
Client
What started as a “generic FPS” evolved into a world with its own rules, creatures, and atmosphere - a project we’re still pushing forward today.
Services
MOOD
World Building
Production Design
Co-Development
WORLD BUILDING FOR
SHADOW PROTOCOL
CREATING A HERO WEAPON
DESIGNING THE HUSKS
UNREAL DEVELOPMENT
WORLD BUILDING FOR SHADOW PROTOCOL
When you’re setting out to build a new world, it can seem daunting. Our rule of thumb? Start with something recognizable - then twist it until it feels inevitable.
We wanted a world that feels close enough to touch, yet hostile in every detail.
We wanted to do it without a laundry list of assets, but with the challenge of defining a world we hadn’t seen before.
A project with one foot in reality, the other firmly locked in the lovecraftian.
For us ideation isn’t a polite brainstorm. It’s a grindhouse of sketches, notes, and late-night sparks.
We throw down fast, break things faster, and only keep what makes the hair on your neck stand up
What emerged is a direction, sharpened by instinct and forged under pressure.
Clients tell us we “just get it.”
Truth is, we just don’t stop until we do.
DESIGNING THE HUSKS
The Husk started life as the oldest horror trope in the book: the zombie. But zombies don’t cut it anymore - they’ve been done to death (literally).
Our challenge was to take what players expect, then gut it until it feels unnerving again.
Our approach
The silhouette starts recognizably human - removing the cliché, we wanted to stay away from gore for shock value, no shambling caricature.
We wanted to lean into stillness, uncanny forms, and a sculptural, clay-like look that feels unsettling at first glance.
Details, posture, texture and tone all had to communicate that this is more than cannon fodder.
CREATING A HERO WEAPON
We knew the bar had to be unfairly high.
Instantly iconic, recognizable in silhouette, the kind of gear players don’t just use - they claim as their own.
That’s not an easy brief.
It borders on impossible.
Our approach
Silhouette and form meets power fantasy. We wanted a weapon with grounded mechanics fused with surreal technology, bordering that thin line between believable and unbeliable.
Details with restraint, where every mark serves a purpose, nothing was added for show - form follows function design principles.
UNREAL
DEVELOPMENT
Environments, lighting, creature tests, player tools - all built for real time.
It was not about building a demo for us.
Building in Unreal means we prove the world works, that the atmosphere carry, and that the visuals have impact.
It’s messy and it’s iterative - it’s exactly where we thrive.
We don’t just design pretty pictures.
We make worlds you can step into.
MORE CASE STUDIES
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