Knowing what to remove is design too
The last post in the series about Olha o Bichim!. The kids who didn't get the game, Apple's rejection marathon, what went into and out of the game, and what I take away from it all.
The last post in the series about Olha o Bichim!. The kids who didn't get the game, Apple's rejection marathon, what went into and out of the game, and what I take away from it all.
The fourth post in the series about Olha o Bichim!. CLAUDE.md files as the project's institutional memory, the bugs that became law, and Ponytail, the lazy senior who writes less code.
The third post in the series about Olha o Bichim!. How an approved spec becomes code with TDD, subagents that don't know each other, and a review that doesn't trust what the implementer says.
Before the first line of code of Olha o Bichim! there was a design document. In this second post of the series, I explain why writing before programming is what keeps the AI from deciding for you.
How a phrase said by a child in a park in Rio Branco became a game published on Google Play and the App Store. The first post in the behind-the-scenes series about Olha o Bichim!.
“(…) In the beginning, there was man, and for a time, it was good. But humanity's so-called civil societies soon succumbed to vanity and corruption. […]