01
Many attempts beat one big bet.
We build lots of tiny playable prototypes and let most of them go. Killing an idea is cheap, expected and, honestly, a little bit fun. It is how the good ones get room.
The studio
Big Velvet Games is an independent game studio. We make bold, tactile, hyper-stylised games, and we find them the honest way: by building many small ones and keeping only what makes a player's hand reach for restart.
What we believe
01
We build lots of tiny playable prototypes and let most of them go. Killing an idea is cheap, expected and, honestly, a little bit fun. It is how the good ones get room.
02
Every idea starts as primitive shapes with real game feel from minute one: coyote time, input buffering, hitstop. If it is not fun in grey, paint will not save it.
03
We do not ask whether a prototype is good. We watch what a player's hands do when it ends. One more go, before they have decided to? Now we are interested.
04
Our games are built as systems written down in plain text, with compilers, tests and tireless bot players behind every rule. That leaves our people free for the question no tool can answer.
05
Hyper-stylised is the house style. Silhouettes, effects and colour get pushed until they read from across the room. We scale for the camera, not for realism.
06
Every game we keep carries at least one idea a spreadsheet would talk us out of. That idea always comes from a person. Process protects it; process never invents it.
The name
[A few words about Velvet, in your own voice.]
[Optional: what she was like, and what she has to do with the games we make.]
The people
A small team that would rather show you a prototype than a slide deck.
[Founder & Creative Director]. [One line about them.]
[Role]. [One line about them.]
We are not hiring right now, but we like meeting people who make things. Say hello.
Pull up a chair