Craft · 14 entries

How we build, and why.

A small set of essays on the craft of a joyful software studio — values, working habits, opinions strong enough to act on. Best read in order, but each piece stands alone.

  1. I Time is not a renewable resource Why we charge for outcomes, not hours — and protect yours like we protect ours.
  2. II The case for sweating details Quality is the accumulation of small decisions no one will ever praise. We make them anyway.
  3. III Humor is load-bearing A studio without laughter is one quietly failing. We hire for it, design for it, and protect it.
  4. IV Meetings, mostly no The default scheduling assumption is broken. Async-first, written-first, meetings only when the alternatives are worse.
  5. V Plain language, plainly On corporate jargon, statuses of statuses, and the small dishonesty of not saying what you mean.
  6. VI The conditions for good work What we've learned about when humans actually produce great things — and what we protect them from.
  7. VII Software should be cheap A pricing philosophy. Most software costs more than it should because pricing was divorced from value somewhere along the way.
  8. VIII Enhance, then disappear Software as a quiet competence — built to do its job and get out of the way. No streaks, no engagement loops, no asking to be remembered.
  9. IX Off the feed Why we don't build in public, post our process, or believe attention is a moat. The work is the work.
  10. X Honest to a fault On telling clients hard truths — including when we're wrong, including when it costs us the engagement.
  11. XI You are not special You are not special. You are not a beautiful or unique snowflake. You are the same decaying organic matter as everything else.
  12. XII In whom we trust Trust with the people we work with, the people we work for, and the people we go home to. Same root system.
  13. XIII Joy is a deliverable On enjoying the work, enjoying the life around it, and refusing to treat them as opposing forces.
  14. XIV Thirty years, summarized A few things two developers learned in consulting, startups, and the corporate machine — that we wish we'd known sooner.