TREILLE

The studio

Five people,
two projects a year.

TREILLE has been in the same room in Lyon, France since 2019. We are deliberately small: everybody here has shipped to Play, nobody is managing anybody, and the person who answers your email is the person doing the work.

The TREILLE workbench: storyboards, a graphics tablet, a disassembled handset and a climbing plant

What we hold to

Four things we will not trade away.

01

Launching is the middle, not the end

A store listing on day one is worth very little; a listing on day six hundred with a 4.7 and a release last month is worth a great deal. We price and plan for the second one.

02

One rule, written down

Every project starts by agreeing the single rule the product is built on. It settles a surprising number of arguments later, and it makes it obvious when a feature does not belong.

03

Real devices, on a shelf

Eleven handsets, from a five-year-old budget phone upward. Emulators will not tell you about thermal throttling, and your one-star reviews will not be written on a flagship.

04

You keep the keys

Your repositories, your Play Console, your signing keys. We work inside your organisation. Leaving us should cost you nothing but notice.

Who you will work with

The whole studio, by name.

  • 01

    Salomé Trautmann

    Founder, direction

    Started TREILLE in 2019 after eight years on hidden-object titles. Writes the rule the product is built on.

  • 02

    Marek Okonjo

    Engine & runtime

    Deterministic physics, audio synthesis, save systems. Owns the frame budget and is unpleasant about it.

  • 03

    Ilse Ravndal

    Art direction

    Card art, key art, materials and the store assets. Draws at 2x and atlasses everything herself.

  • 04

    Desmond Achebe

    Gameplay & Android

    Kotlin and Compose, plus the authoring tools designers actually use day to day.

  • 05

    Yuki Alvarado

    Live ops & store

    Play Console, staged rollouts, policy and the support inbox. Reads every review.

The five phases

Frame, graft, grow, prune, tend.

01

Frame

Week 1–2

We agree the one rule the product is built on, write it down, and define what would prove it wrong. Short, paid, and it ends with a document you own whether or not you continue with us.

02

Graft

Week 3–6

A playable slice on your own device inside a month. Not a mockup — a signed build on Play internal testing, with the core loop and the real input latency.

03

Grow

Month 2–6

Production in two-week increments, each ending in a build on the internal track. Content, tools, telemetry and the device rack all move together.

04

Prune

Pre-launch

Frame budgets, install size, battery, policy review and store listing. This is the phase most studios skip and the one that decides your rating.

05

Tend

Ongoing

Staged rollout, then a standing release cadence. We do not hand over a build and disappear; the oldest title on our shelf has been updated for six years.

Straight answers

Asked often enough to write down.

Ask something else
Do you take on a project you did not originate?
Yes, and about half our work is exactly that — an existing Play listing that needs a rescue, a rating recovery, or an engineer who will own the frame budget. We start with a paid two-week audit before committing either side.
Who owns the code and the store listing?
You do, from the first commit. Repositories are yours, the Play Console entry stays under your developer account, and we work inside your organisation rather than holding the keys.
What does a project cost?
The Frame phase is a fixed fee. Past that we work on a monthly retainer for a named team of two to four people, with a minimum of three months so the device work has time to matter.
Only Google Play, or iOS as well?
Play is where we are deep — the device rack, the policy knowledge and the rollout habits all live there. We ship iOS builds when a project needs both, but we will tell you plainly that Android is our stronger half.