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Talent & Teams·Studio & Pricing·Two-week Prototype

Two-week Prototype.

Something real to argue about, in ten working days.

Decks are easy to agree with. A prototype is not. You hold it, you click the thing that doesn't work yet, and the conversation finally gets honest. Fixed scope, fixed price, fixed date. Two weeks from kickoff you have a working artefact your board can react to.

$60K · fixed
Price
10 working days
Duration
Lead + 2 seniors (+ designer)
Team
The code, the repo, the findings
You keep

How it works

A small senior team takes one question.

Will this interaction land, can this model hit the bar, is this integration as ugly as we fear, and builds the smallest real answer. Not a mock, not a clickable Figma. Running software with the risky part actually built, because the risky part is the only part worth prototyping.

  • Fixed price and a fixed date. The number does not move when the scope gets interesting
  • We build the risky third, not the comfortable two-thirds
  • Ends in a working build, a written findings note, and a go / no-go recommendation
  • Counts toward the first invoice if you continue into a team
  • Includes a recommendation to continue, change direction, or pause, with the findings behind it

FAQ

Before you ask.

What if two weeks isn't enough to build the whole thing?
It isn't, and that's the point. A prototype answers one question well rather than ten questions badly. We agree the question in the kickoff and cut everything that doesn't help answer it.
Do we own the code?
Entirely. The repo, the IP, the findings note. If you take it to another team, it's documented well enough for them to pick up.
What if the answer is 'don't build it'?
You receive the findings, the reasoning behind the recommendation, and what would need to change before committing to a larger build. The code and findings remain yours to use.

Tell us what has to move.

A 30-minute call with an engineer, not a salesperson. We will map the capacity and ownership the work actually needs.

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