hey thats one good fish
Posts by Quigley
congrats man!
A very good test for Last Hope today! We’ll have a new update for the Demo soon with a few corrections (and the French version will be out later today or tomorrow)!
great show, on my like every 4 year rewatch rotation
Yogsquest 1 (2012), Yogsquest 2 (2014), Yogsquest 3 (2015), Yogsquest 4 (2016) then aftewards they had a dedicated tabletop games channel
godot-he fuck to sleep
finished the beta version Fantasy in My Backyard's full text so I've updated the preview rules
If you missed the campaign and want a urban fantasy worldbuilding game, check it out below. It's fully playable and hopefully gets you interested in the full version!
quigjam.itch.io/fantasy-in-m...
brain at deadline go brrr
Preview of my comic “PROMISE” for Hallowed Ground — with the description of Hell as “cycles of mutual destruction”
Cover for Hallowed Ground comic anthology
Contributor list for Hallowed Ground comic anthology
Hell as mutual destruction — another preview of my comic for the Hallowed Ground queer horror anthology, now 2 weeks away from our funding goal! For queer art that’s more cathartic than comforting, consider backing it 🫡❤️🔥
I was cleaning and had to walk back to my computer in disbelief I was on the edge of rage
ur telling me a table topped this game?
maybe i'm just making a Lancer campaign?
10. Still an idiot (just a bigger one doing bigger things) - feel like it's less the problems are harder and more there's more of these little related tasks that I'm learning that need to happen to keep the trains running for both myself and the people above/below me. The adventure continues!
9. Design Peers are even more important - With less direct oversight, it's more important to have people I can adhoc ask feedback to, talking with other designers at, above, and below my level is becoming more the way to go and in turn returning the favor when possible
8. More Buy in - more meetings to more people who know less means more presentations and idea "storytelling" to get the idea across, there's this weird middle group of between too much and too little that I'm learning to shove into the only 30 minute update someone will get for a month.
7. Have Options Ready - when there's a problem or task, I feel its less a surprise and more an expectation that I have options + a recommendation to solve ready to go especially when the senior isn't on my project, it's a "just tell me what I need to help you" world
6. "What's a junior?" - What do you mean you graduated in 2025, shouldn't that be illegal? These people are appearing that are younger and either smarter or stupider than me (I can't tell). Who are they? What do they want? Why are they looking to me for answers?
5. Find me if you need me - pretty much no handholding from seniors anymore, it's a "tell me if/when there's a problem world", there's also now more times where there's no-one above me on features which requires a new type of collaboration for feedback (see #9)
4. A Taste of Design "Ownership" - when design ownership means high level tracking of problems, themes, discussions, ideas, concepts, and solutions. I'm walking into a whole world of documentation/communication I didn't even know existed and starting to learn the basics.
3. The little things are still important and less excusable - All the little operational and procedural tasks are still there but you don't get to say "I'm a child", you can but there's a more scope for judgment from other devs, you're expected to do your homework or communicate early why you can't
2. Feature Ownership is the Expectation - As a junior it felt like a privilege to be "in charge" of a feature but now it's just the norm. I'm being expected to pick things up and steward them forward asking questions where needed. It doesn't feel "special" I'm just filling a bigger hole.
1. Selected instead of Delegated Tasks - As a junior, your more window dressing in tasking conversations. Tasks overlapped in "what's left to do" and "what the lead thinks I can do". Now I'm expected to speak up about what I can handle. Pro: I get more choice, Con: I have to advocate my own limits.
After 6 months working full-time as an mid-level game designer, here's the 10 biggest differences from when I was a junior. 🧵
10. Still an idiot (just a bigger one doing bigger things) - feel like it's less the problems are harder and more there's more of these little related tasks that I'm learning that need to happen to keep the trains running for both myself and the people above/below me. The adventure continues!
9. Design Peers are even more important - With less direct oversight, it's more important to have people I can adhoc ask feedback to, talking with other designers at, above, and below my level is becoming more the way to go and in turn returning the favor when possible,
8. More Buy in - more meetings to more people who know less means more presentations and idea "storytelling" to get the idea across, there's this weird middle group of between too much and too little that I'm learning to shove into the only 30 minute update someone will get for a month.
7. Have Options Ready - when there's a problem or task, I feel its less a surprise and more an expectation that I have options + a recommendation to solve ready to go especially when the senior isn't on my project, it's a "just tell me what I need to help you" world
6. "What's a junior?" - What do you mean you graduated in 2025, shouldn't that be illegal? These people are appearing that are younger and either smarter or stupider than me (I can't tell). Who are they? What do they want? Why are they looking to me for answers?
5. Find me if you need me - pretty much no handholding from seniors anymore, it's a "tell me if/when there's a problem world", there's also now more times where there's no-one above me on features which requires a new type of collaboration for feedback (see #9)
4. A Taste of Design "Ownership" - when design ownership means high level tracking of problems, themes, discussions, ideas, concepts, and solutions. I'm walking into a whole world of documentation/communication I didn't even know existed and starting to learn the basics.