Games / A Whimsical Arc discipline

Worlds that
answer back.

Places to get lost. Systems to question. Stories that notice you are there.

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

In practice.

All projects ↗
The visual notebook
Enlarged production artwork
Visual anthology / 5 scenes / 00:20

01 / Animation

The Orchard

00:00 / 00:20