Independent game studio
Big Velvet Games
Loud, tactile, hyper-stylised games with a soft touch. We build a hundred small ideas so the right one can get big.

01 · Attempts
A hundred small ideas, so one can get big.
We don't bet the studio on one concept. We build lots of tiny playable prototypes, quickly, and let most of them go. Killing an idea is cheap, expected and a little bit fun.
Most prototypes should die. That's the system working.

02 · Greybox
If it isn't fun in grey, paint won't save it.
Every idea starts as primitive shapes with real game feel from minute one. Only an idea that plays well in grey earns its coat of paint.
Coyote timeInput bufferingHitstopCamera lookahead

03 · The test
Did your hand reach for restart?
We don't ask whether a prototype is good. We watch what a player's hands do when it ends. If they reach for one more go before they've decided to, we've found something.

04 · Craft
Machines check the rules. People judge the fun.
Our games are systems written down in plain text, with compilers, tests and tireless bot players behind every rule. That frees our people for the one question no tool can answer.

05 · Style
Timid is a bug.
Hyper-stylised is our house style. Silhouettes, effects and colour get pushed until they read from across the room. We scale for the camera, not for realism.


Insert coin
Pull up a chair and say hello.
Press, partners, players and future collaborators: we'd love to hear from you.
