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Pre-Postmortem: Addendum. 5/10/26 || Dev Log
My hope and aim is to keep this short. As of my last post, I am now a Master of the Arts, courtesy of Michigan State University. Therefore, I am at the ‘break’ part of my three-month plan. However, I’ve never been good at keeping still, not when it’s my own project. Something I continuously find amusing is that most of my work on game projects has been reeling in eager developers, so they do not end up as a bag of mush pooled underneath their desks. But that is besides the po

Trainer 117
Dev Log 4/7/26 || Hey, is that the end of the road?
In a sense, yes. As it stands, Goon Game is playable, and by the 27th of April, it will have a new board, rulebook, cards, and game pieces, all giving the project a more professorial flair. The only problem there is that all of that work is rather rote and uninteresting, like changing your oil; it needs to be done, but no one wants to hear about it. So, I’ve gone without writing about the game during that time because the bulk of my time was spent changing oil; reformatting d

Trainer 117
Dev Log 3/10/26 || Game Narrative
As things begin to take shape a bit more and I can potentially turn my attention to other matters, I want to take a moment and discuss the narrative components of Goon Game. Strange as that might sound, given how the game has very little in the way of a traditional narrative framework, they are present, though undeveloped. One of my foibles with the current discussion around Game Narrative is with the way we frame said conversation. Whenever a story in a game is brought up, i

Trainer 117
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