Games / A Whimsical Arc discipline
Worlds that
answer back.
Places to get lost. Systems to question. Stories that notice you are there.

The approach
Start with
the feeling.
We develop the rules and the world together. A door, a conversation and a lighting change can all tell the same story. Early prototypes test the feeling of a place before production commits to its detail.
The craft
Games at the studio
01Game design
02Gameplay engineering
03Narrative design
04Character & environment art
05Animation
06Level design
07Rendering technology
08Production tools
09Game audio
10Cinematics
Selected productions
