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Gaming & entertainment

This sector fails on economics far more often than on engineering. A durable in-game or in-title asset system needs a sink as carefully designed as its faucet, and a custody model that does not require a player to understand key management to keep what they bought.

Where we are usually engaged

Asset and item systems

Ownership, transfer and provenance for durable items, with the marketplace rules enforced where they cannot be bypassed.

Player custody

Holding assets on a player’s behalf without making key loss their problem, and without making it silently yours.

Economy instrumentation

The dashboard that shows a designer whether a sink is working, before the economy is discovered to be broken.

The question we ask first

What removes value from this economy, and is it as reliable as what creates it?

If the answer is no, no amount of ledger engineering will save the design, and we will say so before the build.

Capabilities in this sector

The capital-side coverage of this sector: Media, Gaming & Entertainment on gda.group.

Start a conversation

Tell us what you are trying to build in gaming & entertainment, and what has to be true for it to work.