Abstract geometric neon lime wireframe grid

HACENOB

INDIE GAME STUDIO // UK BASED

SERVICE ARCHITECTURE

01 // CONCEPT

Initial Mechanics & Genre Definition

We establish the core gameplay loop and genre boundaries before a single line of code is written. This phase includes playtesting paper prototypes and validating assumptions against market data.

02 // CODE

Clean Architecture & Algorithms

Proprietary algorithms drive our procedural generation systems. We maintain strict separation between logic and rendering layers, ensuring long-term maintainability and platform portability.

03 // ART

Minimalist Assets & Rendering

High-fidelity rendering with minimalist asset pipelines. We focus on atmospheric lighting and geometric precision to reduce production overhead while maximizing visual impact.

HOLIDAY PROTOCOL

Christmas Update

A seasonal anomaly in our pricing matrix. This window is brief.

Standard Yearly Subscription

£2,499.40

£0 for a limited time

Offer expires automatically on Dec 31st, 23:59 UTC.

HACENOB FIELD GUIDE

The Core Concept: Procedural Minimalism

Unlike asset-heavy development, our approach generates complexity from simple rules. We build systems, not scenes. This means smaller download sizes, emergent gameplay, and unique experiences every time you launch.

Think of it as digital architecture: using geometric primitives and light to create atmosphere, where every element serves a functional purpose in the simulation.

Decision Criteria

  • Systemic Depth: Does the mechanic compound with itself?
  • Asset Economy: Can we generate visuals from math, not art?
  • Emergence: Do players discover new behaviors after 10+ hours?

Myth vs. Fact

Myth: Minimalist means simple.

Fact: Our systems are mathematically dense. The interface is minimal; the backend is complex.

Myth: Procedural lacks artistry.

Fact: Artistry is in the ruleset design and emergent aesthetic outcomes.

Key Terms

GPGPU: General-purpose GPU compute for non-graphical tasks.
WFC: Wave Function Collapse - procedural generation algorithm.
ECS: Entity Component System - data-oriented architecture.

DEVELOPMENT WORKFLOW

01

Define & Constrain

We establish clear technical constraints and project goals. This filters out impossible features early.

02

Validate Assumptions

Rapid prototyping in a sandbox environment. If the core loop isn't fun in 48 hours, we pivot.

03

Apply Method

Build the system using our proprietary toolchain. Example: generating a city grid from a single seed value.

04

Review & Iterate

Analyze player telemetry and performance data. Prepare for the next version or release candidate.

VISUAL SPOTLIGHT: NEON VOID

Our latest internal experiment explores the boundary between negative space and light emission. By reversing traditional rendering pipelines, we create scenes where the darkness has mass and light bends around geometry.

  • • Real-time volumetric fog simulation
  • • Dynamic particle reflections
  • • Zero static assets used
VIEW LAB
Neon Void Visual Composition

SIGNALS OF TRUST

Privacy-First Architecture

No telemetry data leaves your machine. All analytics are opt-in and anonymized.

Example Benchmark

"The proc-gen engine loaded a 10km² map in 1.2s on our reference hardware." - Internal Test Log v4.7

Support Commitment

Direct email access to the technical lead for all subscribers. No ticket queues, no scripts.

EST 2024 BASED IN BRISTOL 18+ ONLY PRIVACY TERMS

ESTABLISH COMMUNICATION

For partnerships, press, or technical inquiries.

OPEN CHANNEL