consulting for game studios

Ship the game
you actually pitched.

We embed with your team to untangle production, fix the economy, speed up the pipeline — and leave you with a studio that ships without us.

avg. engagement 6–16 weeks · remote or on-site · NDA by default

studio_rescue — build.log

// services

Four panels we open
in your project

Every engagement starts with one concrete problem. These are the four where studios call us most often.

panelproduction

Production rescue

Slipping milestones, scope nobody agreed to, a roadmap that exists only in someone's head. We rebuild the plan around what the team can actually ship — and make the cuts everyone was avoiding.

  • roadmaps
  • scope cuts
  • milestone planning
paneleconomy

Live-ops & economy

Retention that falls off a cliff, monetization bolted on at the end, events that burn the team out. We model the economy, design the cadence, and set up dashboards your designers will actually read.

  • economy models
  • event cadence
  • KPI dashboards
paneltech

Tech & pipeline

Forty-minute builds, content locked behind programmers, a frame budget nobody owns. We audit the pipeline, automate the boring parts, and get iteration time down to where ideas survive.

  • CI / build times
  • content tools
  • performance budgets
panelfunding

Pitch & funding

A great vertical slice and a deck that undersells it. We sharpen the pitch, pressure-test the budget, and prep you for the questions publishers and investors will actually ask.

  • pitch decks
  • budgets
  • publisher prep

// process

From audit to handoff

A fixed sequence on purpose: you always know which phase you're paying for and what it produces.

  1. 01

    Audit

    One to two weeks inside your project: builds, boards, backlog, the real numbers. Output — a written diagnosis with the three things that matter most.

    → diagnosis doc
  2. 02

    Plan

    Together with your leads we turn the diagnosis into a plan with owners, dates and a definition of done. No 40-page strategy decks — one page the team will actually follow.

    → one-page plan
  3. 03

    Embed

    We work inside the team — in your sprints, your standups, your repo. We don't write reports about the work; we do the work, alongside the people who'll own it after us.

    → shipped changes
  4. 04

    Handoff

    Documentation, training, and a 30-day support window. The goal is simple: the next time this problem shows up, you don't need us.

    → playbook + support
0 projects taken from "stuck" to shipped
0 median time to first measurable fix
0 best build-time speedup to date

// principles

How we work

We do, not advise.

Slides don't ship games. Every engagement produces working artifacts: a plan in your tracker, a model in your spreadsheet, code in your repo.

Your team keeps the credit.

We work through your leads, not around them. When it works, it's the studio's win — that's what makes the fix stick.

We say no early.

If the audit shows we're not the right tool, we tell you in week one and point you at someone who is. A short honest engagement beats a long useless one.

// contact

Tell us what's stuck.

One email is enough to start: what you're building, where it hurts, and your timeline. We reply within two business days with either a call slot or an honest "not us".

hello@game-consulting.art