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Brainfart Studio
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    • Laser Beast
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    • Dev LogsActive development updates on current projects. Progress, problems, breakthroughs, and the slow grind of making something real.
    • Post MortemsHonest breakdowns of completed game jams and prototypes. What worked, what didn’t, and what carries forward.
    • Design ConceptsFully thought out game designs that will probably never get built. Mechanics, systems, art direction, all worked through and shared just because the ideas are too good to keep to myself.
    • TutorialsPractical guides from the studio covering programming, art, audio, and whatever else we figure out worth sharing.
    • Game Design PrinciplesObservations, frameworks, and hard won lessons about what makes games feel good. Less about specific projects, more about the craft.
    • Game AnalysisDeep dives into games played and examined through a developer’s lens. What makes them work, what doesn’t, and what’s worth stealing.
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Mitchell

Tutorials

Excluding Folders from Unity’s AssetDatabase

Keep sample scenes and documentation on disk without cluttering Unity’s Project window or asset pipeline. This trick shows you how.

By Mitchell, 5 daysJuly 22, 2026 ago
Dev Logs

Everything I Learned Publishing My First Game on Steam

Steam is hard if you’re on your own. Here’s everything I’m learning about fees, tax setups, review processes, Steamworks integration, and art assets.

By Mitchell, 2 weeksJuly 15, 2026 ago
Dev Logs

Laser Beast Is a Month Behind Schedule After Level Migration

Outside pressure and avoidance both pushed my solo dev schedule off track this month. Here’s what actually got done, why, and how I’m fixing it.

By Mitchell, 3 weeksJuly 8, 2026 ago
Design Concepts

Spin to Sin: A Conceptual Wheel of Fortune Meets Balatro

Designing a spin-the-wheel game for Juniper Dev’s game jam. You reshape the wheel’s odds between spins while wagering souls on the outcome.

By Mitchell, 4 weeksJuly 1, 2026 ago
Game Analysis

This Ain’t Even Poker Ya Joker: Deckbuilding Meets Idle

This idle game has a real story, great visuals, and a unique deckbuilding twist. But it’s not without flaws. Let’s break down ‘This Ain’t Even Poker, Ya Joker’.

By Mitchell, 4 weeksJune 27, 2026 ago
Game Analysis

DPS Idle 2: A Card-Based Idle Game Done Well (Mostly)

DPS Idle 2 builds its progression around card leveling and prestige loop. This dev analysis covers those systems and what I think could be improved.

By Mitchell, 2 monthsJune 10, 2026 ago
Tutorials

What I’d Look for Before Hiring a Game Programmer

For programmers looking for game dev jobs, here are the OOP principles, system design concepts, and version control practices I’d recommend knowing first.

By Mitchell, 2 monthsMay 23, 2026 ago
Game Design Principles

How I Practice Game Design Without Stopping Development

Game design is easy to neglect during long development cycles. Here’s the system I use to keep practicing it without losing momentum on my main project.

By Mitchell, 2 monthsMay 20, 2026 ago
Dev Logs

How I’m Structuring Laser Beast’s Level Progression

Designing difficulty progression means deciding what the player learns first, and in what order. Here’s the framework I used for my game Laser Beast.

By Mitchell, 2 monthsMay 13, 2026 ago
Game Design Principles

Technical Design Documents: System Planning for Programmers

Programmers need a plan for every system and event before writing code. Here is how I build that plan, and why it works for more than just programming.

By Mitchell, 3 monthsMay 6, 2026 ago

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Recent Posts
  • Excluding Folders from Unity’s AssetDatabase
  • Everything I Learned Publishing My First Game on Steam
  • Laser Beast Is a Month Behind Schedule After Level Migration
  • Spin to Sin: A Conceptual Wheel of Fortune Meets Balatro
  • This Ain’t Even Poker Ya Joker: Deckbuilding Meets Idle

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  • Tutorials

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