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Akhil Dakinedi
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© 2025 Akhil Dakinedi. All rights reserved.

2025

Nov 24

Design & risk

Jun 05

Half Life Alyx

May 14

Form, function, and feeling

Apr 14

The business of Design

Feb 09

Cultural touchstones

2024

Dec 30

My Best of 2024

Oct 16

Wearables wasteland

Sep 21

Opinionated design

2023

Dec 31

My Best of 2023

Nov 23

The World's Fair

Sep 23

Tears of the Kingdom

Mar 30

Attention

2022

Dec 30

My Best of 2022

Dec 16

Blog format change

Dec 02

The Moon

Oct 27

Steam Deck

Oct 15

Lagging laws

Oct 03

Doors

Aug 27

Music discovery

Aug 18

Elden Ring

Aug 02

Selfies

Jun 28

The IC Designer career ladder

Jun 15

VC-backed bragging rights

Jun 04

America's paradise of wealth

Apr 25

How was your experience?

Apr 17

The tech upbringing

Apr 08

Horizon Forbidden West

Feb 22

Tech: Turnover and tenure

Feb 12

Pokémon Legends Arceus

Feb 03

Car ownership

2021

Dec 30

My Best of 2021

Dec 16

Systems within systems

Dec 04

Designing in big tech

Oct 28

Ring Fit Adventure

Oct 18

The length of design

Oct 06

Curating taste

Aug 23

PlayStation 5

Aug 13

Remote work revolution

Aug 03

Pandemic pessimism

Jun 25

The Twitterverse dilemma

Jun 16

Teslas and touchscreens

Jun 02

Design promotions

Apr 29

Systemic problems

Apr 13

The Design Manager's role

Apr 05

San Francisco

Feb 26

Fixing the design interview

Feb 18

Creation tools & misinformation

Feb 03

When buyers aren't users

2020

Dec 31

My Best of 2020

Dec 12

Design, tech, and capitalism

Dec 05

Writing and me

Oct 23

Hades

Oct 16

Side project slog

Oct 05

Work at home

Aug 25

Cause and effect

Aug 17

Racial bias in design hiring

Aug 03

The Last of Us Pt. II

Jun 21

Design teams: Size and culture

Jun 08

On the color of my skin

Jun 02

Pre-existing privilege

Apr 25

The defining decade

Apr 12

Quarantine gaming

Apr 04

Carnival of idiots

Feb 25

What matters at work

Feb 16

Self-control

Feb 10

Role models in design

2019

Dec 31

My Best of 2019

Dec 17

Wealth, greed, and time

Dec 03

Pokémon Sword & Shield

Oct 23

Design tools

Oct 18

Third places and virtual spaces

Oct 09

Control

Aug 21

Bostonia, est. 1630

Aug 12

Death by donation

Aug 04

Creative intent and fandoms

Jun 21

The introvert's iceberg

Jun 14

Dystopian science fiction + Cosmic Horror

Jun 06

Mobile photography

Apr 24

The quadrilingual life

Apr 16

Accessibility in game design

Apr 09

Rising to the design leadership challenge

Feb 25

Kids on the internet

Feb 14

Sapiens

Feb 04

The slow life

2018

Dec 31

My Best of 2018

Dec 19

Into the Spider-Verse

Dec 12

Holiday gaming

Oct 26

United States of Anxiety

Oct 14

Pushed and challenged

Oct 03

The indie gamedev grind

Aug 25

No strong opinions

Aug 12

Trains of Japan

Aug 01

Solo travel

Jun 22

A Japanese dive into games

Jun 14

Unity Learning Pt. I: Layouts for days

Jun 01

Listen. Inquire. Learn.

Mar 31

Bloodborne: Death and progress

Mar 20

UIs and mental models

Mar 12

Career and meaning

Jan 22

Nationalism

Jan 12

Breath of the Wild

Jan 05

Commodification of art

2017

Dec 31

My Best of 2017

Dec 27

Nintendo's comeback year

Dec 04

The product, the business, and the users

Oct 23

Five years in the real world

Oct 14

Life imitates art imitates life

Oct 02

The American Scream

Jul 17

Selling design systems

Jul 12

Design literacy in product organizations

Jul 05

The FUD scale in design

May 11

Data-driven design

May 09

Designing for emerging markets

May 05

The myth of the T-shaped designer

Apr 19

Existentialism in 2199

Apr 10

Anticipatory design and UX for scale

Mar 21

Abstract: The disciplines of design

Mar 16

The art of awkward pausing

Mar 05

A humbling perspective

2016

Dec 26

Life on autopilot

Dec 23

My Best of 2016

Nov 13

A love letter to Dishonored 2

Oct 18

Consumption vs Production

Oct 10

Confidence bias

Sep 26

Creative isolation

Aug 21

Indie Gaming

Jul 29

Other blog posts!

Jul 24

Design salesmanship

Jul 18

A nostalgic return to Pokémon

Jun 23

Virtual Reality moneymaking

May 17

Commitment to sports

May 10

Overwatch

May 02

More design reading!

Apr 18

Using imagery in apps

Apr 11

PSA to wannabe designers

Apr 04

Creativity on demand

Mar 28

Peak immersion in gaming

Mar 24

The mortality conundrum and VR

Mar 20

Interaction Design and the future

Jan 12

Generation of meaning

Jan 04

Storytelling across the mediums

Jan 02

8-bit narratives

2015

Oct 30

Playfulness in product design

Oct 26

UX lessons from video games

Oct 22

The secret to being a great designer is...

Oct 17

Tips for a productive outlook on life

Oct 09

Team Fortress 2 and economics

Oct 06

Virtual reality and design

Sep 30

Designing for the internet of things

Sep 28

Yawning in the comfort zone

Sep 25

The designer's dayjob dilemma

Sep 15

Dopamine and the anticipation of reward

Sep 08

Automation and emotion

Sep 03

Resurgence of the cartoon

Aug 30

It's a mad, mad world

Aug 23

Minimalism in product design

Aug 17

Creativity on a deadline

Aug 11

Coffee

Aug 06

Video Games -- art or design?

Aug 03

My favorite books (non-fiction)

Jul 31

My favorite books (fiction)

Jul 28

Hiring designers

Jul 25

Designers and prototyping

Jul 22

Photography and me

Jul 19

My design education

Jul 16

Dribbble shots

Jul 13

A fresh start