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From Concept to Community

What should be different about the player when the game is over?

That’s the first question we ask. Not “what should this game include,” not “how fun can we make it” — what should be different about the person on the other side of the screen once they put it down.

Everything else follows from the answer. 

A mechanic gets cut, an art style gets reworked, a deadline gets pushed — and the reason traces back to the same place every time. Most studios start with a feature list or a budget and hope the learning fits in around it. We hold the outcome steady and let everything else bend toward it instead.

We call this the MADE Games process. We’ve spent years refining it, we even wrote an academic paper on it — because we think it’s worth sharing with the rest of the field, not just keeping to ourselves.

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You don’t need funding to start.

Finding the funding is part of what we do with you, not something you have to solve before you reach out.

Wherever you’re starting from, we’ll help you find what comes next — grants, internal funding, the right contacts. We’ve done it before, and we’ll match our budget and timeline to whatever you bring to the table. 

We run the loop until
we get it right.

Most people who come to us expect our process to flow in a straight line. But finding the right answer unfolds more like a maze. 

Design and development don’t happen in a strict sequence — they happen in parallel, and they loop back on each other as often as they need to. We put the game in front of real users early, not just at the end, because that’s the only way to know if it’s actually landing the way we meant it to — and if it isn’t, we revisit it instead of pushing forward just to stay on schedule. 

Our developers, artists, and designers all stay in the same conversation throughout a project, because the outcome we defined on day one doesn’t belong to any single role — it belongs to the whole team. And we put the game in front of real users early, not just at the end, because that’s the only way to know if it’s actually landing the way we meant it to.

How our games unfold – start to finish.

Consultation & Planning

No funding required — just tell us what you’re trying to solve.

Prototype & Validation

This isn’t a polished product yet — it’s proof the idea holds up.

Finalization & Distribution

This is where it becomes real.

Backed by research, built by people who test their work.

We don’t just build and hope.
We want to know it worked, not just believe it did.

Real users — students, teachers — are part of the process from early on, not just brought in at the end to react to something finished. That’s the testing that happens while we build. 

Once the game is deployed, a second kind of testing begins: mixed-methods research comparing classrooms that played the game against ones that didn’t, using standardized tests, learning analytics, and randomized control trials to find out whether it actually worked.

Built with: Unreal Engine, Unity, Perforce, Sine Nomine Associates, MoreNet

Whatever’s stopping you,
tell us anyway. 

The idea you haven’t let yourself say out loud yet, because it sounds too big, or too strange, or like something you’re not qualified to ask for. 

Tell us about it, and let us worry about whether it’s possible.

We’ve got the ideas, the technology, and the team to build almost anything you can imagine. What we need is someone who wants to solve a real problem with a game. If that’s you, the roadblock in your head is the least interesting part of this conversation — so skip it, and call us anyway.

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