The Long Noon — our first animated feature, announced
A frontier, a drought, and a machine that dreams in color. Our most ambitious world yet enters development, and the whole studio is leaning in.
Announcements, releases, and the occasional devlog about the craft and the tools underneath it.
A frontier, a drought, and a machine that dreams in color. Our most ambitious world yet enters development, and the whole studio is leaning in.
How we built an on-prem tool that remembers ten thousand hand-painted assets so the artists don’t have to — and why it runs on our own machines and nowhere else.
The comic finds its people, one monthly chapter at a time. Thank you for reading in the dark with us.
Our debut short earns a spot in a regional animation program — the first time our work met a room full of strangers, and they stayed.
After a long prototype, the flagship crosses from “what if” to “we’re making this.” The engine holds, the paint sings, and the world is coming together.
A compact narrative dive, built in a studio jam and released into the wild — small, strange, and entirely ours. Proof we can finish things.
A father and a son, two cities, and one conviction: the newest tools belong in service of the oldest craft. Here we go.
“A vanishingly rare thing: a studio using AI to make hand-made work more human, not less.”
— The Indie Canvas
“Lamplight is five minutes of proof that the tools don’t have to flatten the craft.”
— Refracted Quarterly
“They build the engine, paint the world, and run the whole thing off machines in the next room. It shouldn’t work this well.”
— Frame & Foundry
“Lamplight” selected for its regional animation program.
On building AI tools that keep artists in the driver’s seat.
The comic finds its first real audience.
Our first finished game, out in the world.
Reveals, chapters, and release dates — straight to your inbox, no noise.