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Sovereign Axe Studios card with a layers icon

Studio game framework

One shared framework under every title in a catalog

Role
Lead Technical Designer
Engine
Godot 4, GDScript
Scope
7 titles, 3 project scopes

Three of the studio’s games had grown apart, each with its own save layer, debug panel and snapshot format. I brought them onto one framework, then built the pipeline so every new title starts with all of it in place. It now runs under 7 hypercasual titles and is being adapted to the team’s mid tier game.

What I built. Debug state snapshots with comments that can be shared and committed, so a bug report is a file anyone can load. Debug panel row helpers, an Asset Viewer, a SaveService, safe area and desktop column layouts, and touch gestures.

What every title gets. I specced the catalog wide features each game adopts: a central config with a debug override layer, debug and pause menus, snapshots, the Asset Viewer, Debug, Limited and Release build modes, Snapser integration, achievements, the economy, an accessibility floor, and activation walkthroughs that check a person can actually reach each feature. A themed easter egg series hidden across the catalog doubles as the studio’s end to end test of unlockable content.

Integrated and extended. A colleague’s addon suite (UI Kit, Build Kit for iOS TestFlight, Android and itch, Editor Tool Kit, Snapser Kit with Sign in with Apple, Achievements Kit and a Remote Config Editor) is integrated and extended across the catalog, with my tooling to track and update it in every game.

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