About

RevByDesign is the name on everything we build. It used to be RevGaming, which stopped being accurate somewhere around the point the work included a SCORM runtime.

01 — Approach

Built properly, described honestly

We build tools for people who want to understand what they depend on. Explicit APIs, no hidden magic, and documentation that sits beside the source and states what a thing does not do as plainly as what it does.

That last part is the bit we care about most, and it is the reason every product page here opens with a “what it isn’t”. The fastest useful thing a product page can do is tell the wrong person they’re in the wrong place. Everybody saves an afternoon, and nobody leaves a one-star review explaining that the thing they bought was not the thing they imagined.

The same rule applies when something stops being true. Claims get withdrawn rather than quietly edited. Compatibility that passed once by hand is not claimed as supported, because passing once and being supported are different promises. A reversed decision gets a new entry explaining the change rather than a rewrite of the old one.

02 — Range

Why the work looks scattered

A modular gameplay framework, a prefab-to-sprite capture tool, an editor diagnostics suite, a runtime performance overlay, a SCORM and xAPI bridge, a batch renamer, a handful of browser utilities for accessible learning content, and a horde survival game about a city that gets worse.

Those are not one market. They are the problems that turned up in front of us, mostly while trying to do something else. The capture tool exists because exporting sprites by hand was ruining weeks. The diagnostics suite exists because shipping an asset into somebody else’s project goes wrong in ways your own project never shows you. The learning tools exist because that is the other half of the day job.

The framework and the game are the clearest case: ORDA is built on RevFramework as an ordinary consumer, with every system’s real integration cost written down — including the times the framework came off worse. A framework nobody has shipped anything with is a hypothesis.

03 — Elsewhere

Where the rest of it lives

Technical documentation is kept separately, in MkDocs, where it belongs — it changes at the speed of the code rather than the speed of a marketing page.

Asset Store listings still carry the RevGaming publisher name while they transfer, and the C# namespaces and Tools ▸ RevGaming menu paths inside the packages are staying put — renaming those would break every project that already uses them, to tidy something no buyer can see.