Technology & Software

Game & Interactive Studio System

Small game studios with periodic releases and multi-disciplinary teams.

From the prototype to production, playtesting, release, updates, and revenue tracking.

No credit card required — your project is set up with the full system in under a minute

Prototype1
Register ongoing projects and each one's stage
Production1
Document the latest design decision you settled in the Forum
Playtesting1
Run the first documented playtest session
Release0
No cards yet
Updates0
No cards yet
Revenue0
No cards yet

This is the system board as you'll receive it: workflow columns and starter cards showing the first steps

How does work flow in this system?

Every game or major feature starts as a card in “Prototype”, where the team builds a rough version that tests the core fun before any major investment — an idea that is not fun in a rough prototype will not be saved by lavish production. Once the prototype is approved, it moves to “Production”, where developers and artists work together with tasks on the card, then “Playtesting” with sessions of real players whose notes are documented on it, then “Release” on stores and platforms, then “Updates” for content and fix cycles, and “Revenue” to track the game's commercial performance and the decisions to continue or pivot.

The Forum is the floor for documented creative decisions: art-direction choices, gameplay mechanics, and what content was cut and why — because an undocumented cut decision comes back for discussion every month. Chat is for daily coordination among disciplines, and Announcements is for what concerns the whole studio: release dates and their initial results. Dues posts publisher payments where they exist, store revenues, and the dues of external collaborators such as composers and translators.

The lead designer owns the game's vision, approves the “Prototype” before production, reviews “Playtesting” notes, and settles what gets cut; developers build gameplay mechanics and tools; and artists produce visual and audio assets against lists on the card. Playtest sessions are the court of appeal: a card does not pass “Playtesting” on the team's opinion alone, but on what players actually showed — and documenting every session builds the studio's cumulative instinct.

Who does what?

The operational roles in this system and each role's responsibility in daily work — assign them to your team as-is or adapt them to your reality.

Lead Designer

Owns the game's vision: approves prototypes in “Prototype” before production, settles content-cut decisions documented in the Forum, and reviews playtest results.

Developers

Build gameplay mechanics and tools in “Production”, fix “Playtesting” defects, and prepare “Release” packages for stores and platforms.

Artists

Produce visual and audio assets against documented lists on the card, and maintain the approved art direction across all content.

Playtest Coordinator

Organizes “Playtesting” sessions and recruits players, documents their notes on the card classified by priority, and monitors “Revenue” numbers after release.

What's prepared for you from day one?

System units

  • Tasks A kanban board with workflow columns and execution cards
  • Chat The team's fast daily coordination channel
  • Forum Documented discussions in organized sections — decisions and knowledge that never get lost
  • Announcements The official voice of management — circulars and alerts that reach everyone
  • Dues Internal money with strict privacy — dues, advances, and expenses

Forum sections (4)

  • Design DecisionsGameplay-mechanic and art-direction choices and what content was cut and why — documentation that prevents reopening settled decisions.
  • Playtest NotesSession summaries classified: what delighted, what confused, and what annoyed — the material update decisions are built on.
  • Market & Game AnalysisAnalysis of competing games and market trends: what succeeded and why — a reference when evaluating new ideas.
  • Production ToolsEvaluating game engines and development tools and the team's experience with them before adopting them in upcoming projects.

«Working Rules for This System» — Pinned in the forum

1) No production before an approved prototype: the core fun is proven in a rough “Prototype” before any major investment. 2) A settled design decision is documented in “Design Decisions” and is not reopened without new data from playtesting or the market. 3) No release before a “Playtesting” session with real players, documented on the card. 4) Every playtest session is summarized in “Playtest Notes” within two days of running it. 5) “Revenue” numbers are reviewed monthly, and “Updates” or pivot decisions are built on them. 6) External collaborators' dues are posted in Dues as soon as their work is approved.

Welcome announcement: «Welcome to the Studio System»

From today, every project passes as a card from “Prototype” to “Revenue”, design decisions are documented in the Forum so they are not re-discussed without new data, and player notes are the court of appeal before “Release”. First step: register ongoing projects at their stages and document the latest settled design decision. Release dates and their results are announced here.

Ready? Your first project is two minutes away

Create your free workspace now, and invite your team before the day is over.