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.
Arcade gamer first. Competitor second. Hardcore player of casual games last. That player’s perspective shapes the things I help build and promote.
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
A feature can work and still feel wrong. Let’s look at what the player sees, understands, and does, then make those moments clearer and more satisfying.
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
Build the useful stuff around the game, too. Player-facing tools, community experiences, and data that helps you understand what is happening.
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
Show people what makes your game worth playing. Bring the design, the message, and the player-facing launch experience together.
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.
Not just a pitch
A player’s instincts. A builder’s toolkit.
I’m an arcade gamer who plays Third Strike and DDR competitively. DDR has been part of my life for more than twenty years. That experience shapes what I notice about timing, feedback, difficulty, and the urge to try one more time.
I built this because I wanted to see my own DDR progress. It is now a native, interactive player tool on this site, where you can enter your own DDR code to explore your recorded progress.
Try the tool here, or explore the public source to see how it works.
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.