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In a studio with a limited day, which promises should the team make?

A browser game about a neighbourhood creative studio and the work it leaves behind.

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Design choice

Give a careful maker, a quicker maker and a simulated AI desk the same limited day, and let finished work stay visible on the street.

In practice

A good promise has room for a redo. Taking every order can cost more than turning one down.

What I built

  • Twelve in-game days a season, carried on through an opening, a practice and a legacy
  • A careful maker, a quick maker and a simulated AI desk share one day's time
  • Finished prints appear in the neighbours' windows
  • Branch a morning to try another plan

Where it stops

A game, not a study: its outcomes describe the game's rules, not business advice. The AI desk is simulated, and the optional Claude helper is never required. The painted scenes and portraits were made with AI image generation, and playtesting is still to do.