Liberi Stellarum Supra.
AT 6384KM MOUNT CHIMBORAZO STANDS AS THE PLANET’S FARTHEST POINT — THE CLOSEST STUDIO TO THE STARS ABOVE.
Facing is the only verb in first person — “I am facing” — that applies to game software. You do not face a book. You do not face a movie. You face things in a game: a philosophical challenge, a physical one, a world that pushes back. Our goal as a studio is finding the abstraction limits of the art form — to create design only possible in games.
Dark fantasy stealth sim about a girl who finds there are things worse than death.
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We are a dark fantasy game studio. Nothing is set in stone and everything can be done in brand new ways. We believe the best design communicates without explanation — the “show don’t tell” of software.
With as few markers as possible, we tell you where you are. You should always know your position in the story, in the world, and in the puzzle. Clarity gives the brain ways to solve problems.
Your goal, narrative, geographical destination — all communicated. You should know the exit, the threat, and the objective without a single arrow on screen.
Walk, run, use an item — it should be clear. We give you a location and a goal, then the tools to think outside the box how to reach it. This is the most dynamic part.
FOUNDER · CREATIVE TECHNICAL DIRECTOR
Webby Award–winning engineer. Websites, apps, systems. Now building top-notch games that rival Playdead and Genshin through expert craft and relentless discipline.
PRODUCER · LEAD GAME DESIGNER · SCRIPTER
Producer, lead scripter, lead game designer, tech generalist. The operational backbone — structure, systems, and narrative architecture.
ART DIRECTOR
Art director straight from college. Hired by Fernando for raw talent and vision. Defining the visual identity of everything we ship.
Sound design & composition via The Otherworld Agency. Positions filled — announcements coming soon.
Work should speak, quality should be felt not announced.STUDIO HIGH GROUND
We’re looking for people who refuse to make forgettable work. Remote-friendly. Quito preferred. Portfolio required.
We are looking for a dialogue-first writer. English must be your native language. This role is about voice — not exposition. You write sharp, hyper-real dialogue that feels lived-in, not written. Wit without forcing it. Dark humor that lands naturally. Information delivered concisely, never as a lecture. Our characters span eras. Some are ancient. Some are modern. You must be able to weave contemporary realism with older forms of English when needed — without parody, without excess. Restraint matters.
If you overwrite, explain too much, or confuse “complex” with “good,” this isn’t for you. We want dialogue that breathes.
APPLY →This is game UI. Not magazine layouts. Not marketing sites. Readability comes first. Clarity is non-negotiable. But clarity does not mean generic. We are building interfaces that belong to the world. Controller-driven systems. HUDs that feel integrated, not layered on top. UI with identity.
We are not reviewing standard editorial portfolios. Send 1–2 bold, game-focused UI pieces that show originality and system thinking. We are not training for this role. You either understand game UI deeply — or you don’t.
APPLY →We are looking for an animator who understands performance, not just movement. You should be comfortable with stylized, cartoon-leaning animation — and know how to translate 2D sensibilities into 3D space. Exaggeration, timing, silhouette, emotional clarity.
Dark fantasy does not mean stiff. It means controlled tension, weight, and intention. We want someone who can help build a tapestry of emotion through movement — not just execute tasks.
APPLY →