OPEN TO COLLABORATION

THE CO-DEV SKY

We make our own games. Pick a constellation. The chart below swaps to it.

2D & CONCEPT ART PIXEL ART UI ART QA NARRATIVE COMMUNITY PRODUCTION NATHAN PRODUCER · YOUR CONTACT

2D & CONCEPT ART

CHART 01

Characters, key art, environments, mockups. Art direction from Konami and Playtika veterans, the same hands behind SYZYGY Tactics.

Tikala character illustration in production styleNeon-lit comic-style punk character with teal hairPainterly sci-fi portrait of a curly-haired man with gold facial circuitry PRODUCTION ART
Character illustration — SYZYGY TacticsSAME HANDS, THREE REGISTERS
Character model sheet — three armor color variants
Model sheet & armor variants — SYZYGY Tactics
SYZYGY Tactics key art
Key art — SYZYGY Tactics
Character bust: augmented man with luminous headgear and layered coat
Character bust — SYZYGY Tactics
In-game tactical battle mockup
In-game screen — environment, units & UI
Armored infantry character concept
Production character concept
Painted sci-fi interior: a briefing room lit by a central holographic table
Environment — story-scene interior
Structure design in four faction color variants
Structure set — faction color variants
Top-down landing platform with VTOL gunship
Top-down environment & vehicle art
Painterly character screen: white-haired soldier with a heavy rifle
Story-screen portrait — SYZYGY Tactics
Surrealist oil painting of a face emerging from swirling color, a video view counter held in its mouth
Oils on canvas — "Still Invisible"
Surrealist oil painting after Magritte: a suited figure in a bowler hat, face obscured by a social media logo
Oils on canvas — "End Of An Era"

Client work and additional samples available on request.

PIXEL ART & ANIMATION

CHART 02

Tilesets, unit and structure sprites, and sprite animation. Readable silhouettes at small sizes, high-detail rendering when the pixels can afford it.

Grid of pixel-art terrain tiles: metal flooring, grass, desert, mountains, and a city skyline
Terrain & environment tilesets
Detailed sci-fi tank sprite
Unit sprite — high-detail pixel rendering
Set of four pixel-art structure sprites
Structure sprites
Sprite animation — factory structure loop

UI ART

CHART 03

Diegetic panels, HUDs, and readouts designed to sit inside your game's world, then iterated against real in-engine framing until they read at gameplay size.

Production build-menu panel: unit roster with costs, weapon readouts, and commander portrait
Production UI — build menu panel
Diegetic retro-military interface concept with CRT map, inventory rail, and communicator
Client work — diegetic interface concepts
Comic-style battlemap HUD mockup shown in full gameplay context
HUD mockup — comic-style battlemap
In-engine explorations of unit health readout framing
In-engine iteration — HP readout framing options

NARRATIVE & SCRIPT EDITING

CHART 04

Fixed-scope passes from a story-first studio. Every pass ends in a written line-by-line report: you see each proposed change and why. Your voice stays yours.

Proof pass

Grammar, typos, continuity of names and terms. Every fix listed for approval. Judgment calls flagged, never made for you.

Style pass

Voice and register. Per-character language rules, tightening without flattening. Built on a style guide we agree on first.

Story pass

Stakes, pacing, scene order. What's working, what isn't, and the smallest change that fixes it.

Game scripts and screenplays.

COMMUNITY & CONTENT

CHART 05

Run by the team behind Threeclipse's own channels, including the short-form video that has put our games in front of over 450,000 organic viewers on a zero-dollar ad budget.

Channel setup & voice

The channels your players actually use, with a voice your community recognizes.

Short-form video & reels

Concept to cut. The format behind our own biggest audience days.

Trailers & storefront assets

Announcement and launch trailers, gameplay cuts, capsules, and store page art.

Discord & automation

Server architecture, onboarding, moderation, custom bots. Built, documented, handed over.

Short-form video — Crown & Applause · 190K+ views on Instagram ↗
SYZYGY Tactics vertical Steam store capsule: armored figure with glowing weapon against orange key art
Steam storefront art — SYZYGY Tactics

PRODUCTION & RISK STABILIZATION

CHART 06 · CASE STUDIES

Time-boxed engagements led by the producer behind every Threeclipse title. Real hours on your build, docs, and plan; ends in a written read: proceed, rescope, or stop. Two engagements, anonymized:

The feasibility read

A 19-person distributed team courting funding for an ambitious souls-like. We modeled their real burn ($400K+/yr at their own stated rates), ran expected-value analysis on 12+ funding sources they were chasing (most scored under $15K EV), benchmarked seven shipped comps, and delivered a 13-item risk register with three ranked paths. The project later died along the exact fault lines the assessment named. We would rather the call had been wrong. It wasn't.

The first-game rescope

A four-person hobby team, first game, six-month goal around day jobs. We inventoried the 50+ features their vision implied, ran the math against real weekly availability, scoped a one-month prove-it prototype, and flagged the two risks that kill hobby projects: a burnout case and a role mismatch that would have bottlenecked mid-production. Same rigor as the funding-track work, tuned to a team whose budget was their evenings.

How engagements run

Short, time-boxed, remote. Advisory, not authoritarian. Blunt where it counts, and every recommendation arrives written down with the reasoning attached.

QA

CHART 07 · TEAM SERVICE

Structured passes led by a producer with Keywords Studios QA background (Fortnite, Telltale's The Walking Dead, Jurassic World Aftermath), delivered by testers certified through our internal assessment-gated training program. Repro-grade reports, not vibes.

Infection Free Zone key art: an overgrown post-outbreak town at sunrise
Infection Free Zone — Games Operators S.A. · shown with permissionSHIPPED · QA ENGAGEMENT

Infection Free Zone — Games Operators S.A.

80 hours of structured QA on the shipped city-survival title, delivered by five Threeclipse-trained testers. The engagement that proved the training pipeline on a live commercial game.

Tombwater — Midwest Games

Playtest QA across six players with ~2h sessions each, compiled into an exec summary with a quantified critical finding, categorized feedback, and repro steps.

Pre-festival friction hunts

Your demo is your pitch. Time-boxed passes that break it before the festival crowd does. Every issue with steps, rate, and severity.

TELL US WHAT YOU'RE BUILDING

You'll be talking to Nathan White, the producer behind our titles. If we're a fit, you'll know fast. If we're not, we'll say so.

CO-DEV@THREECLIPSE.COM