What a small model knows that a large one forgets
On scale, memory and why a smaller model can be easier to reason about — and what that means for the tools we build.
Keys, not accounts: notes on self-custody
A short look at what changes when the thing you hold is a key rather than a login, and the habits that come with it.
Why the best game menus feel like furniture
Menus are the rooms we walk through between moments of play. Some are built like hallways; the good ones feel lived in.
The quiet case for boring infrastructure
Notes on choosing tools that do not need attention, and why the most reliable systems are rarely the most exciting ones.
Evaluations are the product
If you cannot say what good looks like, you cannot ship it. A sketch of how evaluation shapes everything downstream.
Names on a chain and the problem of the second click
Human-readable names solve the first problem. The second click — where the name actually takes you — is the harder one.
Latency is a design material
Every input has a delay. Treating it as a material instead of a bug changes how a game, or any interface, feels.
Notes from rebuilding a personal site
What stays, what goes, and why a personal site should be calmer than the internet around it.
Reading attention maps like margin notes
A way of looking at model internals that borrows from how we annotate books: lightly, and with questions.
What a block explorer teaches about trust
Public ledgers make everything visible, but visibility and understanding are not the same thing.
Procedural worlds and the feeling of being expected
Generated places can feel endless and empty at once. A few notes on what makes a world feel like it was waiting for you.
A short case for writing things down
Writing is a way of thinking slowly in public. A brief note on why this journal exists at all.