Gameplay Solutions is a team comprised of experienced Working independently from any particular company; differs from contract work in that contract work is longer form (1yr+) while freelancing jobs are often shorter in term (1 mo, for example).... developers. We value client satisfaction, which is one reason why we offer more than just Implementation refers to either making features work or integrating assets. The execution of ideas. Implementation is connecting the pipes and running the wires.... services. Having a solid design which is clearly conveyed in a Similar to a Milestone, a descriptive set of goals for a phase of development... not only helps us, but it helps you. Understanding how systems work allows you to extend the features we provide – or even build something that you’d like us to extend. No matter what your situation, we’ve got a gameplay solution.
We’re very experienced at helping clients refine their ideas into actionable design. If you’re still somewhere in the pre-production phase, that’s no problem!
You can opt to have us guide you through the entire design process – at any level – or smaller sections. If you prefer, you can also just ask us our opinion of your design thus far. Our input will be more oriented towards the technical side of things, but we’ll also touch on balance or concept issues.
Our preference is to have at least a General for the feature(s) we’ll be working on, but we offer consulting on Game Design Documents and Technical Design Documents. These aren’t just fluff, as they make your idea concrete so that our scope is clear. You can rest easy knowing you’ll get what you want.
Implementation is our bread and butter. Your design is ready to go. Regardless of if you want a quick prototype or a solid foundation, you’ll rest easy knowing we’re on the job.
Along the way, if there’s time, we can provide you with regular updates. You’ll see each feature come to life. As we implement your design, we’ll keep your goals in mind – whether Software engineering which takes account of likely (or unlikely) future uses of the code in question results in what we call extensible code. Extensibility describes the ability of the software to be used, modified, or extended in some unforeseen way. Generally, extensible code is superior to "rigid" code...., iteration time, stability, performance or anything else. Your budget will be happy because we won’t allow When a game's scope increases over time to dangerous levels (for the team and budget). You can identify this when your first person shooter suddenly contains a full economic simulation, ultra-realistic car physics, and a state of the art fluid simulation for the flight segments, and your team is comprised of 4 part time hobbyists.... to threaten a deadline.
Projects don’t all come with blank slates, and that’s ok. If you have pre-existent code, we can provide our analysis of what’s already there and recommend a course of action if needed.
It all starts with why you’re here. No, not the existential crisis. The game. Your game. Ideas flow into your microphone and get compressed into small chunks which are forced through cables at light speed in order to pour out of our headphones into our brains.
Once we’ve gotten a solid understanding of your idea, we’ll draft up an outline for the general (game/feature) design document, and present that to you. Edits can be worked in at this stage, and when we’re both happy we’ll start filling in the details.
At the point where the general design is finished (enough), we’ll continue with a which will be used during implementation. Note that neither of these documents are to be considered as hard rules, only as guides.
Going over the documents detailing the feature(s) to be implemented is always the first step. If needed, we’ll ask some questions for clarification. If a technical document hasn’t been created we’ll make one at this stage, as we use one while working on features.
We test code fairly frequently, and tend to write code as its needed. We also like to implement one thing at a time, if possible. As a result, its rare that we ever have untested code. This methodology also gives us handy stopping points for source control check-ins.
As features come to a close, we’ll contact you to give you a preview of the functionality. At this stage, any final minor changes should be requested.
We An invoice is a document which describes goods or services (in our case) that you are being billed for. Taxes (if applicable) and fees may also appear on the invoice, along with other specifics about payment (such as due dates). Invoices typically have a number that can be used to refer to them generically.... at pre-agreed times, or as we meet A well-defined feature/mechanic list which differs from a Scope of Work by being paired with deliverable(s). The more defined, the better, things not present aren't likely to be in the deliverable. Decent examples include feature/title updates - or the Beta phase of a game...., whichever is most convenient for you. Under our standard policy, you’ll receive proof of your feature working before or with the invoice, and you’ll have to pay the invoice before getting your Refers to the "physical" items which can be delivered, usually as part of a milestone, to a client. This should include at least one file of the types: source code, art assets, documents, or executable binaries; though full games fall under this label as well..... If you’d like to handle things differently, let us know and we’ll see if we can make the right fit.
If you’re not a games studio and are working on a passion project, but want some muscle to get your game rolling, or to wrap things up – not to worry! We’ve been there ourselves – you want to hire somebody to fill in the gaps, but all people are giving you is strictly studio pricing – non-negotiable.
Here are some options for a tighter budget:
You’ve got the stability and reach needed to put some serious power into your team, and that doesn’t fall short when it comes to outsourcing. Or contractors. We’re not picky. Whatever you want to call us. It really doesn’t matter, because either way our work will retain its high quality.
For a larger budget, consider:
Your scope is bigger than your budget, so you can’t really have an expert build your entire project. We’ll take on the smaller foundations and ensure you know how to build from them. Alternately, you can have us work on the project only once in a while (say, 3 hours every month).
You have more patience than money, so we can target hours at a lower priority and rate. If you ever need a quicker burst we’ll just bump up the priority – note that if we end up doing this for every hour we’ll have to adjust the rate per hour.
We’ll negotiate a flat rate for a given time period, say a monthly rate. We’ll work on the features you want and you’ll be able to make more drastic changes to your scope. This is more flexible but could potentially cost you more.
We’ll negotiate a fee for a given time period or milestone, which may be billed in stages or all at once. We work with you to make sure the features you want are in at a price that makes sense for us both. If we underestimated the time cost, that’s going on our plate for dinner (you don’t eat our costs). Once we start, the milestone should remain fixed.