Methodology

Prove the game before funding the production machine.

A game can look promising and still fail because the control feel is wrong, the learning objective is vague, the cultural references are shallow, the target device struggles, or the core loop is not understood. Our method puts those questions into builds early.

Evidence-gated production

Six phases, one decision trail.

The method is deliberately strict: every phase must produce evidence that changes what happens next.

01

Player-Promise Discovery

We define the player, platform, core verb, entertainment target, educative intent, cultural context, business model, constraints, and non-goals. The output is not a pitch deck; it is a decision brief.

Player promise, target device class, concept risks, success measure, exclusions, and first prototype question.
02

Assumption and Risk Register

Every expensive unknown is written as a testable assumption: fun, comprehension, performance, scope, cultural safety, rights, monetisation, and production capacity.

Ranked risks with owner, test method, threshold, cost of being wrong, and go/narrow/pivot/stop consequence.
03

Playable Prototype

We build the smallest loop that can answer the riskiest question. Fidelity is added only where the hypothesis needs it, such as animation timing, input feel, or UI feedback.

Playable build, instrumentation notes, known limitations, device observations, and a decision memo.
04

Vertical Slice

When the prototype earns it, we build a representative slice with real art direction, UI, audio, controls, pipeline, performance, QA, and release discipline.

Source-controlled build, performance budget, content pipeline proof, save/load check, accessibility pass, and production estimate.
05

Production Systems

Systems are split into simulation, presentation, authoring data, persistence, debug views, and tests. This keeps content growth from turning into untraceable controller code.

System specs, schemas, stable IDs, rule tests, save migrations, integration contracts, and debug tooling.
06

Playtest and Gate Review

We test with intended players and target devices, separating player value, usability, delight, technical feasibility, cultural safety, and commercial evidence.

Observed behaviour, tester context, metric limits, contradictions, and a clear advance, narrow, repeat, pivot, or stop recommendation.

Gate criteria

What a Chwezi build must answer.

These checks prevent a team from confusing movement with progress. If a proof gate fails, the honest answer is to narrow, repeat, pivot, or stop.