HOW WE WORK

YOU KNOW THE COMMUNITY. TURNING IT INTO A GAME IS OUR JOB.

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.

THE WORKING RELATIONSHIP

Light rhythm, honest feedback, a game that keeps moving.

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.

  1. WORLD.TXT01

    Find the game inside the world.

    We listen for the pressure, ritual, place, and shared language that can become an actual decision for a player.

    OUTPUT: BRIEF / WORLD NOTES
  2. PROTOTYPE.HTML02

    Prove the central loop.

    The prototype is one scenario and one visual direction, small on purpose. It arrives in about three weeks and can stand alone.

    OUTPUT: PLAYABLE BUILD
  3. PLAYTEST.LOG03

    Put it in front of your people.

    Your community tells us where the game feels false, where it knows too little, and which detail makes the whole thing click.

    OUTPUT: CONSOLIDATED FEEDBACK
  4. RELEASE.ZIP04

    Finish, transfer, and step back.

    The 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 / HANDOFF
OWNERSHIP WITHOUT THE FOG

The game goes with you. The practice stays with us.

The 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.

01 / YOURS

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.

02 / YOURS

Control after launch.

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.

03 / OURS

The practice we brought in.

Pre-existing tools, general libraries, production workflows, and the accumulated craft of designing, coding, testing, and shipping browser games.

04 / THE BOUNDARY

Learning travels. Your world does not.

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.

SPECIFICITY IS THE WHOLE POINT

THE MATERIAL THAT USUALLY GETS SANDED AWAY.

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.

The detail that feels “too small” may be the game.

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.

The audience does not need to be expanded.

A few hundred people who recognize themselves can be the complete commercial and creative target.

The group stays legible inside the build.

Concepts, prototypes, and playtests pass through people who know the world before the release is finished.

WHO_DOES_WHAT.LOG_ □ ×
> CODE DRAFTS ........ MACHINE-ASSISTED
> ART ROUGHS ........ MACHINE-ASSISTED
> ITERATION ......... MACHINE-ASSISTED
> DEPLOYMENT ........ MACHINE-ASSISTED

> COMMUNITY TRUTH ... HUMAN
> SYSTEM FEEL ....... HUMAN
> FINAL JUDGMENT .... HUMAN
A PLAIN WORD ABOUT THE MACHINES

Human direction, machine-scale production.

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 Sager, founder of Brand New Colors
THE STUDIO / FOUNDED BY JACOB SAGER

Games for someone in particular.

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 ↗
READY TO SEE WHAT YOUR WORLD COULD BE?

WRITE IN.

Tell us who it’s for, what they care about, and the world you think should exist.

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