Kokoon Games builds AI pipeline Hatchery to kill or greenlight prototypes within three weeks
Kokoon Games built an AI-native pipeline called Hatchery. Hatchery turns a PC game concept into a vertical slice in one to three weeks. Founder Henri Lindgren tests that slice with the genre's most devoted communities. Burny Games applies a portfolio-level opportunity-cost test to kill underperforming titles early.
Kokoon's AI pipeline makes kills cheap and earlyLindgren calls Party Royale, the studio's first game, its hardest and best decision.
That kill freed resources for Liberators Inc, Kokoon's cross-platform flagship title.
Hatchery turns a concept into a vertical slice in one to three weeks.
Kokoon then tests that slice with the genre's most devoted communities before scaling budget.
"When a prototype flops, killing it is cheap, not company-breaking." - Henri Lindgren, Founder and CEO, Kokoon Games.
Burny Games cuts decent titles that lose the portfolio competition
Burny Games weighs each title's performance against every other project in its slate.
"A game might show decent results and still not justify further investment if other projects have stronger potential." - Elena Lobova, Head of Strategic Partnerships, Burny Games.
Lobova frames the deciding factor as opportunity cost: resources diverted toward stronger titles.
She warns that sunk costs tempt teams to keep underperforming projects alive longer than warranted.
Rapid prototyping turns dangerous once production clarity is expected
Verollet-Dahncke says teams must define what true progress looks like at each stage.
Quick prototyping accelerates clarity in early pre-production but turns risky once production begins.
"The same process can become a silent killer at later stages if not handled correctly." - Jasmin Verollet-Dahncke, Freelance Game and UX Designer.
Unchecked, this produces bloated, broken builds that can cost months or years of fixes.
Applied games stall on partner funding despite strong player results
Pyrhönen says Psyon has built impactful games but could not continue without paying clients.What this means
"Who pays, why, and what value does the game create for them?" - Niko Pyrhönen, Executive Producer, Psyon Games.
Psyon now runs sales and feasibility studies before production to map budgets and constraints early.
Paused titles remain live as sales demos until the right partner appears.
For Investors & VC: Add prototype kill rate and cost-per-concept tested to diligence for AI-native PC studios.
For Publishers & Developers: Restructure developer deals to fund several cheap concept tests before releasing any production budget.
For Service Vendors: Pitch niche-community playtest recruitment and feedback analysis to studios running rapid AI-built concept tests.