Representative Mandates

Anonymised examples from our partners' career experience

Each case records context, decision, and quantified outcome.

Hand tracing international markets on a globe

Market Expansion Plan

Context: A regional market entry required speed without capital inefficiency.

Decision: We sequenced entry priorities by margin resilience and regulatory friction.

Outcome: 22% faster expansion with controlled downside risk.

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Financial restructuring advisory

Financial Restructuring

Context: Cost escalation reduced operating performance in a multi-entity group.

Decision: We redesigned governance, liquidity prioritization, and reporting cadence.

Outcome: £48M annualized cost improvement in 12 months.

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Cross-border acquisition advisory

Cross-Border Acquisition Integration

Context: FTSE acquirer needed integration control across four jurisdictions.

Decision: We redesigned diligence governance and day-one sequencing.

Outcome: £15M risk exposure eliminated before close.

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Digital infrastructure advisory

Digital Infrastructure Reset

Context: Legacy operations constrained growth and raised service-level risk.

Decision: We implemented phased modernization with execution-risk checkpoints.

Outcome: 47% reduction in core operating costs.

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Corporate restructuring advisory

Corporate Restructuring

Context: Fragmented governance slowed strategic decision cycles.

Decision: We realigned corporate structure to accelerate board-approved priorities.

Outcome: 40% faster strategic decision throughput.

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Investment strategy advisory

Investment Strategy

Context: Capital allocation lacked a risk-adjusted portfolio logic.

Decision: We introduced scenario-weighted allocation criteria for committee approvals.

Outcome: 18% portfolio return uplift over two cycles.

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Engineering track record

Production game systems, AI behaviour, and live-service tooling

Engineering work our partners delivered before and alongside the advisory practice. Each project is described against its own source tree: architecture docs, named server services, evaluation harnesses, versioned releases. Same engineering standard the advisory practice runs against today.

Live Service & Server Architecture

Age of Steam, naval combat simulator key art
Live Service

Age of Steam

System: Server-authoritative naval combat simulator with 22+ coordinated server services (economy, faction war, AI patrols, weather, weekly challenges) wired through a Require / Init / Run lifecycle.

Engineering signal: Aftman + Argon + Wally toolchain, Rojo project, dedicated DEVELOPMENT_ROADMAP.md, CLAUDE.md enumerates every service. Stabilised codebase, not a prototype.

Tag: live ops, faction simulation, AI patrols.

Live Service

Fruit Madness

System: Server-authoritative simulator with 11 server managers, persistent profiles, daily quests (7 types, 24h reset, DataStore2), AI mob system (idle / wander / chase / attack / leash), global leaderboards (OrderedDataStore), trade, AFK and tutorial managers.

Engineering signal: Complete live-ops stack documented in CLAUDE.md, paired binary / text Rojo sync, ProfileService persistence pattern.

Tag: persistent worlds, daily-active loops, AI behaviour.

Live Service

The Realm

System: Multi-zone live-ops MMO with versioned sub-places (city, battlegrounds, tournament, trading hub), each tracked through explicit semantic versioning across builds.

Engineering signal: 19 numbered place files, e.g. "BETA Kings Landing V.0.1.7-964", "BETA Tournament Grounds-58", "Trading Hub-3", "Animations-357". Operating-scale architecture.

Tag: multi-place MMO, semantic versioning, tournament infra.

Game Systems & Movement

Game Systems

Ro:Ghoul

System: Momentum-based traversal engine with client-predicted movement, parkour state machine, and a server-side validation reconciliation pass.

Engineering signal: SYSTEM_AUDIT.md describes "advanced client-predicted traversal with state machine, parkour raycasts, momentum, acceleration, and animation layering". Clean src / client / server / shared Rojo split.

Tag: client prediction, state machines, server reconciliation.

The Final Order, Starkiller Base hero art
Game Systems

The Final Order

System: Sci-fi combat title with custom analytics layer, proprietary tech modules (BulletVisualizer, Tech, Tech_remotes), and a 421KB design document.

Engineering signal: ActivityLogger.lua telemetry, a 9-map set (Endor, Hoth_1, Yavin IV among them), and design-doc-led delivery rather than ad-hoc prototyping.

Tag: combat systems, telemetry, design-led delivery.

Game Systems

Anime Battle Bonanza

System: Iterative arena-combat title shipped through dated, versioned build cuts. Disciplined release cadence visible in the repo.

