From brief to delivery, step by step.
Each stage has a clear owner, clear inputs and a clear sign-off — so engineering, game, design and print teams move together.
- 01
Brief & scope
We start with the business outcome, the timeline and the audience — not the deliverable list.
What's covered
- Business outcome and success measures
- Users, audience and platforms
- Timeline, budget and launch dates
What you get
A scoped plan across software, games, design and print — with one point of contact.
- 02
Design & direction
Concepts, UX, game design and specifications are approved before production begins.
What's covered
- UX flows, wireframes and game design
- Visual direction and brand system
- Technical architecture and specifications
What you get
Signed-off design and specifications before a line of production code is written.
- 03
Build & produce
Code, game builds, artwork and print run in parallel across our teams, with regular demos.
What's covered
- Software and game development in sprints
- Art, animation and UI production
- Prepress and print where needed
What you get
Regular demos and builds you can try — with teams working in parallel.
- 04
Launch & support
Deployment, app-store and go-live support, handover in working formats, then updates and scaling.
What's covered
- Deployment, app-store and go-live support
- Handover in working formats
- Updates, live ops, maintenance and scaling
What you get
A product you own and can grow — and a team that stays with you.
One brief. Every output.
One design system and one team carry your idea from concept to app, game, screen and shelf — consistent everywhere it appears.
- 01
Design it once
Brand, art and UI come from one design system — the single source of truth for every output.
Output · Design system & assets - 02
Build it to scale
Engineers and game developers turn it into apps, platforms and games built to grow.
Output · Software & games - 03
Take it everywhere
The same assets flow to web, app stores, social, and — when needed — printed packaging.
Output · Screens, stores & shelves
No handoffs means no drift.
When separate developers, studios, agencies and printers each interpret a brief, the idea weakens at every step. One team, one brief and one design system keeps it intact.
The usual way
- Software vendor
- Game studio
- Design agency
- Printer
Four briefs · four timelines · four points of contact
The YOTS way
- One team — software, games, design & print
One brief · parallel production · one point of contact
Have something to make?
Tell us the outcome you need. One team will scope the software, games, design and print — and respond within 24 hours.
