Ramine Darabiha · AI-native product builder

Writing & Talks

13 articles for Game Developer, ReadWrite, SiliconANGLE, and more, on product design, platforms, and play.

Recent product decisions

  • Kinship labels for a 426 person tree (2026-09-07): A family tree that explains how you are related, in English, Persian and French. Caching two graph walks brought a labelled canvas from 645ms to 37ms.
  • LSDj export and import, verified in mGBA (2026-09-04): Take a generated song into a musician’s existing tools and keep composing. The export is checked by running LSDj in mGBA, not by trusting our own decoder.
  • A 2.2 second split between the direct and relay paths (2026-08-11): A room should hear the same moment together. Real-player measurements found a 2.2-second direct/relay split and exposed a misleading test proxy. The timing limit remains open.
  • Spatial Gallery (2026-06-25): A dual-mode WebXR gallery with gaze-and-pinch interaction on Apple Vision Pro and the same real-time 3D scene on standard browsers.
  • ramine.net: AI-First Publishing (2026-06-18): A typed content graph, deterministic two-site compiler, fully prerendered routes, compiled client-side search, and spatial WebXR edition.

Writing

Talks

  • The Internet as an Extended Mind (TEDxHelsinki, 2014): Taking David Chalmers' extended mind seriously: memory, search, and recall already moved outside the skull. What that changes, and what to protect.
  • Beyond Spotify: Direct-to-Fan Music (Industry talk, 2022): It takes roughly 600,000 streams a month to earn minimum wage. The case for direct-to-fan, and the platform we built for it.
  • Design Patterns for the DWeb (DWeb Camp, 2019): Product and UX discipline for protocol-heavy systems: how the decentralized web starts feeling like software people choose.
  • Publishing on the Decentralized Web (IPFS Camp, 2019): What a creator-owned Substack could look like on content-addressed infrastructure: consumer publishing for the permaweb.
  • Design Deep Dive on IPFS apps (IPFS Camp, 2019): What an IPFS app needs before normal people can use it: hide the hashes, the peers, and the pinning behind a real product.
  • Building the Finnish Startup Ecosystem (Stanford GSB, 2015): How Finland built a startup ecosystem out of culture and student energy, and what other regions can copy from it.
  • Why Europe Needs a Sovereign Cloud (Finnish Parliament, Internet Forum, 2010): Cloud, privacy, and digital sovereignty are product and infrastructure decisions, not just policy. Argued in Parliament in 2010.
  • Rebooting a Four-Year-Old Game to the Top of the App Store (GDC, Smartphone & Tablet Games Summit, 2015): How a four-year-old game most studios would sunset went back into the U.S. top 20, and the live-ops playbook it produced.
  • Collaborate to Innovate (Queensland Government, Industry Briefing, 2015): Briefing the Queensland Government on Halfbrick Academy: students placed inside real production on globally shipped games.
  • From Free-to-Play to Indie (GDC, Independent Games Summit, 2016): Which billion-download habits help an indie game, and which ones quietly kill it. Lessons from producing The Consuming Shadow.
  • Angry Birds on the Web (Assembly Summer, Helsinki, 2011): Bringing Angry Birds to the browser when a web game still meant a banner ad: the open web as a real games platform.
  • Building the Best Product Team in Mobile Games (The Family): Roles, cadence, and operating model: building the product function behind a mobile games portfolio. In French, at The Family.
  • Reaching the Top 10 of the App Store (The Family): The playbook that takes a game into the App Store's top charts, told for a room of founders. In French, at The Family.