No Straight Roads 2
Our writers took the script work, deepening the characters, conflicts and culture of the world — drawing on the years we've spent building interactive stories that hold up when players poke at them.
Kaigan started with a phone nobody was supposed to find. Since then we've shipped across PC, mobile and console, picked up awards on four continents, and grown into a studio that other studios call when a project needs hands that have already done it.
Eight titles, one obsession: putting you somewhere you're not supposed to be.
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Two ways in. Hand us a slice of the project and we'll deliver it finished, or take our people onto your team and run them yourself.
Prototype to launch. Gameplay systems, UI, level implementation, performance work across devices, and custom editor tooling that speeds your team up.
Core loops, combat, progression and encounter design, prototyped fast and handed over as documentation your team can actually build from.
Shader Graph, Amplify, Shuriken, VFX Graph, Niagara and Cascade. Houdini and EmberGen simulation, Substance texturing, and particle budgets that hold.
Character and environment concepts, illustration, sprites and backgrounds, plus interface design — including the diegetic UI work the SIMULACRA series is known for.
High and low poly modelling, characters and creatures, modular environments, PBR texturing, and assets optimised for the engine you're actually shipping on.
Handcrafted character and combat animation, cinematics, and mocap cleanup — then integrated into your animation systems, not just delivered as files.
Original scores, sound design, bespoke foley recording, mixing and mastering, and interactive audio built in FMOD or Wwise.
Character-driven interactive writing, branching structure, and dialogue that survives contact with a player who wants to break it.
Platform moves with feature parity intact — including iOS to Android across a wide device range, on the kind of timeline publishers actually give you.
Scanned assets with full LOD chains, 8K PBR maps, consistent texel density and real-world scale. In-house capture running from 2026.
We also work as a subcontractor under white-label terms — you stay the principal contractor and apply your own markup. Referrals earn 10% of the net invoice.
Functional, compatibility and regression passes, structured repro steps, and testers who stay on the build long enough to know it. Billed hourly.
Custom foley capture, voice sessions, and clean-up — recorded to spec and delivered implementation-ready in FMOD or Wwise.
Photogrammetry capture and processing at volume. We've delivered 450+ scanned assets with a global AAA client, with full in-house capture from 2026.
Artists, designers, engineers, animators and audio leads who join your standups, your pipeline and your tracker — monthly rates, minimum three months.
| Role | Junior | Senior |
|---|---|---|
| 2D artist — concept, illustration | $2,772 | $3,388 |
| 3D artist, animator, photogrammetry | $2,772 | $3,696 |
| Game designer / level designer | $2,772 | $3,696 |
| Narrative designer / writer | — | $3,696 |
| Audio director / sound designer | — | $3,850 |
| Programmer, engine, tech art, VFX | $3,388 | $4,774 |
| Quality assurance | $8 / hour | |
Hourly and daily rates available on request. White-label engagements start at a 10% discount on a three-month minimum.
Some of it shipped under our name. Most of it didn't.
Our writers took the script work, deepening the characters, conflicts and culture of the world — drawing on the years we've spent building interactive stories that hold up when players poke at them.
Gameplay development and optimisation alongside CRG Studios, plus the loot generation, monster modifier and item stat systems. We also handled foley, FMOD integration and original music.
iOS to Android on a tight window, with feature parity held across a wide device range. Targeted technical work and careful testing kept the games as smooth as fans expect.
A real-time day/night cycle driven by colour lookup tables for mobile and Nintendo Switch, plus a custom stencil shader that returned an average 40% performance improvement.
Level and core game design — building encounters and environments, then tuning progression and player flow so the moment-to-moment play matched the structure around it.
Processed with a partner studio for a global AAA client since 2025. Full LOD chains from an 18k-tri LOD0, 34M-tri high-poly for cinematics, and 32-bit 8K PBR maps.