Scott Anderson
impossible.bsky.social
Scott Anderson
@impossible.bsky.social
Game developer at @unity.com. Prev: Facebook Horizon, Oculus, Funomena , Call of Duty, ShadowPhysics

He/Him
Reposted by Scott Anderson
I've been working on a new painting toy for pixel artists, and I'd love to find a few folks to test it out and give feedback. I'm already having a lot of fun with it. Message me here or email!

garrett @ brainfruit . studio
February 16, 2026 at 9:23 PM
Reposted by Scott Anderson
Reposted by Scott Anderson
I thought giant monopolistic companies would just continue to lock down their software to make it impossible to not rent from them to use their ecosystem - not that they'd just buy the entire hardware supply so you can't do personal computing lol
February 17, 2026 at 5:49 PM
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the idea that there are dedicated creative communities online has basically disappeared from the mainstream conversation in a way that i find fascinating. i'm not sure if it's that people in positions to talk about this stuff are either simply not aware or just want to pretend they don't exist.
February 16, 2026 at 6:58 PM
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I think the main thing is that juice is a communication tool, you use it to emphasize importance so players can read your game easier. If you use it indiscriminately it just becomes baroque noise instead of feedback. (which can also be fine! but not really what it is good at)
February 15, 2026 at 11:31 AM
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Game "juice" can be important for game design, but I feel people still - after many years - take it as everything must have it, especially UI. You don't need each letter and box to wiggle or tween.

Hell, no tweening with instant stops and starts is a completely different, legit kinaesthetic design.
February 15, 2026 at 9:21 AM
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the 3 types of commercially viable videogames
February 14, 2026 at 11:00 PM
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This is probably ok
February 14, 2026 at 9:31 PM
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This is going to happen... a lot. Not just because things like the Steam Deck encourage a minimum viable hardware spec, but because a growing portion of our players cannot and will not be able to access major leaps in hardware.

RAM and GPU prices are making the cutting-edge player more rare!
LEGO Batman: Legacy of the Dark Knight on PC - "we have revised our recommended hardware specifications from 32 GB RAM down to 16 GB RAM"

store.steampowered.com/news/app/221...
February 14, 2026 at 6:08 PM
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Suggestions for how to do that here, btw:

firstmonday.org/ojs/index.ph...

w/ @nannainie.bsky.social and Peter Zukerman.
February 15, 2026 at 5:09 AM
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How many times, in how many contexts, in how many ways am I going to have to say that this is what "AI" does— what it fundamentally *is*— before it sinks in? That all Bullshit engines do is statistically correlate training data & inputs via their weights to produce outputs you are likely to accept…
February 15, 2026 at 3:57 AM
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The amount of times I sit in a call with a dreamer and their dream game is basically "everything from my favorite six games smashed together into perfect harmony and there was endless flawless content and it has graphics everyone likes" and I have to explain that making feet go on stairs is hard
i think what a lot of people never seem to realize is that a lot of people's vision of an "epic dream game" isn't actually very deep and comes down to scale and/or having a lot of features, whereas by embracing limitations you can be pushed in a far more radical direction.
rpgmaker definitely isn't the right tool for everyone, but I think using opinionated pre-baked tools to make some games would be very instructive to a lot of folks setting out to make their epic custom dream game. they're a much lower-stakes way to learn important lessons like "how to tell a story"
February 14, 2026 at 11:48 PM
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Was Blue Prince as good as it was because of our vintage magazine subscriptions, where 100% of the proceeds benefit historical video game preservation? I'm not saying yes, absolutely, but I'm not NOT saying it. the-video-game-history-foundation.myshopify.com/collections/...
February 13, 2026 at 10:51 PM
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"Isometric games don't exist" is a guide with 40 detailed charts about perspective in videogames.

It teaches you everything about isometry and what all the other game perspectives & projections are and how they work.

