Build cycle 01 · Squad deployment

Choose your mission.

10 missions    10 squads    one week    real builds, real ROI

Beta — Esteban's cut, for review → Oli → hackers. Squads are seeded, not final.

The deal

You walk out with a working product. Not a deck about one.

Ten missions are on the table — six core builds and four sharp strike missions. Each is a real tool the studio will actually use, cut from the 79-card backlog down to what one squad can ship in a week. Your squad takes one mission, owns it end to end, and grabs a couple of side quests along the way.

By Friday you hand over two things: a working build — proof-of-concept, prototype, as far as you can push it — and a 30-day plan to finish the rest. Senior leadership judges it live. The bar is simple: did you build something that couldn't have existed before this week, and will the studio use it?

New: assign your squad right on the page — pick a lead, add builders, lock it, then ↓ export the mission brief as a ready-to-run file to kick off that squad's own build session. It all saves in your browser; nothing is public until you share it.

The week

Mon

Scope it.

Cut the brief down to one thing your squad can actually ship by Friday. Kill the rest — it becomes the 30-day plan.

Tue – Thu

Build it.

Code every day. Something that runs by end of each day beats a perfect plan. Demo to your squad nightly, course-correct, repeat.

Fri

Ship it.

Demo the working build. Hand over the 30-day plan with the ROI in it. If it doesn't run, it doesn't count.

The missions

Every mission reads the same way, on purpose. // the challenge · // open for invention · // assume · // judged on — so you know what's fixed and what's yours to crack. The brief is the floor, not the ceiling: nail the Friday MVP, then make it better than we asked — and push the rest into the 30-day plan. Tap Full brief & export on any mission for the deep dive in hacker language. (Open-brief structure: Gema Arrieta.)
The momentum strip and status chips give a birds-eye on squad formation — filter below. (Mallorie Eurton.)

The roster

Who's in the pool

The builders, by region. Squads below are seeded region-coherent, each with a cross-region builder (✦) to spread the learning — except HALLMARK, which keeps its second seat open by design (any region, or a new joiner). Every squad's Lead and Add menus list everyone — pick freely; choosing someone already on another squad moves them across automatically, so no one's double-booked. Not on the list yet? “✎ type a new name” adds them. A name dims when placed. Everything saves in your browser.

The bench

Everything else from the slate that isn't a headline mission this round. Leads pull from here as side quests — or promote one into a fresh mission if a squad's hungry for it.

Bench

Studio Ops Brain

PM intelligence — gives a manager their week back.

Client flagship

Designer Engine (Fashion Atelier)

A sector-swappable visual studio — fashion today, retail / consumer next.

Client flagship

Client Prototype Engine "Life"

Pitch idea → a living prototype the client personalises themselves via Claude.

Live today

Studio Library

Already shipped — the shelf squads stock, not a build. Open it ›

How squads come together

One mission per squad, plus a couple of side quests. The squads below are Esteban's seed — leads picked because they built the original card or match the craft, sized to the mission (2 for a strike, 3–4 for a core). Tune them on the page, lock, export.

Leads run point — anyone on the team can lead, except those steering or judging (Esteban, Oli, Rashmi, Mallorie). Squads finalised with the regional lead + JP · Gema · Pratish.

Ship the thing.
Not the slide about the thing.