Be more Pete.

Take the good bits. I've made enough mistakes for both of us.

Slot In.

Switch On.

Sort Out.

Old Enough to Know Better.

Still Hungry Anyway.

Veteran Mindset.

Beginner Curiosity.

Big Picture Thinking.

Small Detail Precision.

Calm.

Exacting.

Useful.

Calm.

Relentless.

Useful.

You Don’t Need a Grifting Guru.

You Need Me.

Twenty-five years in games dev.

Five years building Threkka solo.

Together, they've given me a toolkit you can't find anywhere else.



Use me

I design systems that work – for Players, for teams, for outcomes that matter. Whether it's folding UX into play, world-building that reinforces gameplay, or production pipelines that let creativity and clarity coexist, I specialise in turning complexity into something that feels simple, elegant, and alive.

I've led teams. I've been the team. I know how to balance vision with pragmatism, Player experience with production realities, and short-term momentum with long-term integrity. If you're building something that needs to mean something – whatever meaning means to you, your team, or your company – and you want it to get done without the usual chaos, then I can help.

Whilst Threkka's still exploring partnerships and finding its audience, I've got space to support others. If you need an experienced head – on systems, design, production, or just unblocking something thorny – I'm all ears.

Let's talk.


Be More Pete


Throw me into leadership, production, design, or any mix thereof, and I’ll dig in and deliver – be it vision, viability, or velocity – without treading on toes.

  • Leadership is shaping the space, not just filling it – create trust, spot gaps, and let good people shine on their own terms
  • Design is coherence, not just cleverness – align systems, tone, and experience into one playable whole
  • Production is progress, not just pressure – build calm, supportive pipelines that keep momentum without chaos


Systems Thinking


I design systems that interlock cleanly – across mechanics, UX, narrative, and production.

  • Build foundations that feel inevitable in hindsight – after the thinking's done, the answers feel obvious
  • Unify lore, logic, and Player-facing design – make the world, the systems, and the story pull in sync
  • Production processes are support, not surveillance – good pipelines empower, they don't constrain


Player-First Mentality


Every design decision gets weighed against what the Player feels, notices, or benefits from.

  • Prioritise end-user experience over developer convenience – aim to make what's right, not just what's easiest
  • Use gameplay, not hand-holding, to teach systems – trust Players to learn by doing
  • Know when complexity is meaningful, and when it's just noise – don't let cleverness get in the way


Production as Enablement


Good production supports people. It doesn't get in their way.

  • Build pipelines around humans, not process charts – support different ways of working without losing track
  • Track outcomes, not appearances of fairness – the goal is success, not symmetry
  • Respect time, energy, and creative flow – people do their best work when they feel trusted


Game Thinking Beyond Games


The principles of great play don't stop at games – they work anywhere people engage.

  • Apply systems, incentives, and interaction design to real-world problems – game design is a toolkit, not a genre
  • Avoid shallow gamification in favour of meaningful motivation – make the action feel rewarding, not just rewarded
  • Use play to reveal meaning, not just to distract – playful systems can still carry weight


Elegant Design Under Constraints


Solo dev forced me to find clean, reusable answers – the elegant ones that scale.

  • Do the hard thinking up front – elegance isn't luck, it's effort
  • Solutions should feel simple, not simplistic – clarity without dumbing down
  • Design for flexibility without sacrificing clarity – future-proof without making a mess


Tooling with Intent


I use whatever gets the job done fastest – then formalise for team clarity.

  • Prototype in anything, polish in the right place – pick the tool that suits the phase
  • Prioritise tools whose output feels human-made – automation is fine; soullessness isn't
  • Always prepare for future collaborators, even if they don't exist yet – your future team will thank you


End-to-End Delivery


I've owned every part of a shipped product – from concept to code, lore to launch.

  • Balance long-term vision with short-term momentum – keep moving without losing direction
  • Know what's worth polishing – and what's worth shipping – effort vs payoff, every time
  • Know when to pivot, patch, or press on – post-release decisions are just as strategic as pre-launch ones

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Banner photo © 1995 by Tyler Bell; modified (Uffington White Horse replaced by Chock Hoss logo); used under CC2.0.