Community work
Out in the community,
for free,
for the joy of it.
Clearing overgrown, neglected public spaces around Saxmundham, on my own time, for free. For me, I see it as a win-win-win.
Learn more →Game development
On the game,
I'm the one
directing it.
The game's called Don't Die! You Got 1 Life! It's a permadeath dark fantasy RPG game with a twist, where you climb a tower, fight bosses, make choices that change where you go. The playtest demo is playable now. I'm the creative director, Claude's on the team, and I hope to reduce the stigma around AI game development.
See the game →Mackenzie Taylor · Saxmundham & The Surrounding Areas
So, honestly, I actually haven't been doing a lot of paid work lately. I've mainly been doing the community stuff, clearing overgrown, neglected public spaces around Saxmundham, because I enjoy it more. That's not to say I don't enjoy the paid work, because I do, but if I had to choose one over the other, and money wasn't a factor, I'd choose the community work. I think it's the autonomy of it. I can go where I want, at my own pace, be quick or take it slower, it's up to me. When someone's paying me I feel an obligation, a certain sense of urgency, that I just don't feel with the community work. I still work quickly regardless, but it's less of a pressure thing, and I get to do it on my own terms. And the rest of the time? I'm building a game as the Creative Director with Claude AI as my partner. A couple of pretty different things, I know. This is who I am currently!
Latest from the gardens & collaborative work
"Should we have to do work others are paid to do?" My honest answer
I cleared a neglected, overgrown pavement in Kelsale for free, and someone asked why we should do work the council's paid for. Here's my honest answer.
All gardening & collaborative work posts →Latest from the Dev-blog
What making a game with AI actually looks like (from someone who's actually doing it)
AI game dev isn't just typing a prompt and shipping whatever pops out. Here's what the process actually looks like, the way I think about it, and why it's all about iteration.
All Dev-blog posts →