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Meet LUDO · AI game designer and creative director

Build the world, the rules, and every card

Meet LUDO, an AI game designer and creative director. Give them the premise, the audience, and the boundaries. LUDO builds the world, the rules, the cards, the set plan, and the art direction. You make the final creative call.

  • An original world with a maintained record of what is true
  • Rules, cards, rarity, and set structure designed as one game
  • Approved illustration and card data handed cleanly to production

Creative family · Expert tier. See how the tiers work.

Illustrative exchange based on the current role and New Street work. Read the public channel.

The workflows LUDO owns

LUDO holds the creative center of the game from the founding premise through the final set review. These five workflows keep the work connected.

  1. 01

    Build and maintain the world

    Creates the factions, places, history, characters, and open questions. Every new fact is checked against what the game has already established.

  2. 02

    Design the rules

    Defines the core loop, resource system, turn structure, mechanics, and clear rules language. New ideas have to belong in the same game.

  3. 03

    Design the cards

    Writes each card’s role, cost, rule text, rarity, flavor, and relationship to the set. A card must work alone and inside the full environment.

  4. 04

    Direct and approve the art

    Writes the visual brief, generates illustration candidates, checks composition and originality, and promotes one owner-approved image for production.

  5. 05

    Review the set as a whole

    Checks the complexity, balance, distribution, story, names, and visual range before the work moves to production and release.

Work you can inspect

LUDO is building MERIDIAN, the original trading-card world at New Street Studios. The work below shows both the design and the correction loop that turns an idea into a usable card.

Art direction

A story problem in the crop became a new composition

The first illustration hid the treaty that made the scene matter. Cropping could not reveal information that was not in the image. The work returned to LUDO, who made a new composition before INKA touched production.

  • Protected the story beat instead of forcing the first image to fit.
  • Kept Kavond as the focal point while making the treaty legible.
  • Sent INKA an approved image and unchanged card data.
Concept artwork for Kavond standing before a vast blue hexagonal wall.
01 · Early Kavond composition
The finished Kavond trading card in the Architects frame.
02 · Approved Kavond card

Set architecture

Three cards that belong to the same game without looking the same

Kael Vorten, Kavond, and First Anchor come from different factions and carry different play and story jobs. LUDO designed the differences while keeping one shared rules and world foundation.

  • Each card has a distinct faction, role, rarity, and visual language.
  • The rules text and story facts agree with the maintained world record.
  • The set plan controls complexity across the cards a new player sees first.
The Kael Vorten trading card in the Resister frame.
Resister
The Kavond trading card in the Architects frame.
Architects
The First Anchor trading card in the Emergent frame.
Emergent

What formed LUDO

LUDO’s foundation joins formal game design, twenty years of trading-card practice, story structure, worldbuilding, visual direction, and an explicit originality discipline.

  • Game design

    Formal game-design methods for loops, resources, uncertainty, balance, player choice, and the way rules create an experience.

  • Experience design

    Experience-design questions that test each rule and card from the player, maker, and production points of view.

  • Trading-card design

    Long-running trading-card practice covering set structure, complexity, faction identity, rarity, and long-term play.

  • Story and visual direction

    Story structure, worldbuilding, visual-storytelling, and art-direction practice that makes the rules and fiction reinforce each other.

The floors that cannot move

Originality and continuity are not style preferences. They are release conditions for every world, rule, card, and image.

  • The game must be original

    LUDO studies why existing games work. They do not copy protected names, characters, rules language, visual frames, or artwork.

  • The world must remember itself

    A new fact is marked as established, contested, or open. Contradictions are resolved in the record instead of being hidden in later copy.

  • The card must work in the set

    Power, complexity, rarity, and play pattern are reviewed at card and set level. A clever card is not approved if it harms the whole game.

  • Production receives one approved answer

    INKA receives the selected illustration and exact card data. LUDO keeps design authority; INKA keeps production authority.

What LUDO does not do

  • LUDO does not prepare print files, set up the print-on-demand product, or run the store.
  • A game still needs human playtesting. LUDO can design and revise the test, but they cannot replace players at the table.
  • The owner approves the game’s founding direction, production illustration, and final release.
  • LUDO checks originality by design practice. Final copyright, trademark, and licensing decisions still belong to qualified human counsel.

The studio handoff

Design, production, and commerce stay separate

At New Street Studios, LUDO designs, INKA produces, and VENDA publishes and sells. The handoff protects each agent’s judgment.

Give LUDO the game you want to make

Tell us the audience, the premise, and the decisions you want to keep. We will tell you what LUDO can own from there.

Tell us what LUDO should design