Ferrhoe
Home About Experience Projects Blog Contact
Home About Experience Projects Blog Contact
Blog

Thoughts from the trenches.

✦ Latest - Dev diary
↗ 07

Seeing the matrix

Debug isn't just for finding bugs. It's a way of seeing the game nobody else on the team gets to see. Here's why it might be the closest thing programmers have to a superpower.

13 September 2026
✦ Previously - Dev diary
↗ 06

Leaving gameplay made me a better gameplay programmer

Gameplay felt like the only part of the game that mattered. UI and AI taught me otherwise. Here's what changed when I stopped thinking my discipline was the center of the experience.

22 August 2026
Leadership
↗ 05

Nobody was coming

For years, I thought working hard would naturally move my career forward. It took me much longer than I'd like to admit to realize that nobody was steering it except me.

1 August 2026
Dev diary
↗ 04

The best compliment I never received

Two and a half years working on Assassin's Creed Origins, reworking a system that no one noticed. Or perhaps they did?

16 July 2026
Dev diary
↗ 03

Keeping the flame

Six years in on Echo from the Void. Full-time job, West coast hours, East coast mornings. Here's what actually kept me going.

29 June 2026
Dev diary
↗ 02

The stupidest and most fun bug I ever chased

A 10% repro rate. An NPC dying for no reason next to a helicopter. And absolutely no idea why.

26 May 2026
Dev diary
↗ 01

What robotics taught me about game AI

One year at Aldebaran, making robots behave. It turns out making an NPC feel alive isn't so different, until the robot burns its engine.

23 May 2026