Studio Axioms
Cross-product axiom systems for nectarserve — systems engineering, visual design, marketing, operations, and story craft.
These axioms apply across every project, regardless of medium. They define the studio itself — how we build, how we look, how we communicate, how we run, and how we write — independent of any single game or piece of software.
How they relate
Systems is the engineering spine — the axioms for building any software the studio ships (AX1–AX5), the one set already listed in full. Visual design defines the look and feel that survives across games. Marketing names the principles we apply to launches and outreach. Studio operations is the working rhythm — built on the Three Cycle base (daily ATOM · weekly compound · monthly milestone). Story craft is the general writing principle, not bound to any one collection.
Systems
| System | Range | Version | Status |
|---|---|---|---|
| Systems | AX1–AX5 | working | fully listed |
| Visual design | V1–V? | working | in progress |
| Marketing | M1–M? | working | derived during 3Chess launch |
| Studio operations | S1–S? | working | Three Cycle base |
| Story craft | general | working | in progress |
Studio axioms are derived as we go — most are not yet locked. They will solidify across the first few launches.
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Systems
Cross-product axioms for building software systems — the portable spine: representation loss, finite resources, an independent world, context, and clarity. AX1–AX5 plus the theorems and corollaries that follow.
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Studio operations
How nectarserve runs day to day — the Three Cycle base, working rhythm, and what stays consistent across launches.
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Visual design
The visual axioms that hold across every project — typography, colour, spacing, restraint.
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Marketing
Studio-level marketing axioms — how nectarserve launches, talks about its work, and compounds quietly.
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Story craft
General axioms for writing at nectarserve — register, restraint, what fiction can do that a game can't, and the inverse.
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Loop design
Studio-level axioms for closing loops — how we decide when AI runs autonomously, when humans stand at gates, and how to tell the difference.