Strategy · Document
Wash, lather, repeat…
📋 A “Winzardy Board” diagram is attached to this document (available in the studio workspace).
The company’s main asset is:
- Team
- Engine
- By “engine” we mean a set of technologies, game mechanics and connecting systems
- IP
- Established processes
- Organizational infrastructure
In other words, we are first and foremost a game studio (a game-production factory).
Regardless of the main project’s success, the company’s product strategy does not change and always works:
- If the main project scales well, the company gets a free hand
- If the main project failed to scale, the company has assets that let it attract strong partners and repeat iterations
In practice our business looks like this:
- The core development team
- Builds the engine and IP
- Makes the main product
- Small R&D teams (3–4 people) that use the engine and IP (R&D teams for working with publishers)
- Can quickly make quality prototypes (up to 1–2 months).
- This is already available at the current stage: Product strategy (ARCHIVED) — Technical build (current stage)
- Can iterate quickly and go through the soft-launch stage.
- This will be available at the next stage: Product strategy (ARCHIVED) — Technical launch
- However, completing the stage Product strategy (ARCHIVED) — Soft launch will significantly improve the speed and quality of iterations
- Global launch also iterates quickly on the development side but requires expanding the team
- Can quickly make quality prototypes (up to 1–2 months).
As a result, by reusing our internal technology and IP we can build Mid-Core games quickly and cheaply (on the scale of Archero, Deep Rock Galactic: Survivor, etc.), and we have a competitive advantage in this.
⚠ Important
We keep our competitive advantage only in the niche of Top-down ARPG Single-player. In the future Multi-player will be added to this list.
