Growing up, video games captured my imagination in a way nothing else could. The idea of bringing characters and worlds to life, making them feel real, reactive, and alive, still inspires me today. After eighteen years of doing exactly that professionally, the technical challenges involved never stop fascinating me.
Now, I’m doing something I’ve wanted to do for a long time: making my own games, on my own terms.
I spent seventeen years at Digital Extremes leading AI development across projects like Dark Sector, Bioshock 2, The Darkness 2, Warframe and Soulframe. I’ve presented at GDC, written for the Game AI Pro series, and built teams and architectures at scale. That work continues. But alongside it, I’m channeling everything I’ve learned into solo indie projects where I have full creative control over every decision.
Here you’ll find detailed write-ups tracking progress on my games: interesting design decisions, the problem spaces I’m navigating, the dead ends I’m hitting, and the solutions I land on along the way. When an expected approach turns out to be the wrong call, I’ll write about why. When a game system clicks into place, I’ll break down exactly how.
This isn’t a tutorial site or a general reference. It’s my workbench, made public.
If you find the reasoning behind technical and design decisions just as compelling as the games themselves, or are just curious what an experienced AI engineer builds when given complete creative freedom, you’re in the right place.
Welcome aboard, enjoy the ride!

Daniel Brewer
The views, thoughts, and opinions expressed on this website are my own and do not reflect those of my employer or any affiliated organizations.