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Discussion Building Worlds with Game Dev Tatsu – Sanctuary, ZeroSpace & Ablight (Ep 33)

Al

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In Episode 33 of Critical Moves, we sit down with Tatsu, a game developer with a background in both traditional tech and indie strategy projects. Tim and Jack join him for a wide-ranging discussion about breaking into the industry, surviving the learning curve, and building games that actually work.

🔥 Meet Tatsu
Tatsu doesn’t come from a typical game dev background. Starting in engineering and gradually transitioning into modding, he eventually moved toward designing and developing strategy games, focusing on systems depth and replayability. His path to game development wasn’t linear, and he’s open about the challenges along the way. Tatsu reflects on learning the ropes in Unity, navigating feedback loops from early testers, and the methodical approach that has helped shape his projects. He emphasizes that he’s not chasing trends or reinventing genres, but instead, he’s building games he genuinely wants to play. This grounded mindset is evident throughout the discussion, especially as they explore iterative design and early prototyping.

🔥 From Prototype to Project
The conversation kicks off with Tim asking about the early stages of development—how does one go from an idea to something tangible for testing? Tatsu walks the team through some of his early prototypes, discussing scrapped concepts and throwaway builds that helped clarify mechanics. Jack dives into the tension between iteration and perfectionism, asking Tatsu how he balances refining an idea with knowing when to move forward. Tatsu opens up about some of the toughest lessons he’s learned: feature creep, burnout, and the temptation to chase polish before building structure. The group agrees that early successes in prototyping can create false confidence, while early failures can be quietly valuable if you listen to them.

🔥 Game Design vs. Game Development
A deeper discussion follows about the difference between game design and game development. Tatsu explains the distinction—game design involves abstract thinking and systems-building, while game development is the nitty-gritty work of bringing those ideas to life. Jack highlights how often people confuse the two, and Tim adds that many strategy games fail not because the design is bad, but because the execution under technical pressure doesn’t work. Tatsu shares how working alone on projects has forced him to be brutally honest about scope. He prefers making something simple that works rather than aiming for something overly ambitious that never gets finished.

🔥 The Strategy Genre: Challenges and Opportunities
Naturally, the conversation turns to the strategy genre. Tatsu reflects on his influences, from classic RTS games to modern indie sims. He loves complexity but wants that complexity to emerge from simple rules. Jack asks about UI/UX and how to teach players without overwhelming them. Tatsu shares examples where good interface design has saved an otherwise frustrating concept. He also touches on the commercial challenges of the strategy genre. While strategy isn’t the most commercially forgiving genre, Tatsu believes there’s still room for innovation—though not the kind that screams for attention. Smart, quiet design has its place, especially within the loyal community of strategy gamers.

Final Thoughts
This episode pulls back the curtain on what it’s really like to make a game. Tatsu doesn’t overstate anything; instead, he provides a candid view of the game development process—hard, weird, sometimes exciting, and often exhausting. His honesty about the challenges, failures, and successes is both enlightening and inspiring for anyone interested in the game creation process.

Thanks to Tatsu for joining us, and we’ll be watching closely for whatever he releases next.

Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.
 
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