You have a game in your head. Let’s make it playable.
I’m mio. I help independent creators and small teams turn game ideas into working experiences, improve what they’ve already built, and create the tools that players actually need.
I’ve spent more than half my life in arcades, from Third Strike at Denjin to more than twenty years of DDR. I care about what happens when someone actually sits down, picks up the controls, or steps onto the pad.
The idea. The experience. The stuff that makes it work.
Make it playable
Game development & prototyping
Turn the idea into something you can actually play. Start with the core mechanic, build a focused prototype, and find out what deserves to grow.
Playable prototypes and browser-based games
Core mechanics, interaction logic, and interface implementation
Focused features, debugging, and technical problem-solving
Start here: An idea, a rough build, or one mechanic you need to get working.
Make it feel right
Game design & player experience
Make the important decisions readable and the controls feel right. I bring the attention I give to timing, feedback, and repeat play to your menus, mechanics, and difficulty curve.
Gameplay-loop and mechanics reviews
Menus, HUDs, onboarding, and interaction design
Playtest plans and prioritized feedback on friction and clarity
Start here: A concept to pressure-test or a game that needs a fresh, experienced pair of hands.
Make the pieces work
Gaming tools & functionality
I built my open-source DDR software to answer a question I had as a player. Let’s give your players something equally useful around the game.
Player tools, progress tracking, and interactive dashboards
Companion websites and community interfaces
API integrations, workflow tools, and gameplay analytics
Start here: A missing feature, a clunky workflow, or data you want people to be able to use.
Help players find it
Game promotion & launch presence
Let players see a real moment of play and understand why it matters. Build the website, assets, and message around that.
Game websites, landing pages, and clear player journeys
Visual assets, messaging, and gameplay-led content planning
Promotion plans and measurement of discovery and interest
Start here: A game you want to introduce, a launch to prepare, or a story players are not connecting with yet.
A practical way to start
Keep the ambition. Find the right first build.
Bring an idea, a prototype, or the part of your project that is driving you nuts. You don’t need a finished design document to start a conversation.
Figure out the real task.
What should the player be able to do? What already exists? We agree on the platform, technical fit, scope, budget, and what a useful result looks like.
Build something worth testing.
That might be a playable prototype, a specific feature, or a focused design and technical review. Small enough to evaluate. Concrete enough to learn from.
Play it. Refine it. Hand it over.
Test the experience against the agreed goals, fix the important friction, and deliver the agreed work with documentation and a clear next step.
The engine and platform depend on the project. I’ll be direct about what I can take on, what needs a specialist, and what belongs in a later phase.
From the arcade
The details players feel.
I’ve owned a DDR cabinet and spent years asking arcades to fix the pads and turn the music up. The setup matters. So does a menu that gives you time to choose, or feedback that helps you understand what to improve. That care comes with me when I build.
One results screen can’t show years of coming back. I wanted a longer view of my DDR progress, so I built open-source software for the community to explore recorded Skill Attack points. You can use your own DDR code to explore yours.
Free to use. The previous public source link is currently unavailable. Existing MIT license grants and my commitment to free, open-source DDR community software remain unchanged.
Tell me the idea, where you are with it, the platform you have in mind, and what you need help with. A rough timeline or budget range is useful, too. Leave confidential code and files out of this first message.