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Tekris Labs

Creative & Learning / Game development

Design Game Studio

Turn a game idea into a playable slice.

A game-development plugin that turns an idea into a small project you can play. It picks a suitable engine, designs the core loop and art direction, and checks controls, collisions and restart with the tools your host provides.

01 — The product

What is Design Game Studio?

Design Game Studio helps plan, build, improve and test 2D, 3D, browser, narrative and mobile games. It covers engine choice, game design, art direction, levels, gameplay systems, audio, debugging, playtesting and release handoffs.

It’s for game creators, indie developers and teams who want a working game, not just a design document. When you ask for a build, it hands the work to an engine-specific workflow instead of stopping at a plan.

It starts with the smallest playable loop: a goal, a challenge, feedback, a win or loss, and a restart. Large maps, shops and progression wait until that loop works. It never calls a game tested without recorded evidence.

02 — Real workflow

A rooftop platformer from a short brief

Someone has an idea for a small browser platformer. They want something they can play on a laptop or a phone, not a long design document.

Game brief

A paper lantern hops across night rooftops to relight the town. It should play in desktop and phone browsers, with flat 2D shapes and a warm glow against a dark blue sky. Light all five lamps and reach the chimney before the wind puts you out.

  1. 01

    Fills in a playable brief: the player’s action, the challenge, feedback, win and lose conditions, and restart. Then it records why Phaser, its default for 2D browser games, fits.

  2. 02

    Scopes the first vertical slice: one level with movement, jumping, lamps, wind gusts, win and lose, restart, pause and a sound toggle. Extra levels and progression wait.

  3. 03

    Sets the art direction around a few visual pillars, a palette and readable silhouettes for hazards. It uses simple placeholders until licensed assets are ready, and records where each asset came from.

  4. 04

    Where tools exist, it builds with the project’s scripts and runs a browser smoke test with real key and touch input. It checks console errors, jump gaps, restart, focus loss and resizing.

Expected result

An editable Phaser project with source, setup steps, controls, an asset and license list, and an evidence report of passed, failed and not-run checks. Without execution tools, you get source files and run instructions marked as unverified.

Illustrative workflow. It doesn’t depict a real session, system, or result.

03 — Areas of expertise

Where it helps

  • Engine selection

    Phaser for 2D browser games, PlayCanvas for code-first web 3D, Godot for standalone indie projects and Ren’Py for visual novels. Existing Unity or Unreal projects stay where they are.

  • Core loop design

    Defines player actions, game states and difficulty using parameters you can observe, such as speed and spawn counts. Whether the game is fun is left to human playtesters.

  • Art and asset rights

    Visual pillars, palette and readable silhouettes, with an asset register that records each file’s origin and license. It won’t copy protected characters, levels or soundtracks.

  • Evidence-based playtesting

    Separates designed, implemented, run and actually played. A passing build isn’t treated as proof of playability, and fixes go through a bounded fix-and-retest loop.

04 — Working with Design Game Studio

What to provide and what to expect

Share

  • A short game idea or premise
  • The target platform and input method
  • A preferred art style or reference images
  • Your own assets, with usage rights
  • An existing project, for changes or bug fixes

Expect

  • A scoped first playable slice and an engine decision
  • Editable source, setup steps and controls
  • An asset list with the origin and license for each file
  • An evidence report of passed, failed and not-run checks

It’s a skills-only plugin, with no cloud game engine, hosted previews or asset generation service. Building, running and testing depend on the coding, browser and engine tools your host provides. Only human players can judge fun.