COMMISSIONING / BROWSER GAMES / OWNERSHIP

CUSTOM BROWSER GAMES FOR ONE AUDIENCE.

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?
WHO COMMISSIONS

People with a world worth handing back.

The audience can be public, internal, family, or fifty people who all know the same room.

01

Businesses and working teams

Owners, practices, trades, training teams, and organizations whose ordinary decisions are more interesting than a generic case study.

02

Communities and institutions

Congregations, alumni groups, chapters, associations, organizers, and places with rituals, obligations, and shared memory.

03

Families and superfans

Anniversaries, retirements, reunions, centennials, archives, and a body of lore small enough to feel personal and deep enough to play.

Zero friction

No app store, account, permission prompt, or software rollout. The player opens a link on a phone or desktop.

Yours to share

A public game can travel widely; a private game can be shared only where it belongs. Hosting and access are decisions, not assumptions.

Built to keep

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 WAY IN

Prototype before production.

The prototype proves the role, loop, tone, and intended audience before anybody commits to the full build.

01 / CONCEPT SESSION

Find the game in the world.

$750

90 MINUTES + WRITTEN READOUT

Audience, player role, core pressure, candidate mechanics, and a recommendation about what should happen next.

BOOK THE CONVERSATION ↗
03 / STANDARD GAME

A complete commissioned game.

$16,500

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.

Honest disqualifiers

  • The real goal is a marketing funnel with points.
  • The “game” has no decisions beyond clicking Next.
  • Nobody specific is meant to recognize the world.
  • The material cannot be used with consent or without causing harm.
OWNERSHIP / PRACTICE / HANDOFF

The game goes with the client.

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.

DEEP FAQ

The questions behind the contract.

What exactly does the client own?

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.

What does Brand New Colors keep?

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.

Can mechanics or coding approaches appear in later work?

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.

Will the game appear in the public portfolio?

Only if the client wants it there and the agreement allows it. Private, internal, training, family, and community games can stay private.

Do you use AI?

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.

Can we host it ourselves?

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.

What happens after launch?

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.

Can you make a game from a sensitive community history?

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.

How do revisions work?

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.

What if the prototype proves the idea is not good?

Then we stop with a useful answer. A prototype is allowed to disqualify a concept before the larger budget is committed.

Do you make marketing funnels or loyalty systems?

Not as this practice. We build games with meaningful decisions, not points pasted over lead capture or manipulative engagement loops.

How accessible are the games?

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.

How long does a full game take?

A typical standard game takes about twelve weeks. A focused prototype takes about three. Larger systems, research-heavy worlds, or seasonal content take longer.

START WITH THE WORLD

TELL US WHO IT IS FOR.

A short project note is enough. We usually reply within two business days.

START A GAME PROJECT