Game Development Studio
Lifecycle for games — concept, prototype, production, polish, ship
Stage Pipeline
Stage Details
Pillars, core loop, fantasy, target audience, and scope
Hats
Own the creative vision across pillars, art direction, audio direction, narrative tone, and target audience. The creative director is the arbiter when design decisions conflict with aesthetic direction.
Decompose the concept into verifiable units for downstream stages. Gamedev elaboration differs from other studios — early units often target the *prototype*, not final production.
Define the game's pillars, core loop, fantasy, and player experience. Decisions here lock in what the rest of production builds toward — vague pillars produce muddled games.
Review Agents
The agent **MUST** verify the pillars, core loop, and fantasy are coherent — no pillar contradicts another, and the core loop actually delivers the stated fantasy.
The agent **MUST** challenge whether the scope is achievable for the stated budget class and timeframe. Games ship late because scope was never defensible in the first place.
Playable vertical slice that proves the fun before production
Hats
Iterate the core loop during prototype. The designer's job here is to watch playtests, identify what's not landing, and change the design — not defend the concept doc.
Run playtests with real players outside the team and capture honest feedback on whether the core loop is fun. The team always thinks their prototype is fun — playtesters are how you find out.
Build the smallest playable thing that validates the core loop. Prototype code is disposable — prioritize speed and answerability over architecture, polish, or maintainability.
Review Agents
Content and systems at scale
Hats
Build the actual content that the player experiences — levels, encounters, narrative beats, quests, audio cues, visuals. Content authors work against the systems built by gameplay-engineers and must not be blocked on engineering support for routine authoring.
Implement the validated core loop at production quality. Unlike prototype code, production code is maintainable, testable, and survives the full project. Build the systems that the rest of content and design lean on.
Review production work for adherence to pillars, concept, and scope. The reviewer is the scope gatekeeper — production is where scope creep shows up, and the reviewer's job is to catch it before it compounds.
Design the interlocking systems that make up the full game — economies, progression curves, difficulty tuning, meta-systems. Systems designers work at the game-level math layer, one step above individual mechanics.
Review Agents
The agent **MUST** verify production work adheres to the pillars. Content and systems that drift from pillars produce tonal whiplash and weaken the finished game.
The agent **MUST** flag any work that exceeds the scope envelope defined in concept. Production is where scope creep shows up, and unchecked creep pushes the release date or starves polish.
Tuning, game feel, performance, bug triage, and juice
Hats
Fix gameplay bugs, resolve edge cases, and smooth out rough systems code. Polish-phase engineering is reactive — you're fixing what playtesters and QA surface, not building new things.
Optimize the game to meet platform performance targets — frame rate, load times, memory footprint, thermal behavior on mobile/console. Performance problems that ship become review-score problems.
Find bugs and regressions before players do. Polish-phase QA is about volume and coverage — touch every system, every content piece, every platform, and catch what the team missed.
Tune game feel — timing, responsiveness, juice, pacing, difficulty curves. Tuning is what separates a functional game from a game that feels great, and players can always tell the difference even if they can't articulate why.
Review Agents
Storefront submission, platform certification, and patch pipeline
Hats
Navigate platform certification requirements for each target platform. Every platform has its own TRC/XR/lotcheck requirements and rejection reasons — the cert specialist knows them and preps the build to pass.
Build, package, and submit the game to target storefronts and platform holders. Manage the submission pipeline, handle rejections, ship patches, and own the post-launch hotfix loop.
Review Agents
Game Development
Lifecycle for game development. Differs from application development in three ways: concept absorbs discovery (game pitches and market fit are inseparable), prototype is a gated validation stage (if the core loop isn't fun, production is wasted), and polish is its own dedicated stage because game feel and tuning need iteration time that app work does not.