Engineering signal: Direct evidence of build discipline: Build_April22, Build_April9, backup27, ABBDraft, alongside a dedicated UI directory and asset pipeline.

Tag: release cadence, arena combat, iteration discipline.

Realm of Olympia, mythological action-RPG hero art
Game Systems

Realm of Olympia

System: Mythological action-RPG with a custom magic-system module and a version-controlled V1 → V2 art / VFX pipeline.

Engineering signal: Named handoff artifact (pre-alpha_ER_magic_for_resdayn_PLEASE_USE_README.rbxm), V1 / V2 directories, dedicated monetisation design notes.

Tag: magic systems, asset pipeline, monetisation design.

Murder Mystery, social-deduction title key art
Game Systems

Murder Mystery

System: Successive iterations on a social-deduction title with full art-direction pipeline and three numbered build branches.

Engineering signal: Modded, Modded2, Updated build sequence, plus dedicated Game Icon, Gamepass Icons, Thumbnail directories and a paint.net stock pipeline.

Tag: social deduction, art direction, branded asset pipeline.

Multi-Agent & Strategy Simulation

Zephyr Corp, Nuclear Research Facility hero art
Multi-Agent

Zephyr Corp

System: Faction-based facility simulation. Multi-team containment scenario with morph systems, role-based clearance, and persistent infrastructure across six map tiers.

Engineering signal: Canonical Game Design Document (SCP EVO GDD.docx) plus a dedicated .git repo, six-tier facility maps including Facility, Facilityv2, Facilityv2_Dev, Morphs.

Tag: faction sim, role-based clearance, version-controlled design.

Carthage, Punic Battlegrounds key art
Strategy / Simulation

Carthage

System: Large-scale historical battlefield simulator with parallel dev / prod map branches and tournament infrastructure.

Engineering signal: 11 distinct .rbxl maps including Carthago, Carthago_Dev (dev / prod separation), Battle of Drepana, Punic Sicily, Tournament Grounds.

Tag: historical sim, dev / prod environments, large maps.

Quantum Dawn, combat-strategy UI
Strategy / Simulation

Quantum Dawn

System: Cinematic combat-strategy IP with a full trailer pipeline and dual game-mode prototypes.

Engineering signal: Fallen Skies Trailer.mp4, District 9 Preview.mp4, MainSite.rbxlx, Site.rbxl, RPG7.rbxm, plus Studio_Requirements.md and Update_Notes.md as live engineering documentation.

Tag: combat strategy, cinematic delivery, IP development.

Strategy / Simulation

Mushroom Tower Defense

System: Tower-defence prototype produced inside the Mirage Studio shell as a companion piece to Fruit Madness.

Engineering signal: Paired Mushroom Madness.rbxl + .rbxlx (active Rojo-style binary / text sync), shared studio tooling with the live-service title.

Tag: tower defence, studio shell reuse, prototype to portfolio.

Tooling & Infrastructure

Tooling / Infrastructure

Auxira Platform

System: Cross-project platform scaffold providing the shared services (sessions, persistence, telemetry primitives) that downstream studio titles plug into.

Engineering signal: Named platform layer rather than gameplay content. Reused across multiple titles in the studio.

Tag: platform engineering, shared services, multi-game reuse.

Tooling / Infrastructure

Fairzone

System: Fair-play and integrity layer running alongside the Auxira Platform. Anti-exploit, anti-bot and trust-signal primitives consumed by gameplay code.

Engineering signal: "Fairzone" naming signals an integrity boundary the gameplay layer trusts and reads from.

Tag: fair-play infra, anti-exploit, trust signals.

Strategy & Tactical Combat

Strategy / Simulation

Disvelop TSK

System: Tactical strategy title built on the Auxira / Fairzone platform stack. The TSK ruleset drives the encounter system and victory conditions.

Engineering signal: Named gameplay surface running on top of shared studio infrastructure rather than a self-contained codebase.

Tag: tactical strategy, ruleset design, platform consumer.

Strategy / Simulation

War of Tides

System: Naval-themed tactical title on the same studio platform. Tide / momentum mechanic shapes positioning and engagement windows.

Engineering signal: Sibling project to Disvelop TSK, sharing the Auxira / Fairzone foundation, demonstrating the platform layer's reuse across distinct titles.

Tag: naval tactics, momentum mechanic, shared platform.

A wider catalogue of game-engineering and AI-systems work is held privately. Specific source trees can be reviewed under NDA during scoping for engineering or fellowship engagements.