Harbor Reach Studio OS
A studio-specific production operating system for a five-person game studio. It replaces scattered documents and chat with one calm, desktop-first workspace where anyone can see the current state of production in seconds: the active milestone, progress across Game, Visual, Engineering, Production, Education and QA, critical risks, upcoming reviews and live activity. I led the product design, from discovery and information architecture through the UX blueprint, design system, screen blueprints and interactive prototype specification.
Google StitchTailwind CSSHTML prototypeObsidian Studio Interface design system
Screens · click to open the live prototype
What the design covers
- Studio home: active objective with phase progress, production pipeline flow (Concept to Demo) and critical risks
- Department cards for Game, Visual, Engineering, Production, Education and QA, each with progress, lead and freshness
- Today's focus, upcoming reviews calendar, feature readiness and stream activity
- Role-based navigation: Home, Game, Visual, Engineering, Production, Education, QA, Reports, Team
- Design process: product discovery, product foundation, information architecture, UX blueprint, design system, screen blueprints and interactive prototype spec
Full visual spec (colors, typography, spacing, components): Obsidian Studio Interface — DESIGN.md
Design prototype. Names, numbers, risks and activity are placeholder content.
