Nirvana — Game Development
Three studio companies and fifteen squads, from a signed Game Charter to a launched game.
Three companies and fifteen squads that take a game from a plain-prose idea to a launched product. A studio that builds complete games from discovery to a certified gold master, an engineering foundry for engines, netcode, performance and porting, and a launch house for store pages, wishlists, community, pricing and ratings. Around them, squads for design, narrative, art, audio, engine builds and QA.
One-time payment. Per-buyer stamped download in the logged-in area.
What's inside
Businesses · 7
Builds complete games from an idea to a certified gold master: a signed Game Charter first, then design, writing, art, engineering in Unity, Unreal, Godot or web, and milestones gated by playtests and QA.
Takes a finished game from a build to a launched and growing product: positioning, Steam and console store pages to platform specs, wishlists, trailers, community, pricing, ratings and legal packs. It does not build the game.
Delivers engine and platform engineering for a planned or existing game: engine selection with rationale, performance to platform budgets, netcode, console porting for TRC and Lotcheck, CI/CD builds and automation bridges.
An AI-operated indie game studio that produces 2-3 indie-to-AA games per year by combining five canonical game design schools (auteur-narrative school, play-first design school, interesting-decisions school, puzzle-art school, immersive-sim…
Turn raw market data into actionable intelligence. We research, model, forecast and synthesize what matters about competitors, trends, consumers and opportunities — with a forecaster's rigor and a storyteller's clarity of…
A premium research agency that combines probabilistic forecasting (Silver + Tetlock), risk analysis (Taleb), AI applications (Ng), data storytelling (Rosling) and visualization (Tufte + Cairo + Lupi + Jabrayilov).
Develop high-quality software for premium clients — fullstack systems + native iOS/Android mobile apps + distributed backend + observable infrastructure.
Squads · 31
Concatenates per-chunk WAV files via ffmpeg local with triangular crossfade (100ms default, 200-300ms at scene boundaries), then applies two-pass loudnorm to target LUFS (default -16, podcast standard), then exports to multi-format (WAV…
Elite at creating landing pages and Awwwards-grade cinematic web experiences. End-to-end pipeline with 8 agents: visual strategy and metaphor, research of award-winning references and trends, high-conversion copywriting…
Produces engine-ready 3D assets with Blender through headless bpy scripts: modeling to a triangle budget, UVs, PBR textures, LOD chains, rigging, and validated glTF/FBX export for Unity, Unreal and Godot, with a provenance record.
Brand-consistent visual deliverables: extracts design systems from URLs (Refero + live extraction), generates PDFs, PPTX, social posts, carousels and programmatic videos via two paths (Veo 3.1 + Remotion for AI footage; HyperFrames…
Automated code review for TypeScript/Node.js projects with pattern analysis, bug detection, performance analysis and structured reports.
Competitive intelligence orchestrator: battle cards, feature matrix, pricing comparison, review sentiment analysis and alert routing — operating on data provided by the user OR integrated via an external scraper.
Professional atomic Design System generation squad with SEO/A11y validation, optimization and interactive Storybook documentation.
CI/CD pipeline management for containerized applications with Docker, Kubernetes, Terraform and GitHub Actions.
Designs and implements NPC behaviour: state machines, behaviour trees or utility systems, navigation and perception the player can read and exploit, difficulty that never cheats, and an optional language-model layer.
Delivers the visual direction and 2D production of a game: an art bible with a master palette, concept sheets, sprite sheets, tilesets and UI kits, and the Steam capsule set at exact dimensions, each image with a provenance row.
Produces the audio layer as implementation-ready documents: an audio design document with loudness targets, an adaptive music brief, an SFX palette, an FMOD or Wwise plan, and a voice-over pipeline with a consent checklist.
Ports a game to a new platform and takes it through the technical half of certification: gap analysis, dev-kit setup, saves and achievements, measured performance, a TRC, XR and Lotcheck matrix, and the submission package.
