Access & Belonging
Games created a social entry point: a clear invitation to sit down, learn, and participate.
Case study / 006
The origin story: playable systems designed, manufactured, and exhibited.

The project
An early M‑LAB project asked teams to transform rules, story, graphics, objects, and audience testing into complete tabletop games. Its public exhibition established a pattern that still defines the studio: make the work real enough for someone else to use.
Essential question
“How do rules, story, and objects combine to create meaningful play?”
Project architecture
Learning made visible
Games created a social entry point: a clear invitation to sit down, learn, and participate.
Teams built distinctive worlds from a common production framework.
A game only worked when another person could understand and enjoy it.
Rules, art, fabrication, and testing made authorship necessarily shared.
Exhibition
The room became an arcade of tables, with visitors learning each game by playing it.