Find the core loop
We describe what the player does, the feedback they receive and what makes them want to repeat it. An artistic intention becomes a testable experience with clear rules and progression.
Platform, session length and controls shape the initial scope. A casual mobile game and an interactive browser experience raise different questions.
A prototype to test the experience
We isolate the central mechanic before multiplying levels and content. Temporary artwork can be enough as long as the player understands actions and their consequences.
- A documented concept, rules and core loop.
- Interactions and controls adapted to the target platform.
- A playable prototype with an agreed scope.
- Observation sessions and a summary of feedback.
- Identification of production needs for the next phase.
Distinguish exploration from production
A prototype validates a direction; it is not a complete commercial release. Art, sound, content, compatibility and distribution need their own production scope.
Multiplayer, in-app purchases and persistent economies introduce specific constraints. They require a separate assessment before any implementation commitment.
Try a studio experiment
Catch the koi, available on our homepage, demonstrates a short interaction built for this website. It is a lab experiment, not a shipped commercial game reference.
To discuss your idea, bring the feeling you want to create, the audience and the platform. Game references are most useful when they explain a mechanic or intention rather than a list of features to copy.
Before we start
Can we focus on just one mechanic?
Yes. That is a useful exploratory scope when you want to test an interaction before investing in production.
Does the prototype include final artwork and audio?
Not by default. Visual and audio polish are defined in the scope, and temporary assets are identified.