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Founder & CEO

Mourad Hamdi

Mourad makes small, thoughtful games for the space between one task and the next. OutBrick is his ongoing experiment in calmer play.

In the journal

28 stories so far.

  1. Designing a game for the life players actually have

    Why “gaming life fit” is a better design question than chasing a bigger hours-played number.

    Mourad Hamdi · 7 min read

  2. What Angry Birds teaches about the long road to a hit

    Rovio’s own history is a useful reminder that iconic games are often the visible tip of a much longer practice.

    Mourad Hamdi · 7 min read

  3. Tetris proves that simple rules can keep opening up

    A look at constraint, rhythm, and the endless variety inside a very small ruleset.

    Mourad Hamdi · 6 min read

  4. Why colour should never be the only clue in a puzzle

    The case for pairing colour with shape, text, and other signals—so a readable board stays readable for more players.

    Mourad Hamdi · 6 min read

  5. How to build a kinder difficulty curve

    Challenge should stretch the player’s attention without making the relationship with the game feel brittle.

    Mourad Hamdi · 7 min read

  6. Hades and the run that keeps learning

    What Supergiant’s Early Access success teaches about iteration, narrative momentum, and making another attempt feel meaningfully different.

    Mourad Hamdi · 8 min read

  7. The Sims and the stories systems tell

    A long-running success story about player authorship, playful resistance, and the value of a game that does not write every line for you.

    Mourad Hamdi · 8 min read

  8. When a game teaches curiosity without a lecture

    How interactive systems can invite experimentation, and what MIT’s maker-learning work suggests about putting agency before explanation.

    Mourad Hamdi · 8 min read

  9. Papers, Please and meaningful friction

    How a game can turn a repetitive action into a moral question—and why the best friction asks the player to decide, not simply to wait.

    Mourad Hamdi · 8 min read

  10. The commuter puzzle: making room for a two-minute game

    A field guide to designing for interrupted attention, small screens, and the lovely gap between “I have no time” and “I have two minutes.”

    Mourad Hamdi · 7 min read

  11. How to solve sliding block puzzles: a practical guide

    Work backwards from the exit, find the move that makes space, count before you commit. A designer’s method for sliding block puzzles that look impossible.

    Mourad Hamdi · 7 min read

  12. Colour sort puzzle tips: clear boards in fewer moves

    How to read a colour sort board, choose which colour to clear first and make every move count, with the star rules explained. From OutBrick’s designer.

    Mourad Hamdi · 7 min read

  13. Apple Watch puzzle games: what works on a tiny screen

    Glanceable boards, fingertip-sized pieces, the Digital Crown, haptics and standalone play: what makes a puzzle game work on Apple Watch.

    Mourad Hamdi · 7 min read

  14. How we verified 2,000 sliding-block puzzle boards before release

    A pathfinding result is only the beginning. Here is how we replayed a clear for every OutBrick board against the same rules the game uses.

    Mourad Hamdi · 6 min read

  15. How to get three stars in puzzle games: think in fewer moves

    Three stars means solving well, not just solving. Satisficing, planning depth and the habits that cut wasted moves, with OutBrick’s star rules explained.

    Mourad Hamdi · 6 min read

  16. Rewards, streaks and motivation: when incentives backfire

    Why rewards can crowd out the fun they were meant to boost, why a broken streak makes people quit, and how to keep incentives on your side.

    Mourad Hamdi · 6 min read

  17. Dyslexia-friendly game text: fonts, spacing and plain words

    Do dyslexia fonts work? What eye-tracking and reading studies say about typefaces, size, letter spacing and wording, and how to make game text easier to read.

    Mourad Hamdi · 5 min read

  18. Designing games for older eyes and hands: readable and forgiving

    How vision, touch and reaction time change with age, what that means for contrast, targets and pace, and design principles for games that stay friendly at 80.

    Mourad Hamdi · 5 min read

  19. Game feel and juice: why a satisfying slide matters

    Juice is the extra feedback that makes a tap feel good. Studies with thousands of players show it helps, up to a point, and then starts to hurt.

    Mourad Hamdi · 6 min read

  20. Game tutorials that teach without telling: what works

    A study of 45,000 players found tutorials only paid off in complex games. What research says about teaching through play, hints and the first hour.

    Mourad Hamdi · 5 min read

  21. Friendly competition: how to challenge friends without pressure

    Competing with friends can be fun or quietly corrosive. What motivation research says about winners, losers and teams, and how to keep a challenge friendly.

    Mourad Hamdi · 6 min read

  22. Playing across devices: what research says about continuity

    Phone on the train, tablet on the sofa, TV at night: what studies of multi-device life say about continuity, and how OutBrick syncs across six Apple platforms.

    Mourad Hamdi · 6 min read

  23. OutBrick on iPhone Duo: what would you want to play?

    Would you want OutBrick adapted for iPhone Duo? Explore possible inner and outer screen experiences, then tell us what would make play worthwhile.

    Mourad Hamdi · 7 min read

  24. OutBrick’s commitment to blind players and VoiceOver

    What our commitment to blind players means: listening to real play, describing current limits honestly, and making accessibility part of OutBrick.

    Mourad Hamdi · 7 min read

  25. Reading OutBrick’s spatial board with VoiceOver

    Build a clearer picture of OutBrick’s board with VoiceOver: explore bricks, gates and empty space, and understand the fixes promised next.

    Mourad Hamdi · 7 min read

  26. How to slide OutBrick bricks with VoiceOver actions

    Learn OutBrick’s four slide directions, matching gates and slide distances, with VoiceOver action guidance and the promised teaching changes.

    Mourad Hamdi · 7 min read

  27. OutBrick without a timer: room for real challenge

    AppleVis players asked for time to explore and a gentler start. How OutBrick’s move limits, untimed play and planned teaching changes fit together.

    Mourad Hamdi · 7 min read

  28. OutBrick accessibility beyond the puzzle board

    From shop buttons and frozen gates to mission credit and Italian support: how AppleVis feedback is helping us improve the whole OutBrick session.

    Mourad Hamdi · 7 min read