Who Stops Scope Creep When You Work Alone?
Building an iOS app alone taught me how quickly scope grows without users, and why the next step is to release and learn.
Building an iOS app alone taught me how quickly scope grows without users, and why the next step is to release and learn.
Why sharing work can feel harder than building it, and how smaller updates might make room for useful feedback.
The first Cybernetks release: a simple two-page productivity planner focused on turning yearly direction into monthly action.
Picking up Cybernetks again after a difficult period, with more honest logs and less pressure to sound polished.
What a year of planning and limited energy taught me about building a solo studio, taking smaller steps, and sharing the work.
Rethinking yearly goals as monthly increments, with sustainable building as an ongoing principle.
A direction for Cybernetks in 2026: build skills, experiment, and work toward a self-sustaining studio.
Using small programming exercises as a warm-up ritual to clear mental noise before creative work.
Experimenting with the Pomodoro Technique to make focused work on Cybernetks projects more consistent.
A developer roadmap to focus learning and make progress compound alongside client work and family life.
Recognising a month spent consuming instead of creating, and finding a way back to making progress.
Seven days, one risk-and-reward theme, and a first game jam: how Alien Miner came to life.
Final touches, player guidance, and exporting Alien Miner for submission to the game jam.
The first playable level takes shape, bringing new questions about level design and perfectionism.
End gates give the game a goal: bank enough gems to finish the level, or risk losing the run.
A shorter development day still brought coin counters, a bat enemy, and a reusable killzone.
Moving beyond tutorials and experimenting directly with Godot as the game starts to take shape.
Exploring the game jam theme through risky paths, banking gems, and an early platformer idea.
A first look at GDScript through Brackeys’ tutorial, exploring the syntax and workflow behind Godot.
Finishing the Brackeys Godot beginner tutorial and building a first platformer with movement, collisions, and scripting.
Cybernetks grows from a game development studio into a broader home for games, creative tools, and useful software.
Pair programming can feel intimidating—especially when you’re not the expert. But stepping into the driver’s seat taught me more about React (and myself) than any tutorial ever could.
I used to think if I couldn’t finish something in one go, it wasn’t worth starting. Here’s how I broke that mindset.
I finally sat down and defined what Cybernetks stands for—its mission, vision, and voice. This post is the foundation for what’s coming next.
After weeks of overthinking, I decided to stop polishing and start building. Here’s what I’m focusing on now—and why it matters.