals: Don’t dismiss soft feedback. What did you hear repeatedly in user testing? Did you receive unsolicited positive feedback about a new Flow state or a new feeling of Acquisition (the primal instinct) in a specific community channel? Did internal teams start referencing your work as a new standard?
  2. Advocate for Tracking: Proactively explain what success would have looked like and what specific metric you would have put in place (e.g., “We were aiming to increase the Gregariousness instinct, so I would have implemented a metric to track spontaneous friend requests after a shared victory.”). This shows you think like a business owner and are an advocate for measurement.
  3. Connect to the Missing Instinct: The ultimate question is always “What human problem did this solve?” If you can’t prove the financial success, prove the Instinctual Success. Show that your design fulfilled a deep human need, which, given proper resources, would eventually translate to business success.

Stop describing your design. Start describing its effect on the player and its impact on the business.

Christmas Morning Lesson

Happy Holidays! As you’re likely watching kids tear into giant boxes this Christmas morning, let’s talk about the biggest mistake in game development. A mistake even massive, experienced AAA studios repeat every single year.

They are falling into the rookie trap of mixing beauty corners with gameplay prototypes. I’m talking about that moment when you force a prototype, meant for raw mechanic testing, into a beautiful, highly polished “vertical slice.”

Prototypes with Fancy Bows

Why do studios do this? Because they chase ambition over clarity. They want the investors, the publisher, or even their own team to feel the final game instantly. But when you try to turn a gameplay test into a forced fake vertical slice, you are wasting massive time and money. You are making iteration slow, silly expensive, and often impossible.

You are creating a heavy dependency where there should be two separate, lightweight streams of work.

Keep the Gifts Separate

This Christmas, remember the golden rule of efficient development—and assembly:

  1. Gameplay Prototypes are the Instructions (The WHY): These are built for mechanics, feel, and flow. The art should be block-out geometry and colored cubes. They answer: Is the core system fun? Meaning, is there something interesting for the Players to discover? If the answer is no, you throw it away.
  2. Art Prototypes are the Decorations (The HOW): These are built for style, pipeline, and tech validation. They answer: Can we achieve this visual fidelity at this frame rate? If the answer is no, you pivot the tech without breaking the core fun.

Mixing them only adds a heavy dependency. Imagine getting a toy for Xmas, and the functional components are glued to the decorative exterior. If the gears break, you have to destroy the entire fancy shell to fix them. That is your silly expensive iteration.

You only merge them in the final vertical slice, once both sides stand on solid ground.

So, as you enjoy the day, remember this lesson from the trenches: Stop making your prototyping process a messy, expensive Christmas morning. Keep the gifts separated.

Christmas break

I wish you and your family a merry Christmas and a happy 2026. I scheduled a couple of posts for key dates, but I will spend some day with my family in Italy so I will not post over here during two weeks.

See you next year, I hope you will find your “Zelda’s Lullaby”, your key for multiple solutions.

A tale of hope

The story of Clair Obscur: Expedition 33 is my favorite tale of 2025. Every successful game is a little miracle, but this one has been very well documented also by the mainstream journalism. As they say, the luck arrives while you’re working hard and that’s the case for this game.

The initial spark comes from a single guy working afterwork on Unreal Engine just because the program was fun to use. Then he contacted with a colleague to get extra guidance, he looks for connection and thanks to that he manages to stay 1-2 years working extra hours to find a possible formula for his game. Effort and connection, these things are both very important to me. In fact, it’s extremely hard to work solo on a project over a long period of time after your normal day job.

The third person is a business guy, ex university colleague, to focus on investments. Again, the founder of Sandfall Interactive looks to make business from the start, and that’s something very few people do.

And then there is the luck: they post on Reddit and other platforms to manage to find artists and voice over actors to sell better the idea (again, sell sell sell). And they have the luck to find the right people at the right time. After many pitches that went wrong, they found their way. And then everybody knows how the story ended, big success.

To conclude today’s post, let’s talk about hope, which is the true fun part of making games (or better, making everything in general). Everybody dreams of getting prizes, but the real fun is in MAKING games, especially for us designers and developers. It’s a struggle, includes lots of highs and lows, and also financial difficulties often. But we still do it because of our passion and talent. That’s exactly the important part, not the outcome. The fact of being together with other people and creating something we believe will be awesome, that’s what we truly strive for. The outcome is a little miracle, and great to have it, but it’s not the important part.

I like to share success stories

One of the things I like the most about the games industry are the success stories. I like when people, for a reason or another, join together and achieve great success, higher than they expected. This possibility is one of the elements that keeps me within the games industry.

I am aware of the “survivorship bias” here, and I know that I cannot reproduce the success of others. I have been in enough projects to understand that every successful game is a little miracle. A combination of multiple factors. You cannot just follow guides and tips and be successful. And that’s exactly what I find attractive of this business.

When I celebrate concrete case studies over here is not to give false hopes to people. It’s not a “hey, look at them! they did that with few resources, you should do the same, it’s easy!”. Not at all.

It’s just that my LinkedIn feed in the last 2 years is filled with empty messages, sexy selfies, and bad news. And I just genuinely like to spread good news, and say “hey, everything is freaking hard, but I am a gamer and believe me: an epic win is always possible.”

One of the best GDC talks ever

I rewatched one of the most beautiful talks on the official GDC channel. It’s great because it evidences we need truly understanding and reach deep empathy with the players. I rewatched thanks to my bootcamp, I suggested this talk to my students.

We need to do the homework to improve as designers. We need to understand the games, especially the ones who are played by people that are different from us. It’s our job to understand players, and a necessary step for every game designer. Do your homeworks!

Consoles aren’t dead

According to the popular marketing insight service Circana, on November this year the 3rd most sold console has been NEX Playground. In case you don’t know what it is, here’s the console.

The console is small and cubic, and has no controller. You play videogames like you did on XBOX Kinect years ago. The target audience is clear, the same as WII, families. The business model is subscription. You buy the console for around $250 and then you pay a monthly fee to get access to all games. The power, according to a recent interview of its company founder, is similar to a PS3. No next gen, no controller, simplicity at its best.

Will this console beat next gen consoles like PS6? No, of course not. But to me, the fact that has oversold XBOX for instance is a sign that:

  1. Console market is not dead at all, as someone says
  2. The market needs something simpler

Europe needs something like this, for me. Especially now that we are researching more on making our own chips to not be dependent on China, it would be great making our own console, as an excuse and for the chance of building our own Nintendo. I would probably target 10-13 preteens in full “obsession age” and make cool games. I would probably also add a simple 2 buttons controller for having better kinesthetics for whoever who doesn’t want to move.

The main feature, to me, should be that the console should work like old consoles: you turn ON and the game appears. No connections, no loadings, no system checks before it’s truly needed. It would be so cool to participate in a project like that!