Small team collaborating over illustrated game cards at a table

Sometimes one of the seven games in my catalogue is exactly right. I'll tell you so and we'll book it.

And sometimes it's close but not close enough. The team dynamic is odd. The culture shift is very precise. The strategic context is yours and nobody else's. That is when I sit down and design from scratch - mechanics built to your brief, not somebody else's game with your logo pasted on top.

So here's how I actually build one

I used to start with a theme. A clever storyline, a nice metaphor. It is by far the most fun part, and I still have to stop myself.

So these days I start with the brief. The exact behaviours you need to surface, who your people are, and what has to be true six months from now.

Then I engineer the decision architecture - the mechanics, the constraints, who knows what and who doesn't, and the consequences that make a bad call actually bite.

Theme comes last. It fits your world and it pulls your people in, but it never drives the design. Behaviour drives the design. Which is also why a game built for somebody else's brief, however good it is, tends to sit slightly off from yours.

Now the honest bit. A custom build costs more and takes longer than pulling a game that already exists. It earns that when the need is precise, the audience is specific, or you'll run it cohort after cohort after cohort - at which point a game made for your people quietly becomes the cheaper option per head.

Custom workshop game board set up with cards and a progress track

Where a custom game earns its keep

A few of the briefs I have built from scratch:

Sit with three questions before you write to me

You don't need a polished brief. Rough answers to these three are plenty:

Bring those and we work out the rest together. No RFP, no obligation. And if a custom build is the wrong call for you, I will say so and point you at the game that isn't.

Or you could build it yourself

Some people reading this already know their subject better than I ever will. What they are missing is the design craft, not the content.

If that is you, there is a five-session mentorship where you design the game and I sit on the other side of it. You playtest between sessions, you finish with something you can run on Monday, and you own it outright.

The honest difference is who does the work. If you need it fast, or the stakes are high, have me build it. If you want to be able to build the next one without me, do it yourself.

Message me about your brief Call +91 99458 61640


With love from Bengaluru, this is Arvindh saying over and out.