Project planning
Planning a Game, App or Creative Project
You do not need a finished brief. A few decisions and examples make the first conversation more useful.
Who is it for?
Describe the people you want to reach and the experience you want them to have. For a game, that might be a particular kind of play. For an app, it may be a task that should become easier.
What is the first version?
Identify the essential moment or user journey. Separate what must work at launch from ideas that can wait until you have feedback.
Where will it live?
Start with your target devices: iOS, Android, or web. If you have desktop, consoles, TV, or XR in mind, include that early so platform requirements can shape the scope.
What should it feel like?
Bring references, sketches, screenshots, or existing brand assets. Explain what you like about them: the controls, visual style, pacing, tone, or clarity.
What already exists?
Share a prototype, current app, design files, or the systems the product needs to connect to. For branding and additional services, include the existing materials and where the finished work will be used.
What are the constraints?
Note your timeframe, budget range, account ownership, dependencies, and who approves the work. A smaller first release can be a useful way to test an idea.