Service 01 / Embedded

Game design that survives contact with production.

We work as design architects inside your team. Not a consultancy that hands over a document and disappears - designers who build the systems, sit in the reviews, and stay until the thing plays well.

What we design

Core loop & mechanics

We define what the player does in the first thirty seconds and the thousandth hour - and make sure those are the same promise, kept at different scales.

Progression architecture

Unlock pacing, difficulty curves, mastery ceilings and reward cadence, modelled and tuned rather than guessed.

Level & encounter design

Space, sightlines and encounter grammar that teach mechanics without a tutorial pop-up.

Economy & live-ops

Sinks, faucets, pricing and seasonal structure, built in a spreadsheet you can keep and reason about after we leave.

Systems documentation

Specs your engineers can implement and your designers can argue with - versioned, precise, no ambiguity.

Design leadership support

Coaching for leads stepping up, plus review rituals that keep design decisions traceable.

How we engage

  1. 01

    Sprint

    Two to four weeks on one contained problem: a broken loop, a new mode, a stalled feature.

  2. 02

    Embedded

    One or two days a week over a milestone, inside your pipeline and your standups.

  3. 03

    Design lead

    Interim senior design ownership while you hire, with a clean handover built in.

Not sure which you need?

Many studios start with an audit, then bring us in to implement the findings. Tell us the situation and we'll say which is honest value for money.