Creative thinking. Technology. Complete solutions.

The process

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

Integrated delivery

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.

  1. 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
  2. 02

    Build it to scale

    Engineers and game developers turn it into apps, platforms and games built to grow.

    Output · Software & games
  3. 03

    Take it everywhere

    The same assets flow to web, app stores, social, and — when needed — printed packaging.

    Output · Screens, stores & shelves
Why it matters

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

Start a project

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.

Contact page Response within 24 hours
Request a quotation

One brief. One team. Complete solutions.

Tell us what you're making. We'll scope software, games, design and print together and come back within 24 hours.

We respond within 24 hours.