kamidesigns

Services

A small studio, broad bench. We mostly work on our own titles — but a few times a year we take outside work on the things below. Mix and match; most engagements touch two or three.

Game Design

We design the mechanics, systems, and moment-to-moment feel that decide whether a player keeps holding the controller.

What we do

  • Core-loop design: the 30-second test, the 30-minute test, the 30-hour test
  • Systems design: economies, progression, difficulty, anti-frustration nets
  • Design pillars and a scope you can actually ship

What success looks like

  • A core loop that holds up across the first session, the tenth, and the fiftieth
  • A design doc your team can argue with and act on
  • Scope cuts made early, while they're cheap

Narrative & Worldbuilding

Worlds with internal logic, characters with edges, and stories that don't fall apart when the player turns left.

What we do

  • World bibles, lore, and history that systems can lean on
  • Branching narrative design (Ink, Twine, Yarn, custom)
  • Voice direction, barks, environmental storytelling

What success looks like

  • Players quoting lines back to you a year later
  • A world consistent enough to support DLC, sequels, or spin-offs
  • Cutscenes that respect the player's time

Level Design

Spaces that teach mechanics without tutorials, surprise without trolling, and reward exploration on purpose.

What we do

  • Greyboxing and metric tuning: pacing, sightlines, encounter density
  • Tutorial-through-architecture: every space teaches something
  • Level reviews against a player-skill bell curve, not a single playthrough

What success looks like

  • No "where am I supposed to go" moments without intent
  • Replays that find new paths instead of the same path faster
  • Tutorials that don't feel like tutorials

Art Direction

A visual identity that holds up in a thumbnail, a key art, and a hundred hours of play.

What we do

  • Style pillars, palette, silhouette rules, readability constraints
  • Concept art, pipeline definition, asset-budget math
  • Marketing-asset review: capsule, key art, screenshots, trailer cuts

What success looks like

  • A look that doesn't blur into the next storefront banner
  • Asset production that doesn't balloon out of scope
  • Capsule art that earns the click

Engineering

When the right answer is to ship code: gameplay, tools, pipelines, ports. We pick the engine that fits the game.

What we do

  • Unity, Godot, Unreal — pragmatic engine choice based on the project
  • Gameplay programming, tools, editor extensions, build pipelines
  • Performance passes for low-end hardware and Steam Deck

What success looks like

  • Code your team can own and extend after we leave
  • Builds that don't break on Friday afternoons
  • A frame budget you can defend

Audio & Music

Sound that does the heavy lifting — feedback you feel, music that earns the moment, dialogue that doesn't fight the mix.

What we do

  • Audio direction, middleware setup (FMOD, Wwise), implementation review
  • Composer briefs and music-system design (adaptive layers, stems)
  • Mix passes against headphone, TV speaker, and Steam-Deck-handheld realities

What success looks like

  • Feedback your hands notice before your eyes do
  • A soundtrack people pull up after the credits
  • A mix that survives bad speakers

Playtesting & Iteration

Real players in front of real builds — and a process that turns watching them into design decisions, not just notes.

What we do

  • Playtest plans: who, how often, what to watch for
  • Telemetry: drop-off curves, heatmaps, "what killed them"
  • Decision frameworks for cut/keep/sharpen calls

What success looks like

  • A short list of cuts you actually make, on time
  • Telemetry that informs design, not just postmortems
  • A demo that converts wishlists into sales

Production & Launch

From vertical slice through launch and the first patch — scope, schedule, and the calm to keep both honest.

What we do

  • Roadmap, milestones, and risk register that age well
  • Trailer and capsule strategy, festival picks, Steam Next Fest timing
  • Launch checklist, day-one patch plan, post-launch support cadence

What success looks like

  • A launch date you hit without burning the team out
  • A wishlist curve that doesn't flatline a week after announcement
  • A team still standing the morning after release
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