Notes, slow.
Occasional writing from the studio: how we make the games, why we make them slow, what we've learned about ads that are not annoying. Updated whenever we have something worth saying.
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Dev log — shipping 15 browser games
A candid log of how the first 15 Orvyn games came together. Time per game, what got cut, what surprised us, what was easy.
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Why we hand-code Canvas games
No engine, no frameworks, no asset packs. The math on a 15-game portal in plain HTML5 Canvas — what you give up, what you keep.
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Why we make slow games
The phrase "respect for the player" gets thrown around a lot. We think it mostly means: let them put the phone down. Here's what that looks like in code.
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Ads that don't shout
Ads pay for the studio. We wanted them to feel like a calm sigh, not a slap. A short note on Google's H5 Games Ads program and the small choices we made.
More posts arrive when we have something honest to say. No newsletter — just check back, or follow on whichever platform we end up on.