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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.