Capabilities · 06 · Interactive

Interactive and games

Interactive explainers, product demos and game worlds, like the ones on this site.

On this page
HUD toy, live
Fixed-price start
A written scope and price after a call
01What it is

In plain words.

People understand a system faster when they can play with it. We make interactive explainers, product demos that run in the browser, scroll stories and game prototypes.

Every demo on this site is an example of that work. We are also making our own game, Heaven to Freaks, which is in development.

You need it when

  1. Your product is hard to explain in a paragraph.
  2. Sales calls spend twenty minutes on "how it works".
  3. You have data that would tell a story if people could explore it.
  4. You have a game idea and want a playable prototype before you commit.
02Try it

A tiny instrument you can play.

Swing the needle onto a star and take a reading before it fades. The needle is on a spring, the closer the reading the more it scores. A small example of the feel we build: a HUD that reads at a glance and physics you can sense.

Live demo · HUD toyExample dataRuns in your browser · nothing is sent
0306090120150180needle 90.0°
  1. Readings appear here.

Move the pointer or use the arrow keys to aim, then press Space, Enter or Sight. With reduced motion the stars hold still and there is no clock.

03What we build

What you get.

  1. Interactive explainers

    One idea taken apart so people can work it with their own hands, like the receipt chain on our home page.

  2. Product demos that run in the browser

    A safe copy of your product's key moment, with example data, that a buyer can try before the call.

  3. Scroll stories and data visuals

    A story told as the reader scrolls, with charts and diagrams that move only when they explain something.

  4. Game prototypes

    A small playable version of the core loop, to find out whether it is fun before building the rest.

  5. Made for everyone

    Works on a cheap phone, by keyboard and with a screen reader, and calms down for people who ask for less motion.

needle.tsExample
// A spring, stepped every frame: the needle chases the aim
// and overshoots a little, like a real instrument.
const a = -stiffness * (needle.x - aim) - damping * needle.v;
needle.v += a * dt;
needle.x += needle.v * dt;
const off = Math.abs(needle.x - star.angle);
if (sighted && off < 3) score += Math.round(100 - off * 20);
The spring that gives the HUD toy's needle its weight. An illustration of the pattern, not code from a client system.

What it runs on

The browser: pages that run on a cheap phone, by keyboard and with a screen reader.

Who owns it at handover

Who owns what (the code, the data and the accounts) is written into the scope before we build anything, so you know before you pay. At handover you get a walkthrough of how it works and what to do when it stops.

04How we work

Agents draft, people approve, receipts prove it.

The same rule runs through everything we build, and through how we build it.

  1. Draft The system

    We build a playable draft early, before the details.

  2. Approve A person

    You play it and decide what stays. Nothing ships without your yes.

  3. Receipt The record

    Every build is recorded, so you can go back to any version you played.

How a project runs

  1. A call, or an AI Checkup if you are not sure where to start.
  2. The job written down: what we build, the price and the date, fixed before we start.
  3. We build in rounds, and you approve each one before it reaches your team or your customers.
  4. Handover, with a walkthrough of how it works and what to do when it stops.

Price

This work is quoted per project: after a call we send a written scope and a fixed price before we build anything.

Every price

Tell us the job.

A person reads every request and replies by email.