The House Rules Framework

Aggressively systems-brained. Unapologetically human-focussed.

Good studios, and good projects, full of good people, can still go sideways, or be building hidden costs – and it's rarely the people. It's often the systems underneath – like a dev pipeline that was designed to be easy for the people making it rather than the people using it, or a flexible-working policy that doesn't take people's needs into account. The House Rules Framework – House Rules for short – is designed to shed light in places that haven't seen it in years. Here's the short version:

You might be metabolising people's wellbeing in order to keep the dashboards green, or be permanently stuck in firefighting mode, or be putting too much faith in process. Or, you mightn't even notice that sensible-sounding policies and practices are derailing some of your best people.

Best way to understand it is to try it for yourself. If you've not already seen it, there's a Self-Check quiz on the home page.

You Don't Have A People Problem.

The details change. The shape of the problem usually doesn't. But stuff like this doesn't have to be normal.

Your systems are rewarding the wrong behaviour.

Most people respond sensibly to the systems they're in. If the behaviour looks wrong, the incentives often are too.

Might show up as: defensive estimates, hidden risks, and a team that's stopped telling you the truth.

Your organisation is losing touch with reality.

Projects rarely fail all at once. More often, the picture inside the organisation slowly drifts away from what's actually happening.

Might show up as: milestones that pass but don't quite land, and a growing sense that the plan stopped reflecting reality a while ago.

You built the way you work for an imaginary employee.

Real people have different strengths, constraints and ways of working. Good systems make room for that instead of pretending everyone is the same.

Might show up as: decent satisfaction scores alongside quietly persistent underperformance.

People are leaving for reasons you can't see.

Good people rarely burn out overnight. More often, they slowly stop believing they can do their best work here.

Might show up as: your best people going quiet, burning out, or heading for the door.

These aren't four problems, they're symptoms – and House Rules is how I find the system underneath them.

How It Works

House Rules reads any organisation across two layers – its Traits and its Capabilities – and from those derives a set of Conditions. Stuff like Hero Dependency, Institutional Rigidity, or Hidden Burnout. And – vitally – it tells you the engine driving each of them.

I deliver the results back as a Stat Block, and a full House Rules diagnostic. Here are Stat Blocks for some companies you might juuust have heard of; click through to see their full House Rules.

InGen

A privately-owned bio-engineering company, currently exploring new avenues for cashflow.

Magnificent at doing – but dangerously thin on the people holding it up, with no slack for the day it goes sideways.

Traits

(6 of 15)

Follow-Through

Feedback Fidelity

Information Flow

Competence Distribution

Slack

Resource Visibility

Capabilities

Discuss

Deliberate

Decide

Do

Conditions

Hero Dependency: active

Hidden Burnout: active

Institutional Rigidity: active

Resilience Deficit: predicted

The Empire

A public-sector body, fresh off a landmark infrastructure build, asking how much of its grim reputation it designed itself.

Superb at almost everything except being told it's wrong – everything committed, nothing held back for the day it goes sideways.

Traits

(7 of 15)

Follow-Through

Principle Coherence

Information Flow

Trust Default

Psychological Safety

Response Variety

Slack

Capabilities

Discuss

Deliberate

Decide

Do

Conditions

Trust Asymmetry: active

Institutional Rigidity: active

Resilience Deficit: active

Hero Dependency: active

Apollo-era NASA

A government maker of impossibly complex machinery, mid-growth-spurt – the sort that backs up its backups.

One of the healthiest outfits House Rules has ever read – with a single blind spot it can't see: what the work costs the people doing it.

Traits

(6 of 15)

Ownership Clarity

Learning Rate

Follow-Through

Incentive Alignment

Slack

Resource Visibility

Capabilities

Discuss

Deliberate

Decide

Do

Conditions

Hidden Burnout: active

Commitment Inflation: active

Hero Dependency: seeded

Institutional Rigidity: seeded

Amity Island

A small seaside resort town that earns its whole year in a few summer weeks – friendly, prosperous, and lately a touch flat.

