New Light

Approach

One title at a time, on purpose.

Four people, one project, four stages. Below is the whole method, including the parts that are inconvenient to admit.

The four stages

  1. I

    Spark

    One week

    One idea, one verb, no documents longer than a page. We build the smallest thing that can prove the idea is fun or useful.

  2. II

    Prototype

    Two to six weeks

    A playable build on a real device in the first week, then iterate against people who are not us. Most ideas die here, which is the point.

  3. III

    Production

    Three to seven months

    Content, polish, store assets, closed testing tracks. Weekly builds to the same testers so regressions surface while they are still cheap.

  4. IV

    Tend

    Ongoing

    Staged rollout, then the long part: crash triage, content rotation, and reading the retention curve instead of the install count.

Six rules we do not bend

Constraints, written down, so nobody has to relitigate them mid-production.

The cheapest phone first

Every build is tested on a 2019 budget device before it touches a flagship. If it will not hold 60fps there, the feature is wrong, not the phone.

One verb per title

A game is one thing you do, repeated and complicated. We write it on a single line before production starts and cut anything that does not serve it.

Playtest with strangers

Internal opinion is worth very little. We run closed testing tracks from the first playable build and keep the same testers for the whole cycle.

No dark patterns

No energy timers, no progress locked behind ads, no confusing purchase flows. Cosmetics, premium, or honest one-time unlocks.

Instrument what matters

Run completion, day-one and day-seven retention, crash-free sessions. Install counts are a vanity number and we treat them like one.

Ship staged, always

Every release goes out at 5%, then 20%, then 50%. It has saved us twice, which is exactly twice more than it has cost us.

Who you work with

Four people. The ones you meet are the ones who build it.

There is no account layer between you and the team. You get the engineer in the call, which occasionally means an unvarnished answer about scope.

  • Elen Markarian

    Creative director

    Twelve years in games, six of them on mobile puzzle design. Decides what a title is about and then defends it from everyone, including us.

  • Tomás Ruel

    Lead engineer

    Unity and Kotlin. Keeps an unreasonable collection of budget Android devices on a shelf and tests every build on the worst one first.

  • Ngozi Abara

    Art & animation

    Paints in layers, composites at runtime. Responsible for the lantern light in Lantern Hollow looking like it weighs something.

  • Jonas Vik

    Production & liveops

    Runs the testing tracks, the rollout, and the weekly rotation. The person who reads every one-star review, on purpose.

2.04M
Lifetime installs across the roster
4.67
Mean Play rating, weighted by installs
11
Titles shipped since 2021
0
Energy timers we have ever shipped

What we can take on

  • 01

    Game design & production

    PrototypingSystems & economyLevel authoringPlaytest programmes
  • 02

    Android engineering

    Unity / C#Kotlin / ComposePlay Asset DeliveryOffline-first sync
  • 03

    Play Store launch

    Listing & assetsClosed & open testingStaged rolloutPolicy review
  • 04

    Liveops & tending

    Content rotationCrash & ANR triageRetention analysisStore experiments
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