Concept & game design
We turn a premise into a playable thesis: core loop, economy, progression, and the one feeling the whole game is built to deliver. Delivered as a design document plus a playable grey-box prototype.
Alongside our own titles, 88741.INC takes on a small number of external projects a year. We are deliberately narrow: cozy, character-led games on Apple platforms, built with hand-made art and shipping-grade engineering.
Engagements can start at any stage. Some partners hand us a finished design document; others arrive with a feeling and a napkin sketch.
We turn a premise into a playable thesis: core loop, economy, progression, and the one feeling the whole game is built to deliver. Delivered as a design document plus a playable grey-box prototype.
A complete team — design, engineering, art, audio and QA — taking a project from prototype through certification. You keep the source, the pipeline and every lesson learned.
Hand-drawn characters, tilesets, UI kits and animation. We define a visual language first, then produce every asset against it so large teams stay stylistically consistent.
iPad, iPhone and Mac ports done properly: Metal rendering, ProMotion, touch and controller input, Apple Pencil, Game Center, iCloud saves and App Store certification.
Frame-time profiling, memory budgeting, battery draw and load-time work on hardware we actually own. You get a written report and a prioritised fix list, implemented or handed over.
Seasonal content, balance passes, event calendars and player support after launch. We plan a twelve-month roadmap with your team so the game still has somewhere to go.
Every engagement follows the same rhythm. You always know which stage you are in, what the next gate is, and what it costs to pass it.
Two weeks of workshops, references and constraints. Output: a one-page creative brief everyone signs.
Playable grey-box on target hardware. If the core loop is not fun now, we stop and re-frame rather than polish.
A fully finished slice of the game — final art, audio and feel — used as the quality bar for everything that follows.
Two-week sprints, a playable build every Friday, and a shared board you can read at any hour.
Accessibility pass, localisation, performance budgets, TestFlight beta, and App Store submission handled end to end.
Patch cadence, seasonal events and community support. Most partners stay in this stage for years.
| Model | Best for | Typical length | How it is priced |
|---|---|---|---|
| Fixed-scope project | A defined deliverable — a port, an art kit, a prototype — with agreed acceptance criteria. | 4 weeks – 6 months | Quoted per milestone |
| Dedicated team | Full-cycle development where scope will legitimately change as the game finds itself. | 6 – 18 months | Monthly team rate |
| Retainer | Live operations, seasonal content and ongoing support after launch. | Rolling, 3-month minimum | Monthly block of days |
Full source code, art source files and build pipeline, transferred at every gate. No lock-in, no proprietary runtime you have to license later.
One shared channel with your team, a Friday build, and a written weekly summary. Meetings only when something genuinely needs a discussion.
We take on at most three external projects a year. If we cannot give your game our full attention, we will say so in the first call.
We choose tools we can still hire for in five years. That means mature engines, version-controlled pipelines, and no bespoke editor unless a project truly needs one.
Our own debut title, and the best demonstration of what the studio does. Built from prototype to App Store by eleven people over twenty-two months.
Send a paragraph about the game and where it is stuck. If it is a fit we will reply within two business days with honest next steps — including when the answer is "not us".