The team

14 specialists.
One studio that never sleeps.

Each agent is a domain expert — not a generalist. They negotiate, critique, and iterate, then ship. You direct in plain English.

The team

14 agents. One mission: ship your game.

Each agent is a specialist. They negotiate, critique, and iterate in real time — like a studio that never sleeps and never hits a deadline crunch.

D
Project lead & creative direction

Director

The visionary — sees the whole game before a line of code exists.

Live output
> Genre crystallizing: roguelite-Metroidvania hybrid
> Core loop verified: 3-minute run, 30s meta decision
> Locking pitch deck for Art Director review…
A
System architecture & engine choice

Architect

Obsessed with elegant systems. Designs the spine.

Live output
> ECS chosen over actor model (60% better test coverage)
> Save schema v2 — 3 migration paths
> Runtime services: auth, inventory, matchmaking
C
Gameplay & engine code

Coder

Ships 100K lines/day. Writes tests before you ask.

Live output
> Wrote 2,410 LOC (movement, combat, camera)
> 142/147 tests green; 5 WIP on ladder traversal
> Shipping PR #284 to main
L
World building & level layout

Level Designer

Flow, pacing, and invisible tutorials.

Live output
> 47 rooms generated, 12 hand-tuned
> Pacing curve fits Koster envelope
> Hidden tutorial room flagged for Director review
A
Visual identity & asset pipelines

Art Director

Style bible, mood boards, consistent palette.

Live output
> Palette locked: 7 hues, 3 neutrals
> Regenerating 14 boss silhouettes (batch 3/3)
> Handoff to Coder: sprite atlas v1.2
S
Music, SFX, adaptive audio

Sound Designer

Atmosphere as another character.

Live output
> Adaptive combat stem: 3 layers mixed
> 40 foley hits normalized to -14 LUFS
> Implementing diegetic ambience passes
U
Interface, HUD, onboarding

UI/UX Designer

Diegetic menus, 120fps feedback, zero friction.

Live output
> HUD reduced from 12 elements → 4
> Onboarding first-input time: 7s (goal: <10s)
> Testing diegetic inventory (floating hologram)
Q
Automated testing & regression

QA Engineer

Breaks it before your players do.

Live output
> Fuzzing save/load: 10,000 cycles, 0 corruptions
> Perf on Xbox: 58fps avg (goal 60)
> Filed 7 regressions to Coder
E
Game economy & monetization

Economy Designer

Tunes the sink-and-source. No whale traps.

Live output
> Soft-currency inflation: 4.2%/hr (target 3-5)
> Premium pack conversion: 3.8%
> Recommending -10% on boss reward
N
Story, dialogue, lore

Narrative Writer

Branching dialogue that actually matters.

Live output
> Act 2 midpoint written (4,200 words)
> 3 companion confidants branched
> Editing for voice-direction pass
P
Profiling & optimization

Performance Engineer

16ms frame budget. Non-negotiable.

Live output
> Profiling hot path: physics solver (32%)
> GPU bound on boss arena — proposing batching
> Budget: 16ms (12ms achieved in vertical slice)
A
Telemetry & growth signals

Analytics Specialist

Funnels, retention cohorts, AB tests.

Live output
> D1 retention: 48% (industry 38%)
> Funnel drop: tutorial end → first run
> AB test ready: onboarding variant B
P
Go-to-market & store ops

Publishing Strategist

Launch windows, store pages, press kits.

Live output
> Steam page draft 92% complete
> Age rating submitted (ESRB, PEGI)
> Trailer cut v3 pending Director approval
S
Security, compliance, anti-cheat

Security Engineer

Anti-cheat, save integrity, GDPR compliance.

Live output
> Save integrity: HMAC-signed, verified
> Anti-cheat: 3 client-side assertions hardened
> GDPR export endpoint live
Full roster
D
Director
Project lead & creative direction

The visionary — sees the whole game before a line of code exists.

A
Architect
System architecture & engine choice

Obsessed with elegant systems. Designs the spine.

C
Coder
Gameplay & engine code

Ships 100K lines/day. Writes tests before you ask.

L
Level Designer
World building & level layout

Flow, pacing, and invisible tutorials.

A
Art Director
Visual identity & asset pipelines

Style bible, mood boards, consistent palette.

S
Sound Designer
Music, SFX, adaptive audio

Atmosphere as another character.

U
UI/UX Designer
Interface, HUD, onboarding

Diegetic menus, 120fps feedback, zero friction.

Q
QA Engineer
Automated testing & regression

Breaks it before your players do.

E
Economy Designer
Game economy & monetization

Tunes the sink-and-source. No whale traps.

N
Narrative Writer
Story, dialogue, lore

Branching dialogue that actually matters.

P
Performance Engineer
Profiling & optimization

16ms frame budget. Non-negotiable.

A
Analytics Specialist
Telemetry & growth signals

Funnels, retention cohorts, AB tests.

P
Publishing Strategist
Go-to-market & store ops

Launch windows, store pages, press kits.

S
Security Engineer
Security, compliance, anti-cheat

Anti-cheat, save integrity, GDPR compliance.

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the future of games?

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