Juan Uys


Just like a company has a mission statement, I think an individual should have values. This page was inspired by one of my critical reflections.


For the players

Inspired by Wlad Marhulets (2020).

  • We’ll adopt a transparent, customer-first approach, facilitating fast response using direct and honest communication, and patching bugs immediately.
  • We will be grateful to our players for giving us their precious time.
  • We will keep our promises.

Do no harm

My output will not cause any harm. This is a tall order, and can be very tricky to achieve. For instance, I might make a game featuring cockerels, and one of my players might suffer from alektorophobia.

My games won’t harm your wallet. You’ll pay once and own it forever.

My games won’t harm your mental state. My games won’t make you grind to progress. You’ll only ever experience meaningful content. I’m a thorough person, and a bit OCD, and whenever I play something with “grind” in it, fine-tuned with Pavlovian responses, and tiny dopamine hits, that’s it: I only rear my head again a few months later, and the world has moved on a bit. I wouldn’t want this to happen to my players.


(adopted from Tynan Sylvester)

I’ll respectfully accept ideas with which I disagree. I’ll be open to new experiences.


(adopted from Tynan Sylvester)

Too much agreement kills a game (or any other project). Possibly related to “design by committee”.


(adopted from Tynan Sylvester)

I understand how little I can really understand of what I’m doing. Besides, half of what we know is wrong.


(adopted from Tynan Sylvester)

Even when (if!) I’ve achieved success, I won’t stop. I’m in it for the work. (I’m sure this isn’t something I have to try hard to do, as I love making games.)

Game values

My games will also have values.

No ads

My games won’t annoy you with ads. You’ve already seen an ad for my game, and since you’ve paid, you’ll only experience the loveliness of which is my game.

No pay-to-win

Sid Meier articulates my thinking well:

...coin-operated games were engaging in microtransactions long before their current wave of popularity. But there's no escaping the fact that many free-to-play games are predatory, especially when they target young children, or blur the lines between upgrades and necessary content. There has to be a worthwhile product underneath, and a respectful, honest relationship with players about what they're getting for their money.

(Meier and Noonan 2020: 255)

Click here to see what my cohort says.


  1. MARHULETS, Wlad. 2020. Gamedev: 10 Steps to Making Your First Game Successful. 1st ed. Unfold Publishing.
  2. MEIER, Sid and Jennifer Lee NOONAN. 2020. Sid Meier’s Memoir! a Life in Computer Games. First edition. New York: W.W. Norton & Company.
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