Businesses and working teams
Owners, practices, trades, training teams, and organizations whose ordinary decisions are more interesting than a generic case study.
We turn specific worlds into complete browser games—then give the commissioned game and practical source handoff to the client.
The strongest commissions begin with a recognizable world, people who want different things, pressure that already exists, and decisions insiders make without calling them “game mechanics.”
That could be a shop calendar, council district, chapter season, family archive, congregation, reunion, or a device one person carried in 2006.
Who would notice first if the game got your world wrong?
The audience can be public, internal, family, or fifty people who all know the same room.
Owners, practices, trades, training teams, and organizations whose ordinary decisions are more interesting than a generic case study.
Congregations, alumni groups, chapters, associations, organizers, and places with rituals, obligations, and shared memory.
Anniversaries, retirements, reunions, centennials, archives, and a body of lore small enough to feel personal and deep enough to play.
No app store, account, permission prompt, or software rollout. The player opens a link on a phone or desktop.
A public game can travel widely; a private game can be shared only where it belongs. Hosting and access are decisions, not assumptions.
A commissioned game includes a practical source handoff. Continuing hosting or care can be useful, but it is not how we retain control of the work.
The prototype proves the role, loop, tone, and intended audience before anybody commits to the full build.
90 MINUTES + WRITTEN READOUT
Audience, player role, core pressure, candidate mechanics, and a recommendation about what should happen next.
BOOK THE CONVERSATION ↗ABOUT 3 WEEKS
One loop or scenario, up to three screens, a real browser build, and a decision about whether the concept deserves production. Credited toward a larger build.
SEE PRICING ↗TYPICALLY 12 WEEKS
Research, design, production, testing, launch support, source handoff, and the legal rights stated in the agreement.
SEE THE PROCESS ↗Bring access to the people who know the world, clarity about the audience, a decision-maker who can respond on time, and honesty about the history or pressure that matters.
You do not need design, art, code, a feature list, or a finished story. Those are production questions. The first question is whether there is a player role worth inhabiting.
The full commissioned game is delivered to the client with the source and operating notes needed to keep it. The agreement names whether that legal transfer is an assignment, exclusive license, or another form.
Brand New Colors keeps its pre-existing tools and the general craft it develops: reusable libraries, workflows, testing approaches, broad mechanic patterns, and coding techniques. The client’s confidential facts, private data, characters, custom art, history, and distinctive expression stay attached to the client’s game.
This boundary lets the client truly receive the work while allowing the studio to become better at its practice.
The client receives the commissioned game as a whole and a practical source handoff. The agreement states the precise legal form—often assignment, an exclusive license, or another structure suited to the project. We do not keep the finished game hostage to an ongoing service relationship.
We keep tools and know-how that were already ours: pre-existing code, general libraries, internal workflows, templates, and accumulated craft. We also keep generalized learning about how to make games well. That does not include the client’s confidential information, characters, history, data, custom art, or distinctive expression.
General techniques can enter our practice. If a project teaches us a better way to model a schedule, structure a decision, test a browser game, or write maintainable code, we will use that craft again. We do not copy the client’s world, proprietary content, private material, or recognizable expression into someone else’s game.
Only if the client wants it there and the agreement allows it. Private, internal, training, family, and community games can stay private.
Yes, as part of the production toolkit for coding, analysis, drafting, and iteration. The studio remains responsible for research, design judgment, testing, editing, and the delivered result. We do not treat confidential client material as public training content.
Yes. A source handoff and deployment notes are part of a commissioned delivery. We can also arrange hosting, but hosting is not required to keep using the game.
The game can be complete at launch. A Care Plan is optional for updates, small fixes, browser changes, and seasonal additions. There is no mandatory maintenance subscription.
Sometimes, with careful consent and clear limits. We will say no when simulation would trivialize harm, expose private material, or turn people into targets. A prototype can be a research instrument, but it is not permission by itself.
Each phase has named review points and one decision-maker on the client side. We show real browser builds early so feedback is about play, not imagined screens.
Then we stop with a useful answer. A prototype is allowed to disqualify a concept before the larger budget is committed.
Not as this practice. We build games with meaningful decisions, not points pasted over lead capture or manipulative engagement loops.
The target is keyboard and touch support, readable contrast, reduced-motion respect, no unnecessary permissions, and a browser link with no install. Exact requirements are named during scoping.
A typical standard game takes about twelve weeks. A focused prototype takes about three. Larger systems, research-heavy worlds, or seasonal content take longer.
A short project note is enough. We usually reply within two business days.
START A GAME PROJECT ↗