The rules we build by
These are the studio's canonical, binding policies — one home for the rules every agent must follow. They aren't aspirational: each is wired into the pipeline and enforced in code at pitch, build and ship. Roxy at the front desk can quote any of them on request.
The completeness bar — what every game must HAVE
The game design bar says what the studio is allowed to build. This policy says what a game must have structurally before it counts as finished. The content bar says how much game there is.
Read the full policyThe content bar — what "finished" means in content, not just in structure
The game design bar says what the studio is allowed to build. The completeness bar says what a game must have structurally — a cinematic intro, a campaign with a real ending, death and win sequences, a full menu, saves, controller support,…
Read the full policyThe fidelity bar — what a game must LOOK and FEEL like
The game design bar says what the studio is allowed to build. The completeness bar says what a game must have. The content bar says how much game there is.
Read the full policyGame design bar — what the studio is allowed to build
The one rule: every Vibegame must show its world on screen with real graphics and animation, and be played with your hands. We build a fun, mechanic-first game first, then dress it in a theme — never the other way round — and we build it t…
Read the full policyParody & likeness policy
The rules every agent MUST follow when a game touches real-world news, trends, brands, or people. Binds the whole trend→game pipeline: the distiller (what subjects it may surface), the Creative Director (what it may pitch), the game-creato…
Read the full policy