Frameworks

One-page prisms for creators and producers.

These frameworks are not chapters from the books or summaries of articles. Each one is a single-page reflective card built around a structural tension in your project: a way to test coherence, not a recipe to follow.

Internally, I call them “production therapy cards”. Each sheet forces clarity in a different place: intention, loops, team, market, ethics… They don’t tell you what to make – they reveal whether the path you’re on makes sense for who you are.

What a Fleep framework looks like

Every card follows the same architecture:

  • • Starts from a creative tension (freedom vs control, identity vs market, etc.).
  • • Asks 3–5 diagnostic questions – psychological, ethical or systemic.
  • • Uses a simple diagram – triangle, loop, axis – to focus your thinking.
  • • Proposes one reflective action – define, reframe or test.
  • • Ends with a short maxim from my corpus as a reminder.

The goal is that each sheet can be read, reflected on and applied in under 5 minutes – printable, collectible, and usable in solo work or team discussions.

Identity & Intention

Frameworks about why you create and what this project is doing to you. They look at voice, motivation and the tension between your needs and the world’s.

  • • Triangle of Voice (Vision – Values – Vocabulary)
  • • Authorship Grid (Personal need vs cultural need)
  • • Compass of Intention (Art / Design / Business / Player)
  • • Creative Dissonance Meter (intent vs output)
  • • “No Project Yet” Framework (before you even name the project)

These cards are often the first ones to use when a project feels blurry or over-defined for the wrong reasons.

Structure & Meaning

Frameworks about how ideas are organised: loops, systems and narrative as carriers of your thesis, not just content.

  • • Loop Anatomy (Action → Feedback → Reflection → Choice)
  • • System Lens (narrative / mechanical / emotional / economic)
  • • Core Mechanic as Thesis (what your mechanic “says”)
  • • Coherence Check (does every loop express your thesis?)
  • • “One Line Rule” (one unbreakable logic per system)

Use these when your design looks rich on paper but you’re not sure it’s actually expressing anything coherent.

Player & Experience

Frameworks about what the player lives through: emotion, agency, friction, fantasy and how play shapes identity.

  • • Emotional Arc (Expectation → Tension → Resolution)
  • • Agency Loop (Choice / Consequence / Comprehension)
  • • Friction Index (effort vs perceived reward)
  • • Player Fantasy Statement (I am ___, doing ___, because ___)
  • • Failure Ecology (how failure teaches and who it blames)

These are the cards to pull when the project “works” mechanically but doesn’t make players feel what you hoped.

Process & Production

Frameworks for how creation unfolds over time: scope, iteration, validation and the price you pay to move forward.

  • • Production Triangle (Scope / Time / Meaning)
  • • Three Rhythms (Iteration / Reflection / Validation)
  • • Constraint Dial (what to freeze, what to flex)
  • • Prototype Filter (test emotion, not just mechanics)
  • • “Production Debt” Tracker (compromise vs corruption)

These cards map directly to how I think about production and how tools like Feelou structure missions and objectives.

Team & Leadership

Frameworks about how people work together: ownership, trust, conflict and the role of production as guardian of intention.

  • • Ownership Map (who carries the meaning of each part)
  • • Dialogue Cycle (Listen → Clarify → Reframe → Decide)
  • • Feedback Triangle (Fact / Feeling / Forecast)
  • • Role of Producer (guardian of intention, not of tasks)
  • • Trust Budget (how each conflict spends or earns trust)

These sheets are often used in leadership coaching or when a team feels stuck in loops that are not about design anymore.

Market & Context

Frameworks about where the project sits in the world: visibility, readability, originality and timing.

  • • Visibility Funnel (Discovery → Interest → Understanding → Trust)
  • • Originality Paradox (different enough / similar enough)
  • • Risk Triangle (Novelty / Clarity / Feasibility)
  • • “First 10 Seconds” Framework (how fast your thesis is readable)
  • • Cultural Timing Check (why this project now?)

These don’t tell you “how to market a game” – they help you see how your work might be perceived from the outside.

Ethics & Legacy

Frameworks about responsibility and long-term impact: what your systems reward, who they exclude, and what remains after release.

  • • Reward Mirror (what behaviours your systems reinforce)
  • • Manipulation Threshold (where persuasion becomes coercion)
  • • Systemic Bias Scan (who wins / who loses in your model)
  • • Responsibility Chain (Designer → System → Player → Society)
  • • “Am I Still Proud?” Test (would you defend this in 10 years?)

These cards are there when you want to make sure “success” doesn’t mean ignoring the consequences of what you build.

Status & access

The list above is a working taxonomy. Not every card exists as a finished PDF yet, and that is intentional: the frameworks are being tested and refined through real projects, teaching and writing.

  • • Published cards will appear here as one-page PDFs.
  • • Some will be free; others will be available via Gumroad.
  • • Teacher / consultant licences will follow the same logic as the rest of the ecosystem.

For now, this page is a map of what’s coming and a way to show how all the framework cards are organised.