After 20 years building digital products for others, I decided to build my own thing: a tabletop roleplaying game

Intelligent arthropods rule the wasteland left by humans. πŸ¦€ 🐞 βš”οΈ

After 20 years building digital products for others, I decided to build my own thing: a tabletop roleplaying game

I've spent 20 years building digital products for others.
Then I decided to create something completely my own: Bug & Claw, a tabletop RPG set in a world where intelligent arthropods rule the wasteland left by humans. πŸ¦€ 🐞 βš”οΈ

The irony? All of my product skills applied perfectly.
β€’ User research became playtesting.
β€’ Personas became player archetypes.
β€’ MVPs became alpha releases to my 1900+ self-built community.

But here's what's surprised me:
The creative constraints in my side project have reinforced my product leadership.

When you can't just add another feature or throw more developers at a problem, you learn to:
β€’ Design elegant systems with clear boundaries
β€’ Listen to user feedback without ego
β€’ Iterate based on actual usage, not assumptions

Building Bug & Claw has taught me that good product thinking works everywhere. Whether you're optimizing a fintech app or designing combat mechanics for mutant crabs. πŸ¦€ βš”οΈ πŸ¦€

Side projects aren't distractions. They're training grounds.
What creative project has unexpectedly improved your day job skills?

Adventurer finding a crystal