Capermint
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Capermint

Our Game Development Process

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01—05Capermint game production system

From brief to build. Every decision visible.

Capermint connects product strategy, game design, art, engineering, QA, launch and LiveOps through five clear production phases—so every milestone produces evidence, not ambiguity.

A game designer testing a colorful hyper-casual first playable beside its greybox level
FIRST PLAYABLECore loop · level editor · build review
01PRODUCT
02GAME DESIGN
03ART
04ENGINEERING
05QA
06LIVEOPS

THE DIRECT ANSWER

What does Capermint's game development process look like?

Capermint uses five connected production phases: Discover, Prove, Produce, Launch and Grow. Together they take a game from research and product definition through a playable prototype, multidisciplinary production, continuous quality assurance, launch and post-release improvement.

Each phase has a visible output and a decision gate. The exact depth, tools and cadence adapt to the game, platform, team and engagement—but the principle stays fixed: make progress reviewable.

01

Decisions before volume

Resolve the expensive questions before scaling production.

02

Playable proof early

Test the product in motion while change is still economical.

03

Quality inside the sprint

Testing and integration run with production, not after it.

04

Launch starts a loop

Player signals become input for the next useful release.

02 THE PRODUCTION PATH

Five phases. One connected build.

The work becomes richer at every gate, but never disappears behind a handoff. Product, creative, technology and quality remain connected.

01

DISCOVER

Find the game worth building.

We align the player, platform, business model and creative ambition before scope begins to harden. Research and product definition turn assumptions into a plan the whole team can challenge.
DISCOVERY / SIGNAL MAP ALIGNED
CORE QUESTIONWhy will the player return?
PLAYERPLATFORMCORE LOOPRISK
ASSUMPTION EVIDENCE SCOPE
  • Audience, product and competitor discovery
  • GDD, user flows and core-loop definition
  • Art direction, architecture and technical risks
  • Roadmap, estimate and recommended team shape
VISIBLE OUTPUTPractical brief · GDD · risk view · product roadmap
CLIENT TOUCHPOINTAlignment workshop · brief review
DECISION GATEThe product is clear enough to prove.
02

PROVE

Make the riskiest idea playable.

A focused prototype or vertical slice answers the expensive questions early. We test feel, readability, technical feasibility and whether the core loop earns another play.
A mobile hyper-casual first playable beside the matching greybox prototype on a laptop
PROVE / PRODUCTION ARTIFACTFrom greybox to playable proof.
  • Clickable UX or gameplay prototype
  • Core mechanic, controls and technical spikes
  • Representative art, feedback and first playable
  • Playtests, learnings and scope refinement
VISIBLE OUTPUTPlayable proof · tested assumptions · approved scope
CLIENT TOUCHPOINTFirst-playable review · go / refine decision
DECISION GATEEvidence says the product is ready to scale.
03

PRODUCE

Build and validate in connected sprints.

Game design, art, animation, engineering, backend and continuous QA move as one pod. Each milestone closes with a reviewable build—not a progress presentation.
An original hyper-casual runner level open inside a practical game production editor
PRODUCE / PRODUCTION ARTIFACTOne build. Every discipline visible.
  • Gameplay, platform and backend engineering
  • Characters, environments, UI and animation
  • Continuous QA, optimization and integration
  • Milestone demos, documentation and handoff
VISIBLE OUTPUTMilestone builds · approved assets · quality evidence
CLIENT TOUCHPOINTSprint demo · milestone acceptance
DECISION GATEThe complete experience meets release scope.
04

LAUNCH

Move from release candidate to real players.

The team hardens performance and compatibility, confirms telemetry and store readiness, then supports deployment, monitoring and the first production decisions.
RELEASE / RC-01 READY PATH
RELEASE CANDIDATE
04
  • PLATFORM BUILDS REVIEWED
  • TELEMETRY CONNECTED
  • STORE READINESS PREPARED
  • OWNERSHIP HANDOFF DOCUMENTED
  • Performance and compatibility hardening
  • Release-candidate and security checks
  • Telemetry, store and platform preparation
  • Deployment, monitoring and handoff package
VISIBLE OUTPUTRelease-ready build · deployment · ownership handoff
CLIENT TOUCHPOINTRelease-readiness review · launch call
DECISION GATEThe game is live, observable and supported.
05

GROW

Turn player signals into the next release.

Analytics, production feedback and player behaviour guide balancing, stability work, content, events and LiveOps through an agreed post-launch cadence.
Three premium smartphones showing spring, summer and winter seasons of the same original town-building game
GROW / PRODUCTION ARTIFACTOne world. Multiple seasons.
  • Analytics, feedback and health monitoring
  • Balancing, retention and economy improvements
  • Content, events and LiveOps planning
  • Optimization, maintenance and roadmap reviews
VISIBLE OUTPUTProduction insights · prioritized growth roadmap
CLIENT TOUCHPOINTKPI review · roadmap session
DECISION GATEReal signals define what ships next.

