Where good ideas get broken on purpose.
Every game starts rough. We prototype it, play it, send it to first-time players, watch what happens and keep changing it until the fun survives without us in the room.
Apply to the poolThe game-making machine
A visible path from a scribbled idea to a box people can put on the table.
- 01
Idea
- 02
Prototype
- 03
Internal testing
- 04
Blind testing
- 05
Pre-production
- 06
Manufacturing
- 07
Released
Live pipeline
What's on the benches
What every game has to survive
These are our design principles. Testing tells us whether a game genuinely lives up to them.
Easy to learn
First-time players need to understand it without the designer sitting beside them.
Nobody waiting around
Everyone should stay involved, even when it isn't their turn.
Something happens at the table
Laughing, arguing, shouting, bluffing — the game needs to create a real moment.
People want another go
A game shouldn't merely work. The table should want to play it again.
Help us break the next one.
Real Australian households learn unreleased games without the designer present, film what happens and tell us where the fun — or the rules — fell apart.