HK LAB STUDIO

Blog

Research, development insights, technical articles and behind-the-scenes notes from the projects and products being built at HK Lab Studio.

HK CSV & Excel Import Wizard interface

Software Development

September 2026

Importing CSV or Excel data into React is easy until real-world spreadsheets introduce inconsistent headers, invalid values and large datasets. This guide explains how to build a reliable browser-side import workflow with parsing, column mapping, validation and data preview.

Software Development

September 2026

Getting a feature working is only part of a release. These are the checks I have gradually added to my own process to catch regressions, packaging mistakes and other avoidable problems before software reaches the user.

Studio Development

Games, Tools & Studio Direction

Building games introduced me to a long list of repetitive problems around testing, releases, browser behaviour, data, input and packaging. Over time, some of those problems became useful developer tools of their own.

Release, Distribution & Promotion

August 2026

August was less about building new parts of Axirune and more about getting the finished project in front of people. I prepared a playable itch.io demo, brought the complete Godot source project to Codester and learned how differently the game needed to be presented on YouTube and TikTok.

Testing & Polish

July 2026

By July, most of Axirune was already built. The job now was much less exciting: play it repeatedly, find problems, fix them, and work out when I had done enough to finally call the game finished.

Art & Audio

June 2026

Creating Axirune’s finished identity meant moving beyond prototype visuals and building a consistent combination of vector artwork, interface design, music and sound effects that supported the puzzle gameplay.

Game Design

May 2026

Designing Axirune meant turning a simple directional-arrow concept into a complete puzzle system. This journal looks at the early game design, grid mechanics, replayability goals and planning that shaped Axirune into a focused 2D puzzle game.

Development Journal 03 — Learning to Make a Game

Learning & Prototyping

April 2026

After choosing Godot, the next challenge was learning how its scenes, nodes and scripting system worked. Small experiments with GDScript, input, signals and game logic gradually became the foundations of Axirune's first playable systems.

Choosing a Game Engine — Why Godot Became the Foundation for Axirune

Engine Research

March 2026

After defining the direction of my first game, the next decision was choosing an engine that could support a focused 2D puzzle project, an approachable programming workflow and releases across multiple platforms.

Axirune directional puzzle gameplay

Market Research

February 2026

Before development began, I researched what kind of game could realistically be created as a solo developer while still offering replayability, accessibility and long-term value.