World 01 / LOADING WORLD...

000

WE MAKE WORLDS YOU WANT TO ENTER.

Woxu Games is an independent studio building original worlds, strange ideas and experiences worth remembering.

02Studio introduction

WEAREWOXU.

A GAME STUDIO BUILDING ORIGINAL WORLDS, STRANGE IDEAS AND EXPERIENCES WORTH REMEMBERING.

Woxu developer desk at night with a low-poly scene open in the editor

Fig. 01 — The development room, 02:14 AM

Every game begins as a place we want to stand inside.

Ideas are pinned to the wall, blocked out in grey, lit in orange and tested until they feel alive. Code, art, sound and play — built together, never in isolation.

Featured / In development

Game 01

HAZMATHAZARD

A low-poly survival experience built around chaos, radiation and the road ahead.

Survival / Driving / ExplorationPC
Rusted caravan in the exclusion zone at dusk

The caravan — your only safe room

Mutated creature lurking in toxic fog
The hazmat protagonist in a worn protective suit
Toxic river glowing beneath a broken bridge
REC ● 00:14:22
  1. 01GAMEPLAY
  2. 02WORLD
  3. 03MECHANICS
  4. 04ART DIRECTION
  5. 05ENVIRONMENT
  6. 06FEATURES

Every mistake can be deadly.

ENTERthe zone →

WE BUILDworlds..

Industrial facility — Hazmat Hazard world-building
LOC-01 / Industrial facility01/09

start here — sirens off

Toxic river — early sketch — Hazmat Hazard world-building
SK-02 / Toxic river — early sketch02/09

water should glow, not shine

Toxic river — Hazmat Hazard world-building
LOC-02 / Toxic river03/09

bridge = choke point

Highway — Hazmat Hazard world-building
LOC-03 / Highway04/09

long, empty, too quiet

Caravan — Hazmat Hazard world-building
LOC-04 / Caravan05/09

safe room / upgrades

Blockout pass — Hazmat Hazard world-building
BO-05 / Blockout pass06/09

grey first. always.

Abandoned infrastructure — Hazmat Hazard world-building
LOC-05 / Abandoned infrastructure07/09

vertical traversal

Radiation zone — Hazmat Hazard world-building
LOC-06 / Radiation zone08/09

geiger drives the music

Underground facility — Hazmat Hazard world-building
LOC-07 / Underground facility09/09

the truth is down here

end of the route?

Not even close.

05Creative process

FROM IDEAto playableWORLD.

01

IDEA

A sentence, a sketch, a feeling we can't shake. If it doesn't make us lean in, it goes back in the drawer.

fig. 01
02

CONCEPT ART

Mood, silhouettes, colour scripts. We decide what the world feels like before we decide what it does.

fig. 02
03

PROTOTYPE

Grey boxes and placeholder sounds. The loop has to be fun with no art at all.

fig. 03
04

WORLD BUILDING

Terrain, props, lighting, history. Every location gets a reason to exist and a secret to hide.

fig. 04
05

TESTING

Friends, strangers, spreadsheets. We watch people play and cut whatever makes them look away.

fig. 05
06

RELEASE

The door opens. Then we listen, patch, and keep building the world with the people inside it.

fig. 06
06Art direction

STYLE ISpart of theGAMEPLAY.

Lighting test — orange key light on a low-poly scene
Lighting test 04Orange = danger. Always.

Colour tells you where to go. Silhouette tells you what can kill you.

Prop sheet — barrels, signs and hazard equipment

props / v3

Concept sketch of the exclusion zone
Final character render in hazmat suit
Grey-box blockout of a level

sketch → blockout → final

Palette / Hazmat Hazard

Radiation zone — cinematic wide crop
07 / Manifesto — 01/04

NOSHORTCUTS.

NOEMPTY WORLDS.

NOBORING IDEAS.

JUST GAMESWE WANT TO PLAY.

08Other projects

MOREexperiments.

All games →
09About

WHO IS WOXU?

WOXU GAMES is an independent game studio focused on creating original interactive experiences.

We combine creativity, technology, design and storytelling to build games that feel unique, memorable and alive. Small team, big worlds, zero shortcuts.

The full story →
  • 01GAME DESIGN
  • 02PROGRAMMING
  • 033D & VISUAL ART
  • 04SOUND
  • 05WORLD BUILDING
  • 06STORYTELLING
I

Originality first

We would rather make something strange than something familiar.

II

Craft over volume

Fewer games. Deeper worlds. Every corner considered.

III

Play is the proof

If it isn't fun to play, it isn't finished.

IV

Small and independent

We answer to players and our own curiosity.

10Contact

Let's build something.

Publishers, players, press or future teammates — the door is open.

Write to
us