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Articles, design diaries, and engineering write-ups from the LogiNestForge team.

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Little Gary GamesStudio Notes

Small Team, Big Constraints: How Limits Make Better Games

Why creative constraints make better games. A small studio’s case for tight scope, the one-feature rule, and how limits force focus that big budgets often lose.

22 Jul 2026

Little Gary GamesDevlog

Designing the first turn-based combat prototype for Tactics of the Fractured Eternity

Devlog from Little Gary Games: how we built the first prototype of turn-based combat for our tactical RPG Tactics of the Fractured Eternity.

15 Jul 2026

Little Gary GamesDesign Notes

Teaching Without a Tutorial: How Good Games Explain Themselves

The best game tutorials are invisible. We look at how level design teaches players to play, the introduce-test-combine-twist pattern, and when text prompts are fine.

8 Jul 2026

Utility Work XPlatform Insight

Concurrent users vs named licences: why utility SaaS pricing matters

Most SaaS charges per named user. UtilityWorkx charges per concurrent user. Here's why the difference matters for utility contractors with shift work.

1 Jul 2026

Little Gary GamesDesign Notes

The Difficulty Curve Is a Conversation, Not a Wall

Good game difficulty is a conversation, not a wall. We explore the flow channel, the line between hard and unfair, and why difficulty options aren’t dumbing down.

24 Jun 2026

Utility Work XPlatform Insight

Why we built a compliance badge that doesn't lie

Most utility compliance dashboards show green when they shouldn't. Here's the bug we caught in our own system, and what we did about it.

17 Jun 2026

Little Gary GamesCraft Notes

Why a Jump Should Feel Good Before It Looks Good

Game feel is the invisible craft that makes controls satisfying. We break down what goes into a great jump — coyote time, buffering, juice — and why it matters.

10 Jun 2026

Utility Work XCompliance & Safety

What is NRSWA compliance software?

NRSWA compliance software helps UK utility contractors meet street works obligations. Here's what it actually has to do — and why most tools don't.

5 Jun 2026

Little Gary GamesDesign Notes

Why We Prototype Ugly and Fast

Why we test whether a game idea is fun using ugly, throwaway prototypes — and how rapid prototyping saves a small studio months of building the wrong thing.

4 Jun 2026

Utility Work XField Notes

The Friday afternoon problem every utility operations director knows

Every UK utility operations director knows the Friday afternoon reconciliation problem. Here's why the industry's been stuck with it — and what comes next.

29 May 2026

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