The programs, in detail

Four programs of 8 to 12 weeks, each ending with something playable.

Program 01 · Something you can hand someone

First playable

We pick an engine on practical grounds and stop discussing it. Then one mechanic, grey boxed, with no art and no menus — just something playable in a few weeks. Exporting a build that runs on someone else's machine is part of the program, because plenty of projects never even get that far.

  • 10 weeks
  • Some coding basics
  • 8 hours a week
  • A computer and an engine

Start this program

Weeks 1–2 · Setup

Engine, version control, project structure.

Weeks 3–6 · One mechanic

Built, tuned and genuinely fun.

Weeks 7–8 · A loop

Start, play, end, repeat.

Weeks 9–10 · A build

Exported, and played by someone else.

Weeks 1–3 · The loop

What players do for thirty seconds, repeatedly.

Weeks 4–6 · Teaching

Onboarding without a manual.

Weeks 7–8 · Playtests

Watching, not explaining.

Weeks 9–10 · Iteration

Acting on what you saw.

Program 02 · What players actually do

Design & playtesting

Designers explain their game; players press the wrong button and quit. We work on the core loop, on teaching mechanics without a wall of text, and on running playtests properly — watching silently, writing down where people get stuck, and resisting the urge to help them.

  • 10 weeks
  • Have a prototype
  • 8 hours a week
  • Two willing playtesters

Start this program

Program 03 · Achievable, not ambitious

Art & audio for solo devs

Solo developers sink months into art they can't sustain. We choose a style that matches your skills and timeline, set up a pipeline so assets don't become bespoke each time, and spend real effort on feel — screen shake, sound, particles — which changes perception more than fidelity does.

  • 8 weeks
  • A prototype running
  • 6 hours a week
  • Your engine

Start this program

Weeks 1–2 · Style

What you can make a hundred of.

Weeks 3–4 · Pipeline

From asset to engine, repeatably.

Weeks 5–6 · Juice

Feedback, timing and feel.

Weeks 7–8 · Audio

Sound that does half the work.

Weeks 1–3 · The cut list

What's not going in, decided honestly.

Weeks 4–7 · Polish

Bugs, menus and the boring finishing work.

Weeks 8–10 · Store and build

Pages, screenshots, testing.

Weeks 11–12 · Release

Out, and what happens next.

Program 04 · Out of the folder

Shipping

Shipping is a skill of its own. We cut scope to what can be finished, prepare a store page, handle builds and testing, and plan a release that doesn't require a marketing budget. We're not a publisher, we take no rights, and we promise nothing about sales — nobody honest does.

  • 12 weeks
  • A game in progress
  • 10 hours a week
  • Something near finishable

Start this program

Got a project that's stalled?

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