Online · Solo devs and tiny teams

Finish the
small game first.

Nearly every first project is too big. Scope it down until it's embarrassing, ship it, and you'll have learned more than three years on the ambitious one that never came out.

  • 8–12weeks per program
  • 48 hfor a build review
  • 8 maxin a live session
  • $0project review
PROJECT · WEEK 5 OF 10 First playable 50 % complete One mechanic, done well Grey boxes, no art yet Playtest with two people Build every Friday Live session Wed · 7:30 PM Coach feedback « Cut the second mechanic »
The programs

Four programs, each ending with something playable

No engine wars, no ten-hour tutorials. You build, people play it, and we work on what they did.

How it works

Build weekly, playtest monthly

A build every Friday keeps a project honest. Watching someone else play it keeps the design honest.

Free project review

Twenty minutes on your idea, your engine and your available hours.

Scope it down

Usually by more than you'd like. This is most of the value.

Build every week

Something playable, however rough, every single week.

Written review

Within 48 hours: the build, the code structure, and what to cut or fix.

Plans

Pick your level of support

Month to month, cancel anytime. The 20-minute project review is free.

Dev group

A weekly session where members show builds and get them played and critiqued.

$39/ month

  • One 90-minute live session each week
  • Groups of 8 developers maximum
  • Builds played and critiqued live
  • Scope and milestone templates
  • Replays for 30 days
Join the group

Ship it

For a game that needs to be finished and released this year.

$199/ month

  • One 45-min session each week
  • Replies within 24 hours
  • Scope cut and release plan built with you
  • Store page and build process reviewed
  • Access to all dev groups
Talk it through

Prices in USD. Cancel anytime, no contract.

A typical week Mon Plan Tue Session Wed Build Thu Playtest Fri Review
How we work

Not a publisher, no rights taken

Creative Ground is coaching only. We take no equity, no revenue share and no rights in your project, and we're not a studio or funding body.

We also don't do legal or business advice. Engine licenses, asset licenses, contracts and store agreements matter and they belong with a lawyer, not with a coach who can only tell you what's typical.

See how we work

Frequently asked

The questions we get most

Which engine should I use?

Whichever you'll stop evaluating and start building in. Engine switching is the most popular form of procrastination in this hobby.

I can't do art.

Then pick a style that works with that, or use licensed assets and check the licenses. Plenty of successful games look deliberately simple.

How long should my first game take?

Weeks, not years. Something tiny and finished teaches more than something ambitious and abandoned.

Will my game sell?

We don't know, and neither does anyone promising otherwise. We coach making and shipping; the market is its own thing.

Do you help with publishing contracts?

We'll tell you what's commonly in them and then send you to a lawyer. Signing one on coaching advice would be a bad idea.

Can I cancel anytime?

Yes. No contract, no minimum term. Access stays open until the end of the month you already paid for.

Got a project that's stalled?

Twenty minutes on the scope, the build and what to cut. Free.