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Designing for play, not just function.

Brandixo operates on a strict set of engineering principles and ethical guardrails. We build games that respect player intelligence, time, and privacy. No dark patterns. No performance bloat. Just pure, distilled joy.

Controller with cyan glow
Loop / 00:04

The Player-First Loop

Method Note

We don't ship features. We ship validated hypotheses. Every mechanic starts with a question: "Will this make a casual player smile?" We measure that smile through 'Joy Clicks' per minute. If it doesn't hit a 0.8 JCPM in prototype, it's cut. No sentiment, just signals.

Data Constraint

"Retention drops 22% after the third new mechanic. We cap core loops at two primary interactions to preserve cognitive flow."

App Concepts Gallery
Concept 1
v0.4

Haptic Loop

Feedback study for 'joy clicks'.

Concept 2
v0.7

Portrait Flow

One-handed constraint test.

Concept 3
v1.0

Gen Audio

Procedural achievement sounds.

Concept 4
v0.9

Physics Tuning

Air time vs. responsiveness.

Scroll horizontally

The Pledge

Ethical Monetization

"Would I explain this purchase to my niece?"

Internal Review Gate

Aesthetic of Play

"The screen must breathe. We treat negative space as an active mechanic, guiding the eye and reducing cognitive load."

The Juice Metric

Every interaction is scored on a 1-10 scale for tactile satisfaction. A simple button press must have weight, sound, and visual return. If it doesn't feel good to tap, we don't ship it.

Generative Audio

Instead of looping tracks, our audio engine generates unique signatures for player achievements. It creates a subtle, personal sonic fingerprint that feels exclusive to the moment.

Constraint

"No Visual Noise" — Every UI element must justify its pixel footprint with a direct gameplay function.

The Three Pillars

Quality Checklist

Before a project enters pre-production, it must satisfy these three immutable criteria. If it misses one, the concept is rejected. No exceptions.
Pillar 01 Instant Gratification
The first 30 seconds must deliver a complete, rewarding micro-loop. We do not believe in 'the fun starts later.' If the first interaction isn't satisfying, we have failed immediately.
Hard Gate
Pillar 02 Meaningful Progression
Every action contributes to a visible, larger goal. We avoid 'false progression' (e.g., leveling up purely to unlock a grind wall). Progress must alter gameplay meaningfully.
Visual
Pillar 03 Social Resonance
The game must provide a 'watercooler moment'—something worth sharing. A high score, a funny bug, a beautiful sequence. We design for the screenshot, not just the session.
Soft
!

Pitfall Avoidance: The Grind Trap

We actively design against mechanics that artificially extend playtime (e.g., repeat fetch quests, time-gates). If a player feels their time is being taxed, trust is broken. We track 'Time-to-Fun' ratios rigorously.

Glossary: Micro-Loop — A self-contained cycle of action, feedback, and reward that takes under 60 seconds. The atomic unit of game design.

Creative Guardrails

Why Constraints Matter

Mid-Range Baseline

We target 3-year-old Android devices as our performance floor. If it stutters on a Pixel 4, it's optimized or cut.

Team Size Cap

Core development is capped at 7 people. This forces clear communication and prevents the 'too many cooks' syndrome.

System Constraint Memory Budget
const MAX_TEXTURE_SIZE = 512; // KB per asset
if (asset.size > MAX_TEXTURE_SIZE) {
  return 'REJECTED';
}
// We refuse to exceed 150MB total download.
Decision Criteria
  • • App Store Rating > 4.5
  • • Download Size < 100MB
  • • Battery Drain < 5%/hr
  • • Integration Complexity < 2 SDKs
What Changes Our Mind
  • • Critical Security Report
  • • Store Policy Shift
  • • User Retention Drop > 10%
  • • New Superior Tool
>
Scenario: Optimization

"We had a beautiful particle effect for the main menu. But on a 4-year-old iPhone, the frame rate dropped to 20fps. The decision was immediate: the effect had to go. 'Visual Fidelity' loses to 'Performance' every time. The game must be fluid on the hardware our players actually own."

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