We make games — built the long way, in-house.
Same workshop instinct as the carpentry: build the thing properly, in-house, and don’t ship it until it actually works.
Are you jelly now? 🫒
Built the long way
No asset flips, no template projects. Our worlds, art and systems are built from scratch — which is slower, and the reason they feel like real places instead of screensavers.
Engines & pipeline
The tools behind the work — game engines for the playable side, and a generation pipeline that feeds them art.
Unity
Our main engine for playable projects — gameplay systems, scenes and builds. Where most of the hands-on engine work happens.
Godot
Recently added to the bench and being put to work. Open source, lightweight, and a good fit for smaller focused projects.
Sprite generation
An in-house pipeline that generates pixel-art sprites — characters, buildings, terrain and animation frames — then vets them before anything reaches the world.
3D models
The same pipeline produces 3D models from prompts and reference images, for printing, listing or dropping into an engine.
Sound & music
Generated soundscapes and music, produced by the same in-house pipeline — from ambient beds to full songs for our games and videos.
Tooling first
Most of the effort goes into the machinery that makes the content, not the content itself. Build the workshop, then build in it.
Why a carpenter is building games
Eighteen years of finish carpentry and a lifetime of taking computers apart turn out to be the same habit: understand the whole structure, sweat the joints nobody sees, and leave it clean. Games are just a different material.
Titles coming
Individual games will be announced here as they’re ready — with proper descriptions, screenshots and a way to get them. Nothing goes up until it’s worth your time.
See what else comes off the bench.
The same pipeline that feeds our games makes 3D models, art and tools you can use today.