Weeks 1–2 · Setup
Engine, version control, project structure.
Four programs of 8 to 12 weeks, each ending with something 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.
Engine, version control, project structure.
Built, tuned and genuinely fun.
Start, play, end, repeat.
Exported, and played by someone else.
What players do for thirty seconds, repeatedly.
Onboarding without a manual.
Watching, not explaining.
Acting on what you saw.
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.
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.
What you can make a hundred of.
From asset to engine, repeatably.
Feedback, timing and feel.
Sound that does half the work.
What's not going in, decided honestly.
Bugs, menus and the boring finishing work.
Pages, screenshots, testing.
Out, and what happens next.
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.
Twenty minutes on the scope, the build and what to cut. Free.