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Systems-led design
Core loops, progression, economies, mechanics, world states and player motivation.
Game design, publishing and consultancy.
Many Riches supports studios, founders and creators building distinctive games, interactive worlds and AI-enabled experiences. Services cover game design audits, prototype reviews, accessibility, narrative systems, pitch readiness, fractional design leadership and mentorship.
Studio Credentials
Many Riches brings together game design, product direction, human-centred technology, accessibility, AI interaction design and publishing strategy. The studio is suited to teams who need a clear external read on what the game is, why it matters, what is blocking it, and how it should move toward players.
The work is direct, practical and commercially aware: less theory, more useful design critique, production focus, player clarity and market readiness.
Previous Experience
Previous works include the Battlefield and Call of Duty franchise and general consultancy for Sony PlayStation, Xbox Game Studios and various indie studios.
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Core loops, progression, economies, mechanics, world states and player motivation.
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Agentic systems, generated content, AI companions, simulation design and risk control.
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Onboarding, accessibility, legibility, interface structure and first-session confidence.
Services
Each engagement is shaped around the current state of the project. Work can be delivered as a written audit, review session, workshop, advisory engagement or ongoing fractional design leadership.
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A structured review of a the game concept, prototype, vertical slice or design document. The audit identifies what is working, what is unclear, where the core loop may be weak, and what should be strengthened before further production.
Best for: early-stage games, prototypes, stalled projects, pitch preparation and teams seeking an external design perspective.
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A focused review session for playable builds, mock-ups or early interactive systems. Many Riches reviews the current experience, discusses design intent with the team, and provides practical recommendations on what to improve, cut, test or prioritise next.
Best for: indie teams, solo developers, founders and studios preparing for a milestone, publisher conversation or vertical slice.
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A specialist review of games using, or considering, AI-driven systems. This can include agentic gameplay, procedural narrative, AI companions, generated content, simulation systems, local model usage, player-facing AI interfaces and production tooling.
Best for: studios exploring AI-native mechanics, generative systems, LLM-driven characters or adaptive game worlds.
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A review of first-time player experience, interface clarity and accessibility. The work examines cognitive load, legibility, input methods, text presentation, onboarding flow, blind-friendly design considerations, menu structure and feedback systems.
Best for: complex systems, text-heavy interfaces, accessibility ambitions, unusual control schemes or poor early retention.
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Design support for games where story, systems and progression are closely connected. This can cover eras, factions, routes, events, procedural narrative rules, authored content systems, relationship models, progression tables and world states.
Best for: narrative strategy games, simulation games, RPG systems, roguelites, text-based games and world-led projects.
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Support for turning a game concept into a clear, credible pitch. Many Riches can review or shape positioning, pitch decks, market framing, feature hierarchy, roadmap, production plan and publisher-facing narrative.
Best for: teams approaching publishers, investors, grant bodies, platform holders or strategic partners.
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Ongoing senior design leadership for teams that need experienced direction without hiring a full-time design director. This can include design reviews, product strategy, roadmap critique, creative direction, mentoring and release planning.
Best for: small studios, funded indie teams, early-stage companies and teams transitioning from prototype to production.
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Strategic advisory for studios making decisions about product direction, roadmap, market fit, team structure or future opportunities. Useful for scope, positioning, production risk, platform strategy, AI adoption and long-term studio identity.
Best for: founders, creative directors, start-ups, small studios and teams planning their next major step.
Selective Publishing
A selective publishing and mentorship partnership for games released under the Many Riches label. The programme supports developers across the full life of a game, from the very first concept to launch and post-launch improvement.
Unlike standard consultancy, this is a deeper publishing relationship. Many Riches provides hands-on mentorship, product direction, release strategy, distribution support, marketing guidance and commercial oversight. In return, accepted projects are published under the Many Riches label through a publishing agreement, deposit and revenue share.
Entry: idea, pitch, written concept or early prototype
Many Riches helps determine whether the game has a clear player promise, viable market position and enough creative strength to justify development.
Outcome: a clearer game proposition, a defined next step and a decision on suitability for deeper mentorship or publishing support.
Entry: playable prototype, greybox or mechanics test
The focus is on proving the game. Many Riches helps identify what the prototype must demonstrate, what should be cut, and what needs to be strengthened before production continues.
Outcome: a stronger prototype with clearer priorities, reduced scope risk and a better path toward a convincing vertical slice.
Entry: working build, partial content or early art direction
The goal is to prepare the game for serious production, funding, platform conversations or public announcement.
Outcome: a project that is easier to explain, easier to evaluate and more credible to players, platforms, funders or collaborators.
Entry: active production
Many Riches works with the developer across production milestones, helping keep the project focused, coherent and commercially viable.
Outcome: a better-managed production with stronger design discipline, clearer release goals and fewer avoidable late-stage risks.
Entry: announcement, demo, festival, beta or launch preparation
The emphasis shifts from making the game to preparing the market.
Outcome: a game that enters the market with clearer positioning, stronger presentation and a more deliberate launch plan.
Entry: confirmed launch window
Many Riches supports the release itself, helping coordinate the practical and commercial work around launch.
Outcome: a more controlled launch with fewer missed opportunities and a clearer response plan for the first days and weeks after release.
Entry: launched game, Early Access or public demo
Many Riches helps the developer understand what happened, what players are responding to and what should happen next.
Outcome: a stronger post-launch plan, better use of player feedback and a clearer route to continued sales, updates or future projects.
Suitable Projects
Developers can enter the programme at idea, prototype, vertical slice, production, pre-launch, launch or post-launch stage. Every accepted project begins with an initial review to determine the right level of support, current development stage and suitability for release under the Many Riches label.
We are especially interested in indie games, text-led games, systems-led games, narrative games, simulation games, accessible games, AI-enabled games and experimental projects with a serious route to commercial release.
Enquiries
Share the game, current stage, team size, target platforms, what you need help with and any playable build, pitch deck, store page or design material already available.
[email protected]