The specific game.
The release, project-specific writing and art, community material, custom data, and the working files needed for a practical handoff—subject only to disclosed third-party licenses.
You stay the authority on what is true about the world. Final craft calls stay with the studio while we build. The finished game leaves with you.
A kickoff hour to get the world down. A short check-in each week. Feedback arrives while a build is still soft enough to change.
We listen for the pressure, ritual, place, and shared language that can become an actual decision for a player.
OUTPUT: BRIEF / WORLD NOTESThe prototype is one scenario and one visual direction, small on purpose. It arrives in about three weeks and can stand alone.
OUTPUT: PLAYABLE BUILDYour community tells us where the game feels false, where it knows too little, and which detail makes the whole thing click.
OUTPUT: CONSOLIDATED FEEDBACKThe game ships with its release, source, project-specific files, operating notes, and a defined support window. The handoff is built so continued access does not depend on us.
OUTPUT: WHOLE GAME / HANDOFFThe client receives the commissioned game as a whole. The agreement names the legal form—assignment, exclusive license, or another project-specific arrangement—but the commercial intent is fixed before the full build: you get the game, not permanent dependence on the studio.
The release, project-specific writing and art, community material, custom data, and the working files needed for a practical handoff—subject only to disclosed third-party licenses.
You decide where the game lives, who can play, whether it stays private, and whether we keep maintaining it. You can take the handoff to another developer.
Pre-existing tools, general libraries, production workflows, and the accumulated craft of designing, coding, testing, and shipping browser games.
We carry better mechanics, code patterns, and judgment into later work. We do not carry your confidential material, distinctive characters, story, data, or community identity with it.
Most of the games industry builds for the largest possible audience, sanding away anything only some players would understand. This studio exists for the material that gets sanded away.
Brand New Colors makes games for specific communities—congregations, professions, hometowns, fandoms, chapters, family farms—groups who share a language outsiders would need footnotes for.
A shop’s pricing ritual, a chapter’s annual calendar, or the route through one neighborhood can supply more honest mechanics than a generic genre brief.
A few hundred people who recognize themselves can be the complete commercial and creative target.
Concepts, prototypes, and playtests pass through people who know the world before the release is finished.
> CODE DRAFTS ........ MACHINE-ASSISTED > ART ROUGHS ........ MACHINE-ASSISTED > ITERATION ......... MACHINE-ASSISTED > DEPLOYMENT ........ MACHINE-ASSISTED > COMMUNITY TRUTH ... HUMAN > SYSTEM FEEL ....... HUMAN > FINAL JUDGMENT .... HUMAN
AI handles code drafts, art roughs, overnight iteration, and deployment chores. That production capacity lets a small studio ship finished games at community scale and community prices.
A person makes every judgment call: which stories carry the game, how the systems should feel, what rings false, and when the build is done.
The same is true of learning. We expect the work to improve our practice. We do not treat machine assistance—or studio learning—as a claim on the client’s finished game.
Jacob reads a community the way an English major reads a novel, then builds the systems that make it playable. He listens for the phrase that needs no explanation inside the group, the pressure that gives a player a real decision, and the detail that would be flattened by a game built for everybody.
AI carries production weight so the studio stays small. Judgment remains the scarce part.
SEE THE GAMES ↗Tell us who it’s for, what they care about, and the world you think should exist.
START A GAME PROJECT ↗