01
Prototype the feeling, not the feature list.
Early experiments become more useful when they pose one readable question to a player.
Studio notes
Short observations for teams building playable worlds, resilient processes, and a better vocabulary for their craft.
Early experiments become more useful when they pose one readable question to a player.
Good level design respects a player’s impulse to stop, turn, and test the edge of a system.
A clear design note is a small act of care for the next person who touches the build.

Field desk
We collect grounded material from game teams and communities across New Zealand. Share a release, an emerging practice, or an event worth observing.
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