Game Development

It wasn’t until later in our career that we had the chance to fully dive into game development. After working on Black Ops in 2011, we felt a strong desire to explore game design more deeply and truly understand the craft. Witnessing the birth of Nazi Zombies and watching it evolve from a simple prototype into a global phenomenon had a profound impact on us. Up until that point, our focus had been on lighting, materials, and FX. While those skills provided a solid foundation, we were eager to push further and experience what it would be like to build something from the ground up. That’s how Monarch was born.

When the opportunity to join Naughty Dog arose, we couldn’t pass it up. However, we eventually returned to indie development, this time diving into creating games from scratch in Unity and experimenting with different genres. It was tough, but also incredibly rewarding. We learned so much—about AI, waypoints, save systems, enemy waves, and more. Long story short: making a game is easy, making a good game is hard, and making a great game is impossible!

While we may not always feel on par with some of our more experienced colleagues, the journey has given us invaluable growth and the opportunity to mentor other designers facing the same struggles we did.

In the following sections, you’ll find a preview of the games we’ve created and projects where we had the chance to make significant contributions. We’re proud of what we’ve built—feel free to try out some of our demos!

Monarch Games
2019 - Present

Unique Experiences

In 2023, we unveiled Can You Dig It?, a WebGL simulation that transformed a simple treasure hunt into an adventure through a park filled with 100 hidden items. The challenge was dynamic—players navigated randomized treasure types, utilized a metal detector, and explored environments rich with shifting foliage. Throw in the excitement of a fully functional store for upgrades, an inventory system, and the freedom to zip around in a golf cart, and you had an experience with more depth than a simple day in the forest with a metal detector.

In 2022, Rise of the Star Kingdom GT, took a cosmic leap, driven by invaluable feedback from App Store players. The update transformed our game design, enhancing epic space battles, intricate resource management, and introducing 16 distinct AI types. Drawing inspiration from StarCraft, players had to skillfully manage their fleet, upgrade ships, and conquer the galaxy, world by world, planet by planet.

Rewinding to 2019, Rise of the Star Kingdom, a 4X version of Risk in space, began its journey as a strategy game on MacOS. Drawing from the grandeur of Galactic Empire, it featured procedurally generated star maps, relentless AI enemies, and simple HUD controls designed to fuel conquests. While the initial play test proved successful, players raised concerns about missing features, and truth be told, it fell short of our expectations also. Thankfully, more than five years after its initial launch, sales continued to grow, and we were deeply grateful for ongoing support from the Mac community.

That same year saw the birth of Red Versus Blue, nicknamed "50-state Reversi," a strategic prototype that reimagined a simplified version of Go through the lens of U.S. electoral politics. Meanwhile, Marble Maze LX, a Marble Madness meets Pac-Man puzzle game, was resurrected from a 2011 prototype and given new life. It incorporated AI mechanics inspired by Pac-Man's ghosts and was enhanced with fresh audio features and Tron-like level designs.

Also in 2019, Proton Rush merged StarCraft’s Protoss turret defense mechanics with Plants vs. Zombies, inviting players to defend against waves of giant mechanized spiders. Each wave tested strategy and survival, with a HUD styled like live news coverage, using bold headline font layouts to make players feel as though they were part of an outrageous press event. Meanwhile, Spacetriss Remix, a revival of our 2011 match-3 puzzle shooter prototype, combined the classic mechanics of Tetris and Space Invaders, presenting dynamic camera angles and delivering a uniquely engaging experience for iPad and Apple Arcade users.

lastly, 2019 also brought us Black Bastille, a bold attempt at RPG design inspired by Diablo. Featuring spell casting, click-and-point mechanics, and intricate AI-driven systems, this project taught invaluable lessons in game balancing, system cohesion, and what it took to make an RPG work.

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Playable Demos & Behind-the-scenes

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Naughty Dog
2013 - 2019

Development Experience

At Naughty Dog, from 2014 to 2016, our work on Uncharted 4: Among Thieves involved using lighting as a key gameplay mechanic. More than just enhancement, it played a critical role in guiding players, immersing them in the gaming experience. With Passage, we collaborated with designers to pitch a minimalistic level centered around a torch with a limited radius, creating both challenge and focus through restricted visibility.

After the pitch was approved, we tackled mechanical roadblocks like enabling Drake to carry a torch while shooting, rolling, and climbing, as well as switching between light sources seamlessly. This led to custom settings, similar to the flashlight, which were integral to gameplay. The level featured four distinct lighting environments: a fire-lit section, Stargate-inspired blue flare area, a cool white flashlight region, and a sepia-toned sunlit cave. We worked closely with the design team to ensure the torch system fit within gameplay limits, including scripting dynamic ambient illumination that adjusted color based on Drake's source and region. This experience emphasized how lighting could shape gameplay, create atmosphere, and deepen player engagement.

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Treyarch
2008 - 2011

Development Experience

From 2008 to 2011 at Treyarch, we made significant contributions to Call of Duty: Black Ops, particularly in developing gameplay elements with a strong focus on lighting-driven mechanics. In 2009, we pitched the Cuban Mission during the early stages of development, originally limited to the Vietnam era. To push beyond that, our narrative, based on the Bay of Pigs invasion, centered on players escaping after a failed coup in Cuba. Following approval, we worked closely with designers and producers to shape these missions, contributing to the inclusion of the classic track Quimbara in the opening scene.

That same year, we transformed the abandoned Zombie level, Kino Der Toten "Theatre," for the Wii, polishing it to such a degree that it became the focus of player-driven tweaks and iterations. These refinements led to distinct gameplay mechanics that were later extended to other platforms, contributing to its successful completion.

Additionally, in Call of Duty: Nazi Zombies, we co-developed the concept of two games in one, based on the power system in Verrukt "Asylum." The first part, inspired by Night of the Living Dead, used minimal lighting to create tension and restriction. In contrast, the second phase, influenced by Evil Dead: Army of Darkness, activated full lighting and power-ups after a switch was triggered, creating a frantic, free-for-all moment. This "all-off, all-on" dynamic became a foundational element in future zombie maps.

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Tools, art, legacy, and more

And More!

We’ve learned a lot about game design, AI theory, inventory systems, and waypoints, but most importantly, to understand what truly makes a game fun. Starting one is easier than finishing—it typically takes around two years to create something that lasts. If you can keep players engaged for the first 15 minutes without losing them, you’ve got a strong hook. However, the real test comes after the 90-minute mark. If players are still immersed, you know you’ve built something great. The hardest part comes after that—whether they come back to play again. Replayability and balance are some of the toughest challenges in game design. We agree with Blizzard’s co-founder, Allen Adham, who once said a great game should be like Chess or Go: minimal rules, maximum possibilities. While it’s a difficult goal, it’s one we continuously strive for.

We’ve also developed a passion for procedural generation. Knowing exactly where everything is in a game can become dull quickly, but when you can’t predict what’s ahead, while still relying on solid mechanics and a sense of progression, that’s where the magic happens. It’s a time-consuming process, especially when creating something entirely new, but the reward is well worth the effort. We also draw inspiration from Shigeru Miyamoto, the creator of Mario and Zelda, who emphasized that the best games are inspired by real-life fun. If something brings joy in the real world, it’s likely a great candidate for the virtual one. We strive to bring those ideas into every game we create.

Our journey has been shaped by hands-on practice, extensive research, and thoughtful reflection. If you're interested in exploring more, feel free to explore our other galleries.

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