You will get your complete game design architecture from concept to pre-production


Project details
Most game projects fail because the concept was never fully architected before
production began. Lore exists. Mechanics exist. The two never talked to each other.
By the time that gap is discovered, the team is already six months into code.
I start from your concept — nothing written required — and build the complete
pre-production document stack: world lore, faction architecture, core game loop,
mechanical specifications, quest framework, economy system, and production checklist.
Every layer is built to serve the others. The lore governs the mechanics. The
mechanics inform the quest structure. The economy reflects the political world.
The production checklist maps to the game's own design language.
WHAT YOU RECEIVE:
A complete pre-production architecture package — from world concept to
programmer-ready specifications — built as a single coherent system.
BEST FOR: Developers starting from a concept who need everything architected before
a line of code is written.
production began. Lore exists. Mechanics exist. The two never talked to each other.
By the time that gap is discovered, the team is already six months into code.
I start from your concept — nothing written required — and build the complete
pre-production document stack: world lore, faction architecture, core game loop,
mechanical specifications, quest framework, economy system, and production checklist.
Every layer is built to serve the others. The lore governs the mechanics. The
mechanics inform the quest structure. The economy reflects the political world.
The production checklist maps to the game's own design language.
WHAT YOU RECEIVE:
A complete pre-production architecture package — from world concept to
programmer-ready specifications — built as a single coherent system.
BEST FOR: Developers starting from a concept who need everything architected before
a line of code is written.
Language
EnglishWhat's included
| Service Tiers |
Starter
$400
|
Standard
$900
|
Advanced
$1,800
|
|---|---|---|---|
| Delivery Time | 5 days | 10 days | 15 days |
Number of Revisions | 1 | 2 | 3 |
Number of Level Openers | 3 | 8 | 15 |
Story Development | - | - | - |
Interactive Dialogue | - | - | - |
Gameplay Mechanics | - | - | - |
Sales Copy | - | - | - |
Optional add-ons
You can add these on the next page.
Fast Delivery
+$150 - $350
Additional Revision
+$75
Additional quest hook
+$35Frequently asked questions
About Sheldon
Game Systems Architect | Lore-to-Mechanics | Pre-Code GDD Authority
Evans Mills, United States - 6:10 am local time
Over the past year, working independently with AI as my primary thinking partner, I've built two substantial, interconnected bodies of work: a constitutional AI governance and reliability framework stack, and a complete, production-ready methodology for narrative game design.
AI Reliability & Governance Architecture
I design certainty-scoring and reliability infrastructure for AI systems — frameworks that tag every claim by its epistemic status (data, reasoning, strategic projection, or open question) so nothing is presented as more certain than it actually is. This includes FSVE, a scoring engine for AI outputs that has gone through repeated internal red-team revision cycles to close gaps as they're found, and a complete cryptographic timestamping and sealing protocol for provenance and audit trails.
World & Systems Design
I architect game worlds the way I architect AI governance — as interlocking, internally consistent systems that hold up under adversarial pressure. I built a reusable AAA-tier lore/story-bible methodology, then used it to produce a full portfolio demonstration: The Salary of a Dream, a narrative RPG lore bible grounded in primary-source Shinto mythology (Kojiki, Nihon Shoki) and Ainu tradition, with every faction's design directly derived from a documented myth rather than invented from scratch.
The companion Lore-to-Systems Bridge document translates that narrative foundation into a complete systems-design vocabulary — variable architecture, progression gates, NPC behavior state machines, and a full data model — without prescribing engineering, so a systems team can scope a real GDD directly from it. Together, the two documents demonstrate the full pipeline: myth research → cosmology → faction architecture → systems translation → production handoff.
How I work
Every framework I build — whether it governs an AI system or a fictional world — goes through adversarial self-review before I call it done. I actively try to break my own designs before showing them to anyone else. I'd rather tell you what's unproven and what's solid than blur the line for the sake of a better pitch.
ORCID: 0009-0005-8057-5115
Steps for completing your project
After purchasing the project, send requirements so Sheldon can start the project.
Delivery time starts when Sheldon receives requirements from you.
Sheldon works on your project following the steps below.
Revisions may occur after the delivery date.
Vision extraction and world concept
I ingest all provided materials and intake answers. The game's world, central conflict, faction structures, and design language are established.
Faction and lore architecture
Factions built as systemic entities — philosophies, power structures, resource relationships, and political dynamics formalized as design constraints.