Design pillars
Player promise, audience, platform assumptions, interaction principles, constraints, and success criteria.
World 04 / PLAY / reviewed 24 Aug 2026
InkRock Game develops original interactive worlds through explicit design pillars, testable systems, playable prototypes, and evidence-led iteration.
Defined output / 01
Player promise, audience, platform assumptions, interaction principles, constraints, and success criteria.
Loops, controls, progression, economy, challenge, feedback, rules, and balance hypotheses.
The smallest build that can test the central experience with observable player behavior.
World, narrative, interface, accessibility, content, telemetry, and production requirements.
Build version, device, method, sample, result, defect log, decisions, and known limitations.
Reproducible method / 02
Define the player fantasy, decisions, emotional arc, core risk, platform, and measurable test question.
Build the shortest playable loop that can disprove or strengthen the design hypothesis.
Test comprehension, control, engagement, balance, accessibility, performance, and failure states.
Record evidence, resolve critical defects, verify build integrity, and publish limitations with every result.
Release controls / 03
Public proof state / 04
This ledger distinguishes a published capability and method from proof of completed outcomes. InkRock will update each row only when a dated public artifact supports the change.
| Evidence | Status | What is verifiable now | Reviewed |
|---|---|---|---|
| Capability definition | Published | Scope, deliverables, production method, and quality gates on this page. | 24 Aug 2026 |
| Public work samples | In production | No public artifact link is claimed on this page yet. | 24 Aug 2026 |
| Outcome metrics | Not claimed | No audience, commercial, quality, or performance result should be inferred. | 24 Aug 2026 |
| Independent validation | Not claimed | No award, client endorsement, certification, or third-party review is asserted. | 24 Aug 2026 |