Atmosphere Before Systems
Why we start with mood, rhythm, and texture before building out full mechanics.
- Players feel atmosphere in the first 10 seconds — long before they learn the rules.
- A clear emotional target keeps art, sound, and design decisions aligned.
- Grey‑box prototypes hit harder when the atmosphere is already present.
Honest Feedback Loops
Making sure every action has a response that feels fair, readable, and satisfying.
- Readable states beat complex systems that hide what’s going on.
- Juice is great, but clarity comes first — especially on smaller screens.
- We prototype with exaggerated responses, then dial back to something subtle.
Production Without Crunch
How we structure sprints so teams can ship ambitious work and still go home.
- We work backwards from realistic scope, not wish‑lists.
- Every sprint carries at least one “quality of life” improvement for the team.
- Healthy cadence beats heroics — the game can feel it too.