I'll teach you the rules of fun so you make the right call every time.
20 years. 30+ countries. One framework.
Most designers treat fun like lightning, hoping it strikes. That's why products fail. Fun has rules. Once you know them, you can engineer it every time.
Players complete actions but don't feel rewarded. Retention craters. You add features hoping something sticks. Nothing does.
Every mechanic debate turns into a team standoff. Nobody can explain why one choice is better than another. Gut feelings collide.
You shipped something technically solid that players put down in five minutes. The metrics say something is broken. You don't know what.
There's no shared language for fun on your team. What I do is give you one, rooted in 20 years of shipping products across every platform that exists.
I've spent two decades figuring out what makes things fun. Not as a theory but as a practice, across every platform that exists: mobile, VR, location-based entertainment, themed attractions, enterprise training.
I built Sinister Inn, a controller-free VR haunted house now running in 30+ countries that won USA Today's Best Theme Park Halloween Event in 2024. I led design at Talespin, building the org from scratch and serving clients like AT&T, Accenture, and Deloitte.
What I found is that fun isn't magic. It's a process. And once you understand the process, you can engineer it every time.
Work With Me →Before more time, money, and morale are lost. Three ways to work together. Pick the one that fits where you are right now.
In 1 week, I'll evaluate your game, experience, or product and tell you whether it's fun, market-ready, and built to retain. You get a detailed report with actionable recommendations and a follow-up call where I walk you through exactly what to fix, what to kill, and what to double down on.
Spend a focused day with me inside the problem, together. We work in real time to unpack what's not working, pressure-test assumptions, and make decisions your team can actually commit to. I guide the conversation, challenge weak logic, and help translate instincts into shared clarity you can move on immediately.
I act as your on-demand design and creative lead: high-level guidance, strategy, and oversight to keep your project on track and delivering experiences that resonate. Weekly 90-minute check-ins, priority async access, and the kind of feedback that prevents costly missteps before they happen.
Fun isn't random. It has architecture. Blueprint for Fun is the framework I've spent 20 years developing, distilled into a tool every designer, developer, and creative leader can use starting today.
"[Joe] has a remarkable understanding of player psychology, emotional engagement, and the core principles of fun. Over the course of just a month working together, Joe completely transformed my game's direction. He helped us streamline unnecessary features while refining the core mechanics to create a more engaging experience."
"I got too caught up in some evil FarmVille monetizing paywall, and forgot games are about fun first. Joe inspired me to go back to that."
"His empathy for the player guides his thinking on how to make a complex system feel intuitive to users, which creates great games that people love to play. Joe does what few people try: he poses the question, 'What makes something fun?' and the resulting deconstruction of fun into its components enables him to create successful experiences time and time again."
"Joe's confidence in identifying what makes a game fun shines through. We look forward to embedding his suggestions and observing how the market reacts."
"If you're working on an immersive experience, Joe can help make sure it's fun. Hire Joe."
"I can't help but recommend Joe. We've met multiple times now to discuss my upcoming indie game and his input has been invaluable."
One conversation is enough to know if we're a fit. No pitch deck required.