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About the studio

Bound to the work.

Fourbound Games is one person and a short list of games — not a network of contractors passing files around, and not a name picked because the domain was free.

It is a small studio in the most literal sense: the same person designs each game, builds it, breaks it, and answers the email when it breaks for you. There is no department to hand a decision to. If something in one of the games is wrong, I chose it, and I can change it this week.

That size is a constraint and I treat it as one. It means the games ship slowly. It also means there is no committee between the idea and the build, and no quarter where a game gets worse because a chart said it should.

Where the machines fit

I use AI the way a workshop uses a good jig: behind the bench, never on the shelf. It prototypes a system in an afternoon instead of a fortnight, finds the bug at two in the morning, and runs the same tuning pass forty times until the numbers finally feel right.

What it does not do is decide what the game is. It is not our art director, it is not our designer, and it does not fill our worlds with content nobody chose to put there. Every mechanic, every piece of art direction, every line a character says is a call I made and can defend out loud.

The honest version is simple. A tool that writes the boring half of the code buys me more hours on the half that players actually feel. That is the entire pitch, and I would rather say it plainly than pretend either that I do not use it or that it is the point.