Engine · BUILD · Build bay

Game Dev
assembles the inputs
into playable builds.

The game-build studio. It takes design direction from Infinite Arcade, art from Asset Factory, and narrative from The Weaver, then turns them into playable web builds and store releases.

Game Dev — the build bay that turns design, art and narrative into playable builds
Station
Build bay
Badge
BUILD
Class
Game-build studio
Takes
Design, editorial, art, narrative, and quest scripts
Ships
Store builds, game media, and playable web builds
Contract
GAME BUILD

The job.

Game Dev combines three declared input streams. Infinite Arcade supplies design direction and editorial. Asset Factory supplies sprites and card art. The Weaver supplies narrative and quest scripts.

The studio turns those inputs into playable web builds and store releases. It also sends game media and builds to Warehouse.

The handoff.

GAME BUILD is the declared output contract. Store builds pass through human-in-loop approval before Google Play or Steam. Game media and builds have a separate route to Warehouse.

The engine's boundary begins when design, art, and narrative arrive. It ends at the approval and Warehouse handoffs.

The decisions behind the engine.

Take direction from the specialist engines.

Game design comes from Infinite Arcade, art comes from Asset Factory, and story work comes from The Weaver. Game Dev is the build studio that assembles those outputs.

Keep design, art, and narrative as declared inputs.

The input list names each upstream engine and the work it supplies. The build begins from those handoffs.

Put human approval between a store build and release.

The store path is build, human-in-loop approval, then Google Play or Steam. A completed build does not bypass that gate.

Send media and builds through a separate Warehouse route.

Store releases and the Warehouse handoff are distinct outputs. Game media and builds move to Warehouse under the declared shipping rule.

The operating stack.

Infinite Arcade direction
Asset Factory art
Weaver narrative
Playable web build
Human approval

Licensing this engine

Game Dev is for a studio that needs a repeated build and release path across a portfolio of smaller titles. It is operated software set up for the licensee around the design, art, narrative, approval, and release handoffs.

Who it suits - Anyone shipping many small things rather than one large one, who is tired of inventing a release path every time. Studios and publishers with a portfolio of titles today.

What it replaces - A bespoke build and release path for everything you ship.

Run it for - A portfolio of web or mobile titles.

Set-up One‑time scope below
  • Your design, art and narrative handoffs wired into one build path
  • The release path stood up and proved on a first title
To operate it Ongoing what drives it
  • Titles — how many things you ship a year
  • Targets — web, store, or both
  • Cadence — how often a build has to go out

Licensing terms are on application — the list above is what drives them, not a rate card. What you pay tracks that scope.

These engines change as they run; if something here has gone stale, tell me and I will fix it.