Case study · Famous People

From pencil sketches to a party game people actually play.

An idea sketched on paper more than 15 years ago, made real with Claude. In four weeks it became a multiplayer game, a dashboard to run it, and a site to tell people about it.

Famous People is a name-guessing party game. Everyone joins from their own phone with a four-character code, and the game passes between phones instead of the phone passing between people.

Behind the game sits a private dashboard for curating the names and a marketing site — the kind of thing a small product team would normally build. This was one person working with Claude, in evenings and spare moments, mostly from an iPhone: describing what should change, looking at the result, and deciding what came next.

What got built

Three pieces, one product

The game

Play from your own phone

An installable web app. Host starts a game, players scan a QR code, everyone builds a secret list of names, then three rounds run across the group. Whichever phone is live drives the round — so the game survives the host's battery dying.

app.playfamouspeople.com
The admin console

Curate the deck

Approving names players submit mid-game, writing descriptions, organising categories, bulk edits. The difference between a demo and something you can actually run.

Private · not indexed
The marketing site

Explain it, collect signups

Explains the game and takes waitlist signups. Those signups write into the same database the game uses, so there's no third system to keep in sync.

playfamouspeople.com
Where it started

The whole game, in pencil

Before any code, every screen existed as an idea — a vision of the experience — captured on these iPhone frames more than 15 years ago. Luckily I'd kept them, and Claude brought the idea back to life.

Pencil sketch of a nearly empty phone screen with two options written on it: START GAME and Join Game.
The first screenTwo words on an empty page. Everything else came from asking what happens after each one.
Pencil sketch titled Join Game: Enter game number above an empty box, the word or, then Scan QR code beside a small drawing of a QR code.
JoiningA code box, or a QR scan. The one idea the whole game rests on, settled on day one.
Pencil sketch titled Add Player Names: a Your Name field, three numbered boxes, a link reading I need inspiration, and a Lets Play button.
Add your namesThree boxes and a way out when you're stuck. That "I need inspiration" link became the entire category browser.
Pencil sketch titled Inspiration: a Categories heading over a list — Singers, Movie stars, Politics, Sports players, Leaders, Business people — each with a chevron.
CategoriesThe list that stops a blank text box being the first thing you meet. Shipped near enough as drawn.
Pencil sketch titled Inspiration Detail: a Movie stars heading, a list of names with chevrons, a Randomize control, and an Add your own row.
Inside a categoryNames to pick from, a randomiser, and room to add your own. All three made it.
Pencil sketch titled Game Overview: Round 1 Say what you like, Round 2 Charades, Round 3 One word.
The three roundsThe rules of the game, decided here and never revisited. Only the wording moved: Charades became "Act it".
Pencil sketch titled Lets Play: Round 1 with a player name, the instruction Say anything but the name, the name Hugh Hefner, a large green tick, and Time remaining at the bottom.
A turn in progressInstruction, name, tick, timer. The screen the game is mostly played on, and it's four things.
Pencil sketch titled End of Game: And the winner is, a team on 22 points, two more teams on 20 and 18 points, a New Game button, and a margin note reading take photo of winners and losers.
End of gameThe winner, the scores, and a note in the margin: "take photo of winners/losers". That one never shipped.

What's striking looking back isn't how rough these are — it's how little the structure changed. The screens that shipped are the screens that were drawn, because the cheapest thing in the world to argue with is a drawing. The photo-of-the-winners note is the exception that makes the point: finding out it wasn't worth building cost one pencil stroke.

Everything that did change came from watching people play. Hiding names someone else already took. Making the current player tap a card before their turn starts, so nobody's turn begins while they're still looking at their phone. Removing a Skip button that turned out to be a way to cheat. None of that is visible in a sketch — you only find it in a living room.

Where it ended up

And here's what shipped

The same eight screens, in the same order, running on a phone. Put them next to the drawings and the thing worth noticing is how rarely anything moved.

The live Famous People home screen: the app icon on a pink background, with Start a game, Join a game, and a How to play link.
The first screenStill two choices, plus a way to learn the rules. The sketch had the two; playing with people added the third.
The live Join a game screen: four empty character boxes under the instruction Ask the host for the 4-character code, and a Join game button.
JoiningFour boxes, exactly as drawn. The QR moved to the host's screen, where the person holding it actually is.
The live Start a game screen: a four-letter code shown as separate tiles, a QR code, a Names per player stepper set to 3, a waiting for players strip and a Continue button.
HostingThe other half of joining, which no sketch drew. The names-per-player stepper came later still, from a game where one person added twenty.
The live Pick a category screen: a grid of lettered tiles for Actor, Athlete, Authors, Businessperson, Characters, Comedian, Historical Figure and Musician, with a Done button.
CategoriesThe list became a grid, and the categories are broadly the ones on the page. This is also where the sketch got inverted — see below.
The live Musician category: a list of names including Hillary Duff, Prince, Michael Jackson, David Bowie and Bruno Mars, each with a one-line description and an add button, plus an Add your own field.
Inside a categoryNames, and room to add your own — both drawn. The one-line descriptions weren't, and they're what makes a name you don't recognise playable.
The live Three rounds screen: numbered cards for Say it, Act it and One word, each with a short explanation, above a Start round 1 button.
The three roundsSame three, same order, decided in pencil and never revisited. Charades became "Act it" and each round got a sentence explaining itself.
The live turn screen: a Brainiacs now-playing banner, Round 1 Say it, a 58-second countdown, a white card reading PASS THIS PHONE OVER with the name Paul McCartney, and Got it! and Hand the turn back buttons.
A turn in progressInstruction, name, tick, timer — all four, as drawn. "Pass this phone over" and "Hand the turn back" are the parts only a real game night could have told us to build.
The live end of game screen: That's the game! with final scores of Brainiacs 26 and Star Chasers 19, and buttons for Bragging Rights, See the names you played, and Start over.
End of gameScores and a way to start again, as drawn. No photo of the winners — but "Bragging Rights" breaks the score down name by name, which is the same instinct, better aimed.

Turning a sketch into a real life application validated ideas. In the sketch, three names written into three boxes and "I need inspiration" was the escape hatch for when a player got stuck. What shipped is the other way round: browsing categories is the main road, and typing your own is the field at the bottom. Nobody decided that in a meeting — it's what happened once real people met a blank text box and stalled.

Two screens here were never drawn at all. Hosting, above — the sketch imagined joining but not the person being joined. And a "who's playing" step that exists for one reason: at a real game night, somebody always turns up without a phone, and the host has to be able to add them.

Building stopped being the bottleneck. Deciding what to build became the whole job.

What we took away

Three things worth knowing

A prototype can now be the real thing

The gap between a clickable mock and software people can use has narrowed enormously. That changes what's worth arguing about in a room: you can often settle it by building the thing in an evening and watching six people use it.

Watch real people use it

The sketches got the structure right. Everything that made the game good came from watching people play it — where they paused, where they got stuck, what they reached for.

Knowing what to build is the job

With building this cheap, the hard part is deciding what's worth making and being honest about whether it works. That was always the hard part — now there's less in the way of it.

Got something that needs building this way?

Tell us what's stuck. We'll tell you honestly whether we're the right shop for it — and roughly what a first version would take.

Start a project Or see Famous People for yourself