You can download it for free on my itch page
cyangmou.itch.io/isometric-ga...
February 13, 2026 at 6:30 PM
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That's right! Every single "AI tried to deceive us" story is entirely a result of directly training the models to respond in a certain way to create this specific reaction. This era stinks
www.wheresyoured.at/ai-mythbuste...
February 13, 2026 at 3:15 PM
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This is a good perspective on the orders of magnitude in the TTRPG publishing industry, and by and large positions us correctly at the bottom-most named tier (while acknowledging that there's a broad swath of indie designers further down). cannibalhalflinggaming.com/2026/02/11/f...
Five Tiers of RPG Publishing
Hasbro’s annual earnings came out this week, so I took a look. It is truly staggering how much Wizards of the Coast has changed the company since they were acquired; when looking at unadjusted earn…
cannibalhalflinggaming.com
February 12, 2026 at 3:21 PM
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Ep. 152: Walking Over It w/ Gabe Cuzzillo and Bennett Foddy (Baby Steps)

Rob, Sarah, Doug, and Andy are joined by @foddy.net and @gcuzzillo.bsky.social to talk about their (with @maxiboch.bsky.social) multi-IGF-nominated, multi-faceted adventure game.

secretlives.games/152-walking-...
The Secret Lives of Games: 152: Walking Over It with Gabe Cuzzillo and Bennett Foddy (Baby Steps)
Rob, Doug, Andy, and Sarah chat with Gabe Cuzzillo (Ape Out, Despelote) and Bennett Foddy (Getting Over It with Bennett Foddy, QWOP) about their (with Maxi Boch) latest game, the multi-IGF-nominated o...
secretlives.games
February 13, 2026 at 6:56 PM
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the people who weren't on cohost for the 5 minutes cohost existed must also learn of Bitch House
February 13, 2026 at 2:09 AM
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I find this question about whether chatbots are “alive” to be truly, truly boring. You can torture a definition of “life” so that it includes chatbots or you can listen to actual, unequivocal flesh-and-blood people talking about harm it does them *right now*.
Experiments conducted with the A.I. system Claude are producing fascinating results—and raising questions about the nature of selfhood. Gideon Lewis-Kraus reports from inside the company that designed it, Anthropic. newyorkermag.visitlink.me/rOfXjg
February 11, 2026 at 3:13 PM
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Anthropomorphizing technology is not new or interesting. Humans have been doing that for thousands of years. There's nothing you're learning except the ways humans create infrastructure
February 11, 2026 at 3:30 PM
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👾 ANNOUNCING 868-BACK!
Dismantle capitalism one server at a time in this computer-hacking strategy roguelike game by Michael Brough!

Play the free demo in Steam Next Fest on Feb. 23rd!
Wishlist on Steam: store.steampowered.com/app/3304110/...
February 12, 2026 at 6:05 PM
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"Internal feedback on Highguard prior to its reveal "was quite positive," Sobel wrote: There was, apparently, a widespread expectation that the game was a sure-fire hit."

Getting playtests and mock reviews done by external partners can be a really good idea.
Laid-off Highguard developer cuts loose on the reaction to the infamous Game Awards reveal trailer: 'We were turned into a joke from minute one'
Former lead technical artist Josh Sobel says false assumptions and ragebait were major contributors to Highguard's failure to connect with players.
www.pcgamer.com
February 12, 2026 at 9:25 PM
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Today's Load-bearing Tomato addresses the age old question:

"why don't the devs just [SOCIAL MEDIA OPINION]"

It turns out, "a lot of reasons", but if you never have to test your ideas, you never have to discover why they're not any good.

loadbearingtomato.com/p/why-chasin...
Why chasing twitter's approval doesn't work
The opinions you believe are universal are being fed to you by an algorithm designed to show you what you want.
loadbearingtomato.com
February 12, 2026 at 11:20 PM
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new blog post: The future of public game arts festivals and non-commercial games culture, with notes on @free-play.bsky.social / indie games events around the world www.blog.radiator.debacle.us/2026/02/the-...
The future of public game arts festivals and non-commercial games culture
Discoursing about public games events / the shrinking non-commercial game festival space around the world (and in Australia)
www.blog.radiator.debacle.us
February 12, 2026 at 11:21 PM
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