Games, Simulation & Interactive Systems

Architecture and devlogs from real games (Abuela, Hippi Kingdom) and from agentic simulations of business processes and customer experience — interactive systems where the design problem is what the system does, not just what it shows.

Why plausible synthetic customer behavior can turn an onboarding simulation into false evidence unless every journey claim has a trace and a real-world validation gate.

Outcome: Reader can design an agent-driven CX simulation as a hypothesis generator, with validation gates that keep synthetic behavior from being mistaken for customer evidence.

A game economy design essay for Hippi Kingdom covering currency loops, sinks and sources, telemetry, a rejected progression model, and the balancing mistake that made hoarding look like engagement.

Outcome: Created an economy balancing framework that separates progression health from currency hoarding, making pacing, reward pressure, and retention tradeoffs easier to test.