Game studio / mobile and PC

2D and 3D games, built for the platform.

Albion develops gameplay systems, tools, worlds, interfaces, and release-ready experiences across mobile and PC.

A framed, partially completed art jigsaw puzzle on a decorated table

Released / Android

Jigsaw Puzzle: Serene Art.

A calm portrait puzzle experience with four piece styles, five difficulty levels, local saves, optional hints, offline play, unlockable artwork, and puzzles reaching 1,152 pieces.

Studio scope

The format follows the game.

Albion works across dimensional style and target platform. The goal is not to force one pipeline everywhere, but to choose technology, controls, rendering, and content systems that fit the experience.

2D

Precision, readability, and fast iteration.

Sprites, tilemaps, puzzle systems, animation, camera feel, interfaces, and scalable content workflows.

3D

Worlds, movement, lighting, and performance.

Low-resource 3D environments, gameplay spaces, interaction systems, materials, cameras, and efficient scene structure.

Mobile

Designed around touch and device limits.

Portrait or landscape layouts, touch controls, varied screens, power use, memory, performance, and store delivery.

PC

Controls and presentation that suit desktop play.

Keyboard, mouse, and controller input, scalable settings, wider displays, save systems, packaging, and build checks.

Browser prototypes

Earlier concepts, still ready to try.

Tiny Survivors and Micro Dungeon remain available as lightweight browser experiments. Both currently use desktop controls.

Desktop placeholder build

Tiny Survivors

A compact arena-survival test with movement, mouse aim, XP pickups, weapon stacking, crates, upgrades, and escalating waves.

Placeholder game; best with keyboard and mouse.

Play Tiny Survivors

Desktop placeholder build

Micro Dungeon

A turn-based dungeon concept with compact floors, bump combat, field of view, loot, potions, spells, upgrades, and floor descent.

Placeholder game; best with keyboard controls.

Enter Micro Dungeon

Production approach

Gameplay, tooling, content, and release stay connected.

A good production pipeline makes the game easier to improve. Albion builds internal tools and debug visibility where they save real time, then keeps performance and platform needs visible throughout development.

  1. Prototype the player experience

    Test the core interaction, movement, camera, rules, feedback, and technical constraints.

  2. Build systems and tools

    Create robust gameplay architecture, editors, data checks, debug views, and content pipelines.

  3. Polish and optimise

    Refine input, interface, art integration, audio, saving, loading, frame time, and memory use.

  4. Package for the platform

    Validate devices and controls, prepare builds and store material, and keep release versions reproducible.

Games contact

Talk about a game or interactive system.

Reach out about 2D or 3D development, mobile or PC production, gameplay systems, custom tools, optimisation, or release support.