03 DELIVERY CADENCE

Every week gives you something real.

The production rhythm is agreed for each engagement. A typical cadence makes the build, decisions, priorities and quality visible often enough to change direction with confidence.

Transparency is a production tool.It keeps creative ambition, technical reality and commercial priorities in the same conversation.
WEEK / REVIEW LOOP BUILD HEALTH VISIBLE
01

A playable build

The latest integrated experience, ready to inspect—not a status slide.

02

A decision-ready demo

What changed, what we learned and which choices need your voice.

03

A visible backlog

Priorities, owners, acceptance criteria and dependencies in one shared view.

04

Quality evidence

Defects, test coverage, performance findings and release risk made explicit.

05

A clear next move

The next sprint starts from agreed decisions, not from hidden assumptions.

04 INSIDE THE WORK

The process happens here. At the workbench.

The production team moves between character, environment, interface and playable build—because craft improves fastest when every discipline can see the same work in motion.

05 QUALITY SYSTEM

QA is not a final room. It is part of the route.

Coverage is planned around the product's real risks and target platforms. Findings stay connected to builds, acceptance criteria and release decisions.

01
FUNCTIONAL

Behaviour

Mechanics, flows, rules, progression and edge cases behave as designed.

02
COMPATIBILITY

Reach

Target devices, operating systems, resolutions, inputs and storefront builds are covered.

03
PERFORMANCE

Feel

Frame rate, memory, load time, network conditions and responsiveness stay within agreed targets.

04
RELEASE

Confidence

Regression, release-candidate checks and production monitoring protect every approved milestone.

FEATURE
INTEGRATION
REGRESSION
RELEASE CANDIDATE
PRODUCTION

06 ENGAGEMENT SHAPE

The same discipline. Three ways to connect.

The process scales to the ownership you need. Boundaries, dependencies, communication and acceptance criteria are made clear before delivery begins.

Explore Capermint services
01

Full-cycle production

One multidisciplinary team carries the game from discovery through launch and LiveOps.

Best when you need complete product ownership.
02

Co-development

A Capermint pod owns a defined system, content stream or production track inside your wider roadmap.

Best when internal and external teams need to ship as one.
03

Dedicated specialists

Selected game designers, artists, engineers or QA professionals extend your existing production capacity.

Best when the direction is set and capacity is the constraint.

07 PROCESS QUESTIONS

Clear before the first sprint.

Practical answers about Capermint's game development workflow, collaboration, prototyping, quality and post-launch support.

01What is Capermint's game development process?

Capermint uses five connected production phases: Discover, Prove, Produce, Launch and Grow. The path covers research, game design, prototyping, art and engineering production, continuous QA, release and LiveOps, with reviewable outputs and client decisions throughout.

02Can Capermint start with only a game idea?

Yes. Discovery is designed to turn an early idea into a clear product brief, feature map, risk view and practical roadmap before full production begins.

03Does Capermint create a prototype before full development?

When a concept carries product, design or technical risk, Capermint can create a focused UX prototype, gameplay prototype or vertical slice to test the core loop and refine scope before wider production.

04How are clients involved during production?

Clients review playable builds, demos, priorities, quality evidence and open decisions through an agreed project cadence. The exact tools and meeting rhythm are selected with the engagement.

05When does game testing begin?

Testing begins as soon as reviewable builds exist. Coverage grows from feature checks and playtests into regression, compatibility, performance and release-candidate validation as the game approaches launch.

06Does the process continue after a game launches?

It can. Capermint supports production monitoring, fixes, optimization, analytics-informed updates, content and LiveOps so real player behaviour can guide the next release.

07Can Capermint work with an existing game team?

Yes. Alongside full-cycle development, Capermint can work through co-development or dedicated specialists, with ownership boundaries, dependencies and acceptance criteria defined before delivery begins.

READY / GATE 01 Start with the playable idea

Bring the ambition. We'll make the route visible.

Share the concept, audience, platform and current constraints. The first useful step is a clear view of the product, the risk and what should become playable first.

Start your game brief

New game projects · worldwide

Tell us what you’re building.

Share the idea, audience and ambition. We’ll reply with a practical view of scope, team shape, technology and the smartest first milestone.

01 / Scope

A useful first response

Clear assumptions, open questions and the right place to begin.

02 / Team

The right production shape

Full-cycle, co-development or dedicated specialists—built around ownership.

03 / Next move

A practical first milestone

Prototype, technical discovery or production planning—not a generic sales pitch.

  • NDA available
  • Reply within 12 hours
  • Global delivery

Project brief / secure enquiry

Start with the playable idea.

Reply in 12h

Secure enquiry · NDA-first · No obligation