Projects & studio work
What we are building now.
A selection of studio-owned games and interactive products in development. This page can later mix public client case studies with internal projects, using the same outcome-led structure.
PiCO Paradise
A connected multiplayer universe built around a social hub, persistent progression and multiple destination experiences.
The product combines social spaces, quests, crafting, collection, faction systems and distinct game modes under one long-term player identity. The architecture is designed for live expansion rather than a single isolated release.
Aumora focus
- Cross-place architecture and persistent player data
- Progression, inventory, quests and economy systems
- Multiplayer game modes and live-operation foundations
- Interface, onboarding and player feedback systems
PICO Card Game
A fast best-of-three card battler built around one weapon, one shield and one character per round.
The design combines an immediately legible battle rule with collection, crafting, colour bonuses, character risk and competitive progression. Supporting systems include card packs, special cards, rewards and tournament architecture.
Aumora focus
- Core rules, battle flow and state management
- Collection, crafting and reward progression
- Competitive tables, dungeon and runner modes
- Weekly tournament and claim architecture
Aurena
A social experience where collective participation visibly grows the influence of creator-led spaces.
Players choose a creator, contribute influence and bring wandering characters into a shared orbit. The world is designed to make community activity visible, playful and persistent rather than reducing participation to a passive counter.
Aumora focus
- Core participation loop and world-state design
- Persistent creator statistics and shared updates
- NPC behaviour and audience-growth mechanics
- Visual identity, progression and commercial systems
Til
A narrative side-scroller moving through overgrown ruins, abandoned farms and sterile machine-controlled environments.
The project explores a small expressive machine travelling through a post-collapse world where older human systems and autonomous technology have grown apart. Production planning centres on reusable 2D systems, modular environments and strong visual storytelling.
Aumora focus
- World, character and gameplay concept development
- Godot architecture and reusable scene systems
- 2D environment, parallax and asset pipeline planning
- Movement, interaction and narrative delivery design
Future case studies
Client work should lead with outcomes, not a technology inventory.
As approved projects become available, add concise case studies covering the starting problem, Aumora’s responsibility, the delivered system and measurable operational or user impact.
Build with Aumora