// workflow · overview
How a three-person studio ships eight games at once.
Six chapters. Eight games in flight. One workflow. Pulled from the actual Slack threads between our designer, engineer, and audio director.
Read them in order for the full arc, or jump straight to the chapter that answers what you came here for.
CH_01
Player Insight
Every game starts with a real player problem — not a theme.
→ read chapter CH_02Concept & Name Clearance
Ideas are cheap. Clean titles are not.
→ read chapter CH_03Math & Prototype
Proprietary AI on our own GPUs. Human-authored math. Billions of simulated spins.
→ read chapter CH_04Art & Feel
Public foundation models, orchestrated in a way that's ours.
→ read chapter CH_05Sound as Mechanic
Audio is a game system, not decoration.
→ read chapter CH_06Release & Learn
We ship into a live demo channel. Then hunt bugs in public.
→ read chapter