A friendly town that's organised itself, with the very best of intentions, around the one answer it can't afford to question.

Traits

(6 of 15)

Follow-Through

Feedback Fidelity

Ownership Clarity

Incentive Alignment

Competence Distribution

Slack

Capabilities

Discuss

Deliberate

Decide

Do

Conditions

Politics: active

Accountability Vacuum: active

Competence Concentration: active

Delivery Theatre: seeded

So what's House Rules actually reading? It's digging into the machinery underneath the gym perks and the duvet days – the actual nuts and bolts of how a business goes about its business. How decisions really get made, what happens to bad news, and whether one specific person getting hit by a bus will kibosh your output for a year.

It comes down to two layers interacting to create a third:

Traits: what an organisation is like. Its raw character, informed by systems design, culture, and trust: whether ownership is clear, whether people feel safe saying negative things, whether the company has a choice of responses or just wields a proverbial hammer.

Capabilities: how it does what it does. Every organisation executes across four Capabilities to do its actual work: Discuss, Deliberate, Decide, and Do. These are broadly separate from Traits, but interact with them to give the final layer.

Conditions: what goes wrong as a result. Put the Traits and Capabilities together and certain troubles become predictable: Hero Dependency, Hidden Burnout, Trust Debt. Some are obvious, some are hiding. All are fixable.

The Conditions worth worrying about rarely come from a single fault – they come from how these interact. A genuine strength can mask a weakness; some troubles only surface when two things slip at once. That's the part a checklist misses.

That's the whole engine: who you are, plus how you do what you do, produces the trouble you get.

So, in practice: you bring a symptom, or just a nagging feeling you could be doing better. I spend time in your company – pun intended – reading your Traits and Capabilities until we can see what's happening. Not just what Conditions you've got, or have lurking in the background, but where they're coming from and why.

You bring the symptom. House Rules finds the causes. Then I help you fix them.

Principles in Practice

I've done a lot of different jobs, at a lot of different scales, in a lot of different places.

But looking back, no matter where I've been placed nor what I've been doing, I make things work for the people on the other end. Human-centred, always. Because you get that right, and suddenly you're not fire-fighting, you're watering.

Nobody Is Average: Project CARS 2

Every team is different. Good systems don't expect people to conform to an idealised process; they adapt to the people doing the work.

pCARS2 had a large – and fully remote – multi-discipline team. And it had significant expectations. The creative direction was strong – but before production scaled, the underlying structure needed to match the reality of the people running it, not the idealised version of them.

Different disciplines needed different things. Some leads worked best with high-level direction and room to breathe. Others needed granularity – task-level clarity, tight feedback loops, someone absorbing the noise above them. I built production systems around how people actually worked, not how a generic model said they should.

The result wasn't just a smoother production. It was a team that could sustain pressure without fracturing. One clear signal: after the turbulence of the first title, Project CARS 2 passed certification first time. Not through heroics at the end, but because the underlying structure held.

And all with a production team one-tenth the size you'd normally see for a project like this.

House Rules lens: Response Variety. A system that only copes with one kind of person only copes with one kind of day. I built production around the actual people, so the team could bend instead of snap.

The Plan Isn't Sacred: Fast & Furious Crossroads

A system's job isn't to reassure leadership. It's to tell the truth, especially when the truth is uncomfortable.

Deep into Crossroads dev, and I could see it coming. The planning approach being used looked clean on paper – capacity balanced, tasks assigned, boxes ticked. What it didn't account for was dependencies. Or critical paths. Or the gap between what the plan said and what was actually happening.

We in production couldn't do anything about it at the time. So instead, we built the right system in parallel – quietly, without interrupting anyone's workflow – and waited.

