Damilare retweeted
This stinks and worries me. We should never stop learning. How can we debug code we don’t understand? How can we write technical plans or offer guidance if we don’t know the latest APIs? Agh.
🚨 Going out of business sale 🚨
iOS dev course sales plummeted due to AI. It costs a lot of money to host my courses online and with sales at basically $0, I've cancelled that hosting.
This closes down the site which unfortunately removes access to the courses.
I want you to have the courses you purchased forever, so I've added the ability to download my course videos so they are yours.
I've put my recent course on sale at a large discount so you can get it before it's gone and I've made old courses available for free if you want to grab those too.
The school will be online until November 24th so you have a few weeks to download these videos at seanallen.teachable.com
Thanks for learning with me and supporting my work over the years. I appreciate it.
Damilare retweeted
We just completed training Nerve-1, our first AI model built entirely from scratch.
Nerve-1 is a lightweight, ~34M-parameter model trained on over 23 billion tokens.
It’s designed for intelligent routing, deciding how much reasoning effort a task requires and directing it to the most suitable AI model.
It runs entirely on regular CPUs, making routing decisions in milliseconds. We estimate it could reduce our inference costs by at least 30%.
Rolling out soon to all businesses and users on @trydecideAI
I'm teaching a free workshop on writing portfolio case studies to help you get hired tomorrow.
Sign up: luma.com/u2h7ciy8
Damilare retweeted
You might've been misguided to think you're missing out on the "action". But you step away for months and you return to find that nothing really changed.
It's all exactly the same but in a different garb.
More reason you need to spend your time strenghtening the understanding of your craft and leave these fake games behind.
If the surface level can't be trusted, your understanding sets you apart. So, where is it?
Damilare retweeted
Replying to @moski____
Your AI-generated motion design can't even come close to what I did for Flutterwave 9 years ago.
Damilare retweeted
Replying to @TheObiLeonard @Mazerance
I am one of those artists who “made it possible”, and I think it is important to acknowledge the people who are still waiting to be paid.
I worked for Mazerance as an Environment Artist from July 2025 until I was dismissed in 2026. Continue reading this thread.
Damilare retweeted
Okay, so this is all sweet and all Elvis but about our unpaid salaries? You talked about the people who worked with you on the project but you blatantly left out the fact where you and @Mazerance have been owing us unpaid salaries for the past 7 months.
I have stepped down as CEO of @Mazerance.
Mazerance began with an idea I had early last year. Together with friends who loved puzzles and escape rooms, we set out to build a story-driven co-op strategy game, and to show what a game studio out of Africa could look like on the world stage.
That idea became a studio registered in Australia, Nigeria and the United States, with a team that brought everything they had to building the game and the company behind it.
Eighteen months ago, none of this existed. No company, no team, no community, no world to build a game in. There is now, because of everyone who made it possible: the team, family, friends, my co-founders and the people who backed us from the start.
We built a community of roughly 20,000 people and generated over 8 million impressions on this app alone.
Through Project 9, Rancers Remix and Pass It On, we became one of the most talked-about budding game studios in Africa, earned more than five press features and made our presence felt at Moonshot, one of Nigeria's largest tech conferences.
More than 25 people across three continents have worked on Mazerance, and in the first eight months alone that team produced over 600 pieces of brand, world and community work, from characters and lore to artwork, videos and campaign content. That is close to three assets produced a day, every single day; working closely with these talented individuals has been the highlight of my career.
The studio is also set up on Steam and Kickstarter, which as a company registered across three countries is harder than it sounds.
None of this was one person. It was everyone who has put something into Mazerance, and leading that team every day for eighteen months has been nothing short of a privilege.
There is still a lot of work ahead. I do not count any of this as the finish line, but the effort and the outcomes deserve recognition.
The game is still in development, and delivering it would be the best outcome for me, the team, the community and our stakeholders. The foundation is there, and whoever leads the business next has something substantial to work with.
I have poured almost everything I have into this company for eighteen months. I need to step back, look after myself, and go back to the work I love. I am a designer and storyteller before anything else.
Leading Mazerance has been one of the most difficult and beautiful things I have ever been in service of. I believe I did it well, and I am grateful for every moment of it.
But design is where I do my best work, and what I build next will reflect that: experiences that transform how physical products understand human interaction and change how people live with them.
As for who takes the seat, the company has chosen an interim successor.
To the team (past and present) and my co-founders, thank you. To the Rancers, our investors and everyone who backed us early, thank you for believing in what we set out to build.
I remain on the board, and will continue to support Mazerance in whatever capacity it needs me. This is my child and I have its best interest at heart.
More on what is next for me soon.
Damilare retweeted
You have spoken publicly about the people who dedicated their time, skills, and commitment to building the company. However, there are former members of that same team who are still in disputes over compensation for the work and time they have contributed.
For some of us, the story behind the public narrative looks very different. What started as a commitment to building something extraordinary together ultimately ended with the company refusing to compensate some team members who worked their asses off day and night to show what the public regards as great work today.
This is hard to reconcile with a story focused on valuing the people who made the company possible.
There is always more than one side to a story. When the time comes, I’ll let the evidence speak for itself.
Elvis, I sincerely hope the people impacted by these unresolved issues are not forgotten as Mazerance moves forward. @Mazerance
I have stepped down as CEO of @Mazerance.
Mazerance began with an idea I had early last year. Together with friends who loved puzzles and escape rooms, we set out to build a story-driven co-op strategy game, and to show what a game studio out of Africa could look like on the world stage.
That idea became a studio registered in Australia, Nigeria and the United States, with a team that brought everything they had to building the game and the company behind it.
Eighteen months ago, none of this existed. No company, no team, no community, no world to build a game in. There is now, because of everyone who made it possible: the team, family, friends, my co-founders and the people who backed us from the start.
We built a community of roughly 20,000 people and generated over 8 million impressions on this app alone.
Through Project 9, Rancers Remix and Pass It On, we became one of the most talked-about budding game studios in Africa, earned more than five press features and made our presence felt at Moonshot, one of Nigeria's largest tech conferences.
More than 25 people across three continents have worked on Mazerance, and in the first eight months alone that team produced over 600 pieces of brand, world and community work, from characters and lore to artwork, videos and campaign content. That is close to three assets produced a day, every single day; working closely with these talented individuals has been the highlight of my career.
The studio is also set up on Steam and Kickstarter, which as a company registered across three countries is harder than it sounds.
None of this was one person. It was everyone who has put something into Mazerance, and leading that team every day for eighteen months has been nothing short of a privilege.
There is still a lot of work ahead. I do not count any of this as the finish line, but the effort and the outcomes deserve recognition.
The game is still in development, and delivering it would be the best outcome for me, the team, the community and our stakeholders. The foundation is there, and whoever leads the business next has something substantial to work with.
I have poured almost everything I have into this company for eighteen months. I need to step back, look after myself, and go back to the work I love. I am a designer and storyteller before anything else.
Leading Mazerance has been one of the most difficult and beautiful things I have ever been in service of. I believe I did it well, and I am grateful for every moment of it.
But design is where I do my best work, and what I build next will reflect that: experiences that transform how physical products understand human interaction and change how people live with them.
As for who takes the seat, the company has chosen an interim successor.
To the team (past and present) and my co-founders, thank you. To the Rancers, our investors and everyone who backed us early, thank you for believing in what we set out to build.
I remain on the board, and will continue to support Mazerance in whatever capacity it needs me. This is my child and I have its best interest at heart.
More on what is next for me soon.





























