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.
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.
"Retention drops 22% after the third new mechanic. We cap core loops at two primary interactions to preserve cognitive flow."
The Pledge
Ethical Monetization
"Would I explain this purchase to my niece?"
Internal Review Gate
"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.
"No Visual Noise" — Every UI element must justify its pixel footprint with a direct gameplay function.
The Three Pillars
Quality Checklist
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.
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.
if (asset.size > MAX_TEXTURE_SIZE) {
return 'REJECTED';
}
// We refuse to exceed 150MB total download.
- • App Store Rating > 4.5
- • Download Size < 100MB
- • Battery Drain < 5%/hr
- • Integration Complexity < 2 SDKs
- • Critical Security Report
- • Store Policy Shift
- • User Retention Drop > 10%
- • New Superior Tool
"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."