When the moment came, the switch took no time at all. No interruption, and infinitely better information. Which was, at that point, largely: yes, we're in trouble. But knowing you're in trouble, clearly and early, is the system working. Pretending you're not is the system failing the people inside it.

The game... wasn't great; the reasons are a tale best told over a pint or two. But I made a promise that we'd deliver, and so I made damn sure we did, and 150+ people kept their jobs.

I shipped this and Project CARS 3, in the same calendar month, in the middle of a pandemic. Handed my notice in the very next day.

House Rules lens: Feedback Fidelity. A system that can't tell leadership the truth isn't a system, it's a comfort blanket. We built one that could – quietly, in parallel – and had it ready for the moment the truth actually mattered.

Convenience Isn't Good Enough: Timesheets

If two hundred people are each spending five unnecessary minutes a day on administration, the system has been designed for the convenience of the wrong person.

A client needed documented evidence of hours worked across projects. Not too much to ask, really. The standard solution would have been: ask everyone to fill in a timesheet.

Instead I built a system in an afternoon that defaulted each person to their correct project, logged a full standard day in a single click, and only asked for more input when something had actually changed. The heavy lifting – setup, processing, maintenance – sat entirely on my end.

The people exposed to it needed a second or two. Most days, less.

It's a small example. But it's the same logic at every scale: complexity belongs with the person whose job it is to absorb it. Not distributed across an entire team as a daily tax on their time and attention.

House Rules lens: Slack. Five wasted minutes a day times two hundred people is capacity the system nicked, because it couldn't be bothered to absorb the complexity itself. So I made it absorb it.

Humans Aren't Resources: Threkka

People don't produce their best work by ignoring how they function. They produce it when the work is designed around sustainable human rhythms. Not everyone's in the middle of the bell curve.

It started with six words scrawled on a sheet of paper: "Joe Wicks makes Clash of Clans." Five years later: a fitness app without precedent, live on the App Store, designed from first principles, and built entirely solo.

No team means no buffer. Every decision – game design, production cadence, technical architecture, behavioural science, App Store delivery – landed on the same desk. The challenge was to juggle all this, without getting lost, without losing momentum.

I designed my own days. What worked for me was – 0700 to 1030, hard at work. Then exercise, lunch, and a snooze; then an afternoon shift from 1400 until the work was done. Very much marathon; very much not sprint. Output-based, not tick-box task-based. No holidays, but – and this is super-important – no burnout either. The system was designed around the human running it, not the other way round.

What that bought me was years of sustained, high-level output. And at times I was outpacing entire teams I'd worked with in the past. Not because I'm exceptional, but because I wasn't fighting the structure I was operating inside.

The core lesson I can take from this? Treat people like grown-ups. Let them work closer to their ideal. Design the system around them. Get it right, and the output takes care of itself.

House Rules lens: Hidden Burnout, dodged. The Condition sitting at the top of a lot of companies I've seen, run as an experiment of one. Design the days around the human and you get years of high output with no wreckage at the end. Turns out the framework works pointed inwards, too.

Three Ways In

I don't really do off-the-shelf. Every company's house rules are different, so every job is too. But here's where I think I can be valuable.

Fresh Eyes

- the read -

A defined chunk of time and an honest outside opinion.

Bring me a specific problem, an awkward question, or just a nagging sense that something's off.

You'll get a House Rules read on it: clear, specific, and exactly where I'd start pulling. The Stat Block, pointed at you.

Get Close To The Work

- the diagnosis -

I come inside and follow the work as it actually happens – not as the process diagram reckons it does.

Together we work out which house rules are helping, which are quietly costing you, and which are one bad week away from taking the roof off.

Stick Around

- the redesign -

Finding the problem is usually the easy bit.

I stick around to help redesign the systems, support the change, and make sure the good ideas survive contact with reality.

The aim is to leave you needing me less than when I arrived.


If in doubt, we start small.

Drop me a line: ocEmailB64

© 2026 Chock Hoss