About

I apply game design thinking to building companies. Here’s what I’ve learned.

If you’re building something — a product, a company, a habit — and you’ve ever felt like the frameworks everyone hands you are missing something, this site is for you. Here’s what you’ll find:

  • A sharper lens for systems thinking. Game design has precise vocabulary for things business strategy fumbles with — core loops, feedback mechanisms, meaningful decisions. I use that vocabulary here, and it cuts through a lot of noise.
  • Writing from someone actively building. I’m not theorizing from the sidelines. I’m in the middle of building a company right now. The observations come from that.
  • Short sparks and long essays. Some ideas deserve a paragraph. Some deserve ten.
  • No filler, no schedule. Things appear when I have something worth saying. Quality over cadence.
Sharath Kumar Dhamodaran

My story

I’ve been obsessed with games for as long as I can remember — not just playing them, but taking them apart to see how they work. What makes a game loop satisfying? Why does a bad dice roll feel different in Pandemic versus Risk? Why do some games end and leave you wanting to play again immediately, while others feel like homework?

At some point I started asking the same questions about businesses. What’s the core loop of this company? Where’s the feedback mechanism? Is the player — the customer — making meaningful decisions? The vocabulary mapped surprisingly well. The frameworks mapped even better.

Right now I’m building TalentMatch Pro, an AI-powered hiring platform that connects candidates, employers, and expert interviewers. The hiring process is broken in specific, fixable ways, and I’m building the fix.

On the side, I host regular game nights and spend a lot of time thinking about game design — the mechanics, the economics, and the strange satisfaction of a well-designed system clicking into place. This site is where those two worlds collide.


Admonition examples

Five variants for surfacing information at different urgency levels.

ℹ Note

This site publishes on no fixed schedule. Things appear when I have something genuinely worth saying — quality over cadence.

✓ Tip

Start with the core loop. If you can’t describe what a player (or user) does every 30 seconds, the design isn’t done yet.

⚠ Warning

Complexity added early is rarely removed later. When in doubt, cut the mechanic — you can always add it back.

✕ Danger

Shipping a product no one wants to use causes irreversible reputational damage. Playtest and validate before you launch.

★ Important

The goal of feedback is not to make everyone happy — it’s to find the gap between your intention and the player’s experience.


Where to go from here

If you want to say hello or disagree with something I wrote, the guestbook is always open.