Think Toys
Build a toyset, not a pile of assets.
For the client: a plain-English way to talk about the game.
Casual games before the casual boom.Agile before it had a manifesto.An app store before the App Store.
How a small studio in Scotland shipped more than 150 games on a set-top box built to show television, not play games.
“…the only platform in the world where we could finish development at 5pm on a Friday, have the game live in front of six million people by 8pm, and know by 9am on Monday morning whether or not it was a hit.”
— Colin Anderson, Managing Director, Denki
The surface
Sky’s digital box sat in one in three British homes. It was made to decode broadcast streams, not run games, so every game had to embrace constraints.
“They’re not meant for playing games – they’re meant for broadcasting MPEG streams, so it’s an abuse of the box in many ways.”
— Gary Penn, Denki, 2008
Casual games · An app store before the App Store
Sky Gamestar sold games the way app stores would years later: a free taste first, then pay to play. A new game launched every week, and the favourites came back with new episodes.
Free to try→60p a credit→Day pass→Pay per minute
billed through the phone line.
One Denki word game, Word Crunch, brought in
2.5%of Sky Active’s entire annual revenue in 2005.
“Interactive TV was the first platform in the world to offer game developers digital distribution with micro-payments.”
— Colin Anderson, 2009
Agile before it had a manifesto
Each Entertainment Product Architect had two or three games on the go at once, each at a different stage, like orders in a restaurant kitchen. Clients named a backup title four weeks out, so a broadcast slot never went empty.
“Because you have a process that’s been scaled to fit the time available, the wastage is minimal – sometimes there isn’t any at all.”
— Colin Anderson, 2008
There were four distinctive qualities to Denki’s development process
Build a toyset, not a pile of assets.
For the client: a plain-English way to talk about the game.
Build in layers on placeholders, adding detail as needed.
For the client: a sense of scale early and a rapid feedback loop.
All components are malleable, modular and editable.
For the client: maximises convenience and speed of iteration.
Use understood and/or established repertoire (e.g. concepts; tools; software).
For the client: derisked development, and future iterations quicker and cheaper.
Written down in June 2000.
The phases
Most studios spend the majority of their time building the product. We spent the majority of ours:
The evolution
Shrek for Sky, at four of the gates it passed through. Each build was a deliverable the client could play, review and feed back on.
Feel and function first, form second. A game that isn’t fun in grey boxes won’t be fun in full colour.
The Product Architect
Brought in to expand the portfolio. I joined in 2006 as Denki’s third Entertainment Product Architect. DirecTV was about to open its Game Lounge in the US, and it needed games on its shelf from launch day. Before Denki I’d worked at DMA Design on Grand Theft Auto and GTA 2, then produced for web and mobile (J2ME games, pre-iPhone).
End-to-end ownership. The Product Architect led the design, development and delivery of each game: pitching concepts; defining client requirements; designing the game; prototyping play; enabling iterative development and incremental delivery; coordinating stakeholder feedback; managing risk; and ensuring final delivery to time, budget and quality.
Mastered the flywheel. I didn’t rewrite the process. I learned it, refined how I ran it and optimised it for end-to-end flow of value. It led to me becoming Producer on what Denki did next, Quarrel: BAFTA Scotland Best Game, 2011.
“I’d been producing stuff for years, but this felt like the first time I’d had a real chance to hone my craft… Something a lot of people overlook is that muscle building which is so critical in building your skill or your specialism.”
— Sean Taylor, Eurogamer, 2012
The output
Super Breakout was rarely off air from its first broadcast in 2002. Develop’s Best Emerging-Platform Developer, 2003. TIGA’s Best Developer, 2007.
“Having a team of 20 people building 150 products in seven years – that’s a lot of development skill.”
— Colin Anderson, 2008
What transfers
In October 2025 Netflix put games on the TV, with your phone as the controller. Two of its five launch titles were new takes on Boggle and Tetris. Denki had shipped both for Sky by 2007, played with a remote. Netflix now has a games team called TV as a Platform.
The problems haven’t changed: a ten-foot screen, input lag, a room full of mixed abilities, and going from a show to a game as easily as pressing a button.