Field Notes
Whatever I have been chewing on. Attention, play, facilitation, game design, and the odd 3am realisation. This is the thinking underneath the work, written mostly for myself. For the tidier L&D and serious-games articles, see the blog.
- From Raw Video to Published, In One Command - a pipeline that takes a raw phone video and ends with a published, thumbnailed YouTube video. Including the four things that broke.
- Connection Eats Strategy for Breakfast (And Attention for Lunch) - what actually happens before anybody learns anything.
- EdQuest: Designing a Game That Sparks Real Conversations - neither Vikram nor Shanthi was entirely wrong. That was the whole point.
- From Monsters to Market Fit - I found the solution in video games. I call it Put The Player First.
- Hack Emotion First, Engagement Will Follow - stop delivering content. Build the conditions that make attention involuntary.
- I Watched a Comic Bomb for a Year - he taught me more about attention than any workshop ever did.
- The Plan Is Not Important - the planning is important. The plan is not. How I run a table without stress.
- You Can't Force 200 People to Pay Attention - but you can design a room where they choose to. 18 game masters, 200 players, one convention.
- Your Toolbox Is Not Your Philosophy - having the right wrench does not make you a plumber. On mechanics, dynamics, and MDA.
- You Can't Rush Belonging - depth does not attract anybody. You bring people to the edge and show them it is worth jumping.
- It Was 3AM. I Was Eating Dry Coconut. And That's When Everything Changed. - where all of this actually started.
- Loot Is What You Get. Level Up Is Who You Become. - every transformation framework starts with the destination. This one starts with: who is the hero?
With love from Bengaluru, this is Arvindh saying over and out.