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01 WHO ARE WE

We are small multidisciplinary team from the HSE School of Design. Game design, level design, 2D and 3D art, sound, UI — all under one roof. We build Roblox experiences, 3D indie games on Unreal Engine and tabletop games, from the first pitch to a playable build.

Interaction type: B2B. We offer production services and prototypes to companies and teams; players are reached through our clients’ products. A secondary P2P channel is collaboration with fellow developers on game jams and joint projects.

02 PROBLEM

One idea → Multiple specialists → No time to find them.

Brands, indie publishers and educators often come to games with a clear goal and no team. Hiring a game designer, a level designer, artists, a sound designer and a producer one by one takes months — and the pieces rarely fit together.● Our approach: we work as one unit with a single vision keeper. Every decision — from a sticker icon to the sound of a falling crate — serves one idea, so the game feels whole.

01. Brands and creators: You want a Roblox experience that your audience will play together with friends.
02. Indie publishers: You need a pitch-ready prototype or a vertical slice to test an idea before investing in it.
03. Studios before a milestone: You need extra hands for level design, art, sound or UI — for one sprint, not forever.
04. Educators and events: You need a tabletop game that explains a topic through play and works without a screen.

03 WHAT WE BUILD

From a Roblox party game to a deck of cards.

01

Roblox games

Co-op and party experiences in Roblox Studio for players aged 10–18: mini-games, social mechanics, session design.

02

3D indie games

Puzzle-platformers and adventures on Unreal Engine 5 Blueprints, from a grey-box prototype to a vertical slice.

03

Level design

Level layouts, changing zones, pacing of danger and safe rooms, placement of collectibles.

04

Game design and docs

Concept, USP, target audience, core loop, GDD and a production roadmap split into milestones.

05

Art direction and UI/UX

Visual guides, palettes, shaders and lighting, 2D and 3D assets, dialogue and menu interfaces.

06

Sound and music

Sound effects, voice-over recording and processing, original tracks composed in FL Studio.

04 HOW WE WORK


  • Brief and research: Audience, platform, references. We study how similar games work — for example, how players communicate in co-op games.

  • Concept: USP, theme, pillars and core loop on one page that the team and the client agree on.

  • GDD and roadmap: Mechanics, enemies, levels and a plan broken into milestones with clear deliverables.

  • Prototype: Grey-box levels with the key mechanics, to test the fun as early as possible.

  • Vertical slice: Polished levels with final art direction, sound, music and UI.

  • Launch kit: Trailer, devlog, pitch deck and covers for a store page or a publisher meeting.

05 STICKERED/STUCK

«A whimsical puzzle-platformer where stickers
change the properties of the world and its inhabitants.»

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Genre: 3D puzzle-platformer, third person Team: 6 people Engine: Unreal Engine 5 Blueprints Timeline: November 2025 — June 2026A 3D puzzle-platformer where you play as Pikta, a warehouse labeller who saves an upside-down world with stickers.

WHY THIS GAME Puzzle-platformers are a crowded genre, and our player — Annie, 22, who grew up on Wii U and 3DS and lives in her TikTok feed — scrolls past anything that looks familiar. We needed one rule that keeps every room fresh and a look that stops the thumb.OUR KEY DECISION We took the theme «label» literally: a sticker gives an object the property written on it. One rule that anyone understands in a second — and that produces dozens of puzzles out of combinations.WHAT IT GIVES The same stickers change both physics and characters, so puzzles and story use one tool. The player learns once and then plays with combinations. A level takes 10–15 minutes — one evening session for a busy student.

OUR ROLES

Viktoria

Art direction and art lead, sound design, music, UI/UX. Kept the look and the sound of the game as one whole.

Anastasia

Lead programmer and VFX designer. Made the stickers actually work in the engine and made every effect readable on screen.

Paper world
The game is about labels, so the world itself looks printed and cut out. When the paper shader clashed with regular lights, we rebuilt the lighting on emissive materials instead of giving up the look.

Sound
Original tracks with live guitar follow the pace of the game — and leave no licensing questions for the client. Library sounds felt flat, and stickers need to feel physical. So we layered real, heavy sounds: the press is a car trunk slam plus a falling stone slab.

Code and VFX
A sticker has to read in a split second, or the puzzle feels unfair. So each property got its own visual effect, and the player sees what changed before the object moves.

06 DUMB FACTORY

«A co-op game where you have to work as a team to win — with a focus on risk and reward.»

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Genre: Co-op party game, third person Team: 2 people Engine: Roblox Studio Timeline: In production since September 2026The soda factory is about to blow. 2–4 friends fix pipes and machines through silly mini-games — and try not to drown in syrup.

WHY THIS GAME Roblox is full of chaotic co-op games that are fun once and then forgotten. Our player, Mark, 10–18, plays with friends after school — and comes back to the games that make the group laugh and talk. So the goal was a game where talking is the way to win.OUR KEY DECISION Risk and reward in a can of soda. Drinking gives power, drinking too much turns you into a burden your friends have to carry. Every refill becomes a question for the whole group: who drinks, and how much?WHAT IT GIVES Communication is built into the rules, not added as a chat window. And the funny failures — a friend carrying an over-sugared teammate — are the moments players clip and share, which is free promotion for a Roblox game.

We split production so that a playable piece appears by the second milestone, not at the very end. The client sees progress early and can change course while it is still cheap.


  • Concept: Team, concept, references, GDD start, paper prototypes of levels.

  • First playable: Base GDD, first 3D models, 1–2 mini-games, minimal UI.

  • Content: 3–5 mini-games, all 3D models, half of the levels in the engine.

  • Polish: Remaining mini-games, sound design, level polish.

OUR ROLES

Viktoria

Vision keeper and game designer. Wrote the concept, analysed reference games, assembled the team and set up its workspace, wrote GDD.

Anastasia

Level designer and Roblox analyse. Created mini-games and analysed what will work for Roblox audience.

One drink, two outcomes
Sugar rush changes speed from ×0.5 to ×2, a soda bomb does the same with jump height. Buff and debuff come from the same can, so the choice stays tense to the end of the session.

For fun
Voice changers, turning into a squirrel or a frog, screen effects. They don’t affect winning — they exist to make the group laugh and to give players something to show.

Research
Many players under 13 can’t use voice chat on Roblox. So we studied communication in co-op games — pings, gestures, shared UI — across 15 sources, from Salen and Zimmerman to MDA, to make teamwork possible without a microphone.


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