Services / Game design & prototyping
Design it,
then prove it.
Most games die from a problem that was visible in week three and expensive by month nine. Prototyping is how you find it while it is still cheap.
Core loop and systems
The thing a player does a thousand times, designed before anything is built around it.
Economy and progression
Curves, pacing and rewards, modelled rather than guessed at.
A playable prototype
In your hands, not in a deck. The only honest test of whether an idea is fun.
A design others can build from
Written so a team that did not sit in the room can act on it.
Playtesting
Sessions run, watched and written up — including the parts nobody wanted to hear.
How long it takes
A prototype takes as long as the game and the budget say it takes. A bigger budget does not buy a longer wait — it buys more people on it.