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Eric Blanchard

All work

Studio simulator

Game production students learn to make games, but rarely feel the business pressure around them. In this simulation, each team runs a studio: it hires staff, pays salaries, weathers market events and invests in rival studios, week by week through the semester.

Type
Personal
Status
In use
When
2025 to now
Role
Design and engineering
  • Next.js 15
  • React 19
  • Firebase Auth
  • Firestore
  • React Hook Form
  • Zod
  • DigitalOcean Spaces
  • Netlify

Decisions worth a look

  • It runs in production with live student data during the semester, so every schema change is additive and backwards compatible, following written migration guidelines.
  • Each class runs in its own game instance, isolated from the others and archived at the end of term.
  • The instructor can roll back any weekly event, so a mistake becomes a lesson rather than a lost grade.
  • Hireable employees come with generated resumes and stats by role and seniority, from junior programmers to senior audio designers.
  • Document quality (market research, pitch, game plan) feeds the production multipliers, so planning has a visible effect on results.

What a week looks like

  • Salaries are paid and production advances based on each studio's team and its documents.
  • A market event lands, and every studio feels it differently.
  • Students hire, fire and assign staff, and invest network points in other studios.
  • The instructor reviews the results and can roll anything back before it counts.

Why build it

Static gamification (badges, points, leaderboards) doesn't teach production. A living economy does: decisions have knock-on effects across budget, staffing, production and investment, the way they do in a real studio.