If it doesn't fit
on a coaster,
it's too big.
Brian Franke's studio. Two products, one running log of everything that broke on the way.
The work
Two products, both still being built. Each one is a way of learning something by shipping it.
Chalky
iOSLocal-first cricket darts scoring, built for a loud bar with no signal. Every tap writes to the phone first, so the score survives a cellar with thick walls.
Project Ginger
UnityA top-down shooter. Built to learn how action games actually feel, which turns out to be mostly timing.
About
My route into tech started in middle school, selling Beanie Babies to fund my first PC build. I have spent a lot of time around technology since then and picked up a little of everything, but I have never been a programmer in any traditional sense.
Coaster Logic is where I build things in public and write down what I learn doing it. The rule is simple. If I cannot sketch how something works on the back of a bar coaster, I do not understand it yet.
Brian Franke
- Based
- Brooklyn, NY
- Day job
- Tech startup
- Building with
- TypeScript, C#, Swift
- Started
- Selling Beanie Babies for PC parts
The log
Every entryVibe Coding Is Just Managing an Intern
I thought building a game would mostly be ideas. The ideas turned out to be the easy part, and the expensive mistakes are the ones nobody argues with.
Unwinding the Complexity: How I Fit Big Tech Ideas on a Cardboard Coaster
AI tools are coming out super fast. Everyone shows off what they can do, but almost nobody explains how it actually works. Here is how I break it down.