Writes the design documents a studio builds from: a GDD with the core loop diagrammed, systems and economy specs with simulations, level design documents with blockout metrics, and UX plans covering onboarding and accessibility.
Runs the structured discovery that turns a vague idea into a signed Game Charter: twelve questions in rounds of three, covering emotion, pillars, hook, platforms, engine, scope, milestones and definition of done.
Produces a game's go-to-market kit as shippable files: a Steam store page kit, a wishlist plan with a numeric target, a trailer brief, a community program, regional pricing, a telemetry spec and the IARC and ClassInd ratings pack.
Designs and builds the multiplayer layer: a network model with tick rate and bandwidth budget, engine netcode, backend services for matchmaking and cloud saves, dedicated servers, anti-cheat and load tests with a measured p99.
Writes the narrative layer as implementation-ready files: a story bible, dialogue as ink or Yarn Spinner source that compiles, quests as state machines, barks with cooldowns, and voice-over packages with consent records.
Gates a build the way a QA director would: a test plan with a bug bar, a playtest protocol, console certification matrices, an accessibility audit and IARC and ClassInd ratings preparation. It audits, never fixes.
Implements a game or a feature in Godot 4.x: scene architecture, GDScript or C# with GUT or gdUnit tests, an input map with rebinding, a save system, and export presets for desktop, web and mobile with measured build sizes.
Generates photorealistic images and spectacular photos with gpt-image-2 via Codex: directed photography (light, lens, camera, composition, studio vs.
Monitoring and observability for Kubernetes with Prometheus metric collection, AlertManager alerts with dynamic thresholds, and real-time Grafana dashboards.
The definitive backend. Analyzes vibe-coded frontends, structures complete backends with self-hosted Supabase, Redis, MinIO, Docker, and deploys to a VPS. Open-source first, self-sufficient, production-ready.
Indie game studios. 6 agents: Game Design Document writer, narrative designer for story and dialogue, marketing for Steam/trailers/wishlists, community manager for Discord/Reddit, F2P/premium/DLC monetization advisor, and…
Market research — from briefing to actionable insight. 6 agents: questionnaire designer, data collector, quantitative analyst, qualitative analyst, insight generator and report presenter.
Cross-engine routing and planning layer for AI video — understands the user's request, performs tool/cost arbitrage across 19+ engines (Veo 3.1, Sora 2, Kling, Runway, Luma, Wan 2.2, HunyuanVideo, LTX, Sync.so, LatentSync…
Security audit of Node.js/Express web applications with OWASP Top 10 scanning, code auditing, LGPD/SOC2 compliance verification, dependency analysis and reports with risk scoring.
Test automation with Jest, Cypress and React Testing Library for 80%+ coverage and automated bug reporting.
Implements a game or a feature in Unity 6.x from a design document: URP, Input System, UI Toolkit, plain C# rule classes, edit-mode and play-mode tests, a versioned save system, and build profiles for desktop, mobile and WebGL.
Implements a game or a feature in Unreal Engine 5.x: C++ modules with a thin Blueprint layer, Gameplay Ability System, Nanite and Lumen tuned to a measured frame budget, and packaging through RunUAT for desktop and mobile.
Designs the canonical voice identity (voice-seed.json) from a brief-spec. Co-grounding in Andrea Romano (performance) + Geoff Lindsey (phonetics). Always emits a seed with cross-provider mapping pre-computed for all 6 supported providers.
Builds browser games with Phaser, PlayCanvas or Three.js with WebGPU: a Vite + TypeScript project with tests, keyboard, touch and gamepad input, a mobile performance budget, and publishing to itch.io, Poki or CrazyGames.
How to install
- Install the engine:
npx @nirvana-os/cli - After purchase, download your stamped pack from the logged-in area and run
bun setup.ts - Update whenever you want:
nrv update game-development
Honest note
The squads and businesses generate real strategy, documents, code, copy, plans and reports on the Nirvana-OS engine. Image and video generation uses the tools in your environment; publishing and execution on external platforms depend on your keys and integrations. The content is yours to use and adapt.