Clive Henrick – Builder of Things

Exploring engineering, AI, creativity, and the lifelong craft of building things.

Why Henrick.com?

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Why Henrick.com?

For a long time I’ve wanted a place to collect my thoughts and share what I’m working on. Over the years I’ve had websites come and go, but this time I want to build something that can grow with me over the next twenty years.

Builder of Things.

That phrase pretty much describes my life.

I’ve spent more than forty years building things. Sometimes that meant software. Sometimes it meant engineering organizations. Sometimes it meant tabletop role-playing games. More recently it has meant exploring AI, building publishing workflows, and finding better ways to turn ideas into finished products.

Like many people my age, my journey started long before the Internet became what it is today. While I was still in high school I had the opportunity to work with R. Talsorian Games on titles like Mekton, Cyberpunk 2020, and my personal favorite, Teenagers from Outer Space. Looking back, I had no idea how much those early experiences would shape the rest of my career.

Since then I’ve worked with companies including Kabam, Electronic Arts, Sony, Riot Games, and many others. Every place taught me something. Some ideas worked incredibly well. Others looked great on paper but fell apart once real people had to build real products.

After all these years, I’ve come to believe that shipping great software isn’t primarily about writing code.

It’s about people, creativity, and building systems that allow people to learn quickly.

The sooner someone can get their hands on something—even if it’s rough—the sooner they can tell you whether you’re building the right thing. That feedback loop is where great products are made.

Of course, none of that happens by accident.

It starts with design. It continues through planning, organization, execution, and constant iteration. Every stage matters. AI is becoming an incredible tool for builders, but it doesn’t replace good design, clear thinking, or experienced leadership. It can help us move faster, but it doesn’t remove the responsibility of deciding what should be built in the first place.

That’s what I hope this website becomes.

A place where I can share what I’m building, what I’m learning, what worked, what failed, and what surprised me along the way.

You’ll find articles about engineering leadership, AI, game development, independent publishing, consulting, organizational design, and whatever else I’m exploring at the time. You’ll also find links to my work through Siegebreaker Game Studios, where many of these ideas eventually become real products.

If there’s one thing I’d like people to take away from this site, it’s this:

Building is a skill.

Like any skill, it gets better with practice.

If sharing what I’ve learned over the last forty years helps someone else build their first game, launch their first business, lead their first engineering team, or simply finish a project they’ve been putting off, then this website will have accomplished exactly what I hoped it would.

So welcome.

Let’s build something.

At a Con with R Talsorian games back in the 1980s

With R Talsorian games back in High School (1986 )

Riot games in 2026

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