Game Studio

Five agents for a 2.5D isometric game studio.

A game architect, level designer, asset pipeline, economy designer and a QA agent, the full studio chain for a Unity 2.5D project.

$336

One-time purchase · no subscription. · Prices include 20% VAT.

the record · how to run it & what it built

Not a promise. A record.

Run the playbook. Then hold the records up to the light.

how to run it

Plan with the architect

Design levels and economy

Produce assets and gate everything through game-qa

A complete game-studio agent chain: architecture, level, asset, economy and QA in one team.

Proof first: every claim here traces to real client work at candavarci.com.tr.

Verified

Inside the run · no black box

How a five-seat studio passes a build down the line

This kit is not five agents in a list. It is the studio floor we run for a 2.5D isometric game. One seat hands the work to the next, and nothing ships until the last seat signs off.

  1. Game Architect lays the blueprint and the sprint plan. It hands the structure down, no C# yet.
  2. Level Designer builds the Tiled .tmx map with spawn points and triggers, then passes it on.
  3. Asset Pipeline turns Aseprite art into Unity sprites and atlases, including the eight-direction character set.
  4. Game Economy Designer balances the reward curve and IAP, then Game QA runs the 12-item physics checklist and the FPS and thermal gate.
What the relay leaves on your desk

BLUEPRINT: architecture and sprint plan handed off

MAP, .tmx with spawns and triggers in place

SPRITES: Unity atlas, eight-direction character ready

GATE: QA verdict PASS or FAIL, nothing past a FAIL

Use cases · what happens when you plug it in

One power source. 6 lines out.

game-studio-kit · core

core active · 6 lines

  1. Plan a 2.5D isometric game's scene graph and core systems

    ✓ plan a 2.5d isometric ga…
  2. Design levels, maps and encounters with physics-grounded placement

    ✓ design levels, maps and
  3. Stand up a sprite/animation asset pipeline

    ✓ stand up a sprite/animat…
  4. Model the in-game economy, IAP and reward balance

    ✓ model the in-game economy
  5. Run a QA pass on physics, FPS and playtest before a build ships

    ✓ run a qa pass on physics
  6. Coordinate a small game project across all five disciplines

    ✓ coordinate a small game
Benefits · what you walk away with

Yours to keep.

Drag time forward. Watch what stays.

Forever

That's what owning means.

The rented stack

ai writing tool: subscription

expired · access lost

analytics suite: subscription

expired · access lost

design platform: subscription

expired · access lost

(nothing left)

Your forge

  1. A whole 2.5D game team in one coordinated kit

    license: perpetual
  2. Economy and balance designed in, not guessed

    license: perpetual
  3. A QA gate on physics and performance before each build

    license: perpetual
  4. Architecture-to-ship coverage without five separate hires

    license: perpetual

subscriptions expire · deeds don't

The kit · how the parts work as one

Five parts. One line.

Watch the work travel, every station is a product you could buy alone. Together, they run as one.

every part also sold alone, the line is the discount.

What's included · the full manifest

Everything in the box.

Pick a piece up. Watch it work.

game-architect

part 01 of 05 · in the box

5 parts · one working system · ships instantly by email

From the field · a real case

When the map shipped before QA looked at it

2026 · The problem

A level moved to build with character sprites that clipped through raised tiles. The team had skipped the QA seat to save a day.

The fix

We put the chain discipline back: QA ran the 12-item physics checklist and the FPS and thermal gate before any map or sprite advanced. The failing level went back to Level Designer and Asset Pipeline with the failing items listed.

The result

The rebuilt level cleared the gate on the next pass, and the studio kept the QA seat as the hard stop before every build.

Who it's for

This wasn't forged for everyone.

  • Not for you if you'd rather rent a tool than own one.
  • Not for you if you want someone else to run your stack.
  • Not for you if you're happy guessing.
Still here? Good.

Small studios building 2.5D isometric games on Unity without five specialist hires · Solo devs who need architecture, levels, assets, economy and QA to hand off in order · Teams that want a QA seat with the authority to fail a build before it ships

then this was forged for you.
Questions · still in the air

Catch what's on your mind.

the air is clear. nothing between you and the forge.
catch a spark: the forge will answer

  1. Does the Game Architect write the actual C# code?

    No. The architect hands down the blueprint and the sprint plan. The engineering happens after, against that structure.

  2. What does Game QA actually deliver?

    A verdict, not assets. It runs the 12-item physics checklist plus the FPS and thermal gate and returns PASS or FAIL with the failing items named.

  3. Can I run one seat on its own, like just the Asset Pipeline?

    Yes, each seat works alone. The full value shows up when the relay runs in order, because every seat takes the one before it as input.

  4. Any refunds?

    No refunds, every claim is proven before you buy. The proof is your safety net.

  5. How is it delivered?

    A file + install guide, instantly by email. No account needed.

  6. Does it only work with Claude?

    No. The format is open and any AI can set it up; it just needs an agent harness: Claude Code or a compatible setup (the guide explains it).