Game Production and Design Systems
for Game Developers 
That Want Predictable Results

Practical frameworks for producers, designers and team leads who want to bring clarity, structure and stability into game development.

Built from two decades of experience shipping games and scaling production teams.

Leszek Lisowski eating pancakes with his Maine Coon

Why Game Production Becomes Chaotic

Many game teams struggle with the same patterns.

Decisions get revisited months later.
Scope quietly expands.
Roadmaps look convincing but collapse under real production pressure.

The issue usually does not come from lack of talent or effort. It comes from missing systems that help teams keep decisions, scope and expectations aligned over time.

This site collects frameworks, books and tools designed to address exactly that problem.

Gamedev Production & Design Workbook

A practical workbook designed for producers, designers and team leads working in real production environments.

It contains exercises, decision frameworks and planning tools that help teams maintain clarity during development.

The goal is simple: replace production chaos with repeatable systems.


AntiChaos Game Production – Alignment for Producers & Leads


Roadmaps That Don’t Lie – 
Planning for Gamedev Teams

Scope Discipline –
Cutting for
Game Producers & Designers


Essays on Game Production

I regularly publish articles analysing real problems that appear during game development.

Topics include decision drift, team alignment, scope management and leadership in production environments.

These articles are based on practical experience from shipped projects.


Fiction Books

Alternate history and speculative fiction exploring technology, history and imagination.

SWAG

Industry-inspired designs


About me

I have spent nearly twenty years working in game development across design, production and leadership roles, helping teams turn ambitious ideas into games that can actually be built and shipped.

Over that time I worked with teams ranging from small groups to organizations of around seventy people, focusing on production systems, team alignment and decision clarity.

The books and frameworks on this site grew out of that experience: practical tools for producers, designers and leads who want game development to be more predictable and less chaotic.

Outside of work I play a lot of games, study how they are made, and share my "office" with three very opinionated Maine Coon cats.


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