Our mission
Create adventures where meaningful choices, expressive characters and a consistent world make discovery worth returning to. Each Moonshot game begins with a clear player experience.
Moonshot Games is a London-based game studio dedicated to building imaginative adventures, memorable characters and worlds that reward curiosity.
Create adventures where meaningful choices, expressive characters and a consistent world make discovery worth returning to. Each Moonshot game begins with a clear player experience.
Build a studio where creative disciplines work in conversation, and where every game keeps its own distinctive identity. We bring different worlds together through a shared care for the player.
We give each journey a clear purpose, readable choices and room for different kinds of curiosity. Good craft respects the time and attention a player brings to the world.
We begin with a strong creative promise, then explore the unexpected connections between characters, landscapes and systems. New ideas earn their place by strengthening the experience.
Artists, designers and developers contribute different ways of seeing the same problem. Listening carefully and sharing useful work helps the whole world become more coherent.
A readable silhouette, a responsive interaction and a meaningful discovery all contribute to the same quality. We revise the small things because players experience them together.
Our worlds begin with a question about the player’s experience. From that question, characters, landscapes and systems grow together.
Beyond the last watchtower, the wild keeps its own secrets. Follow a young antler-crowned hunter through emerald forests, discover lost workshops and turn the treasures of the wilderness into the tools of your next adventure.
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A brown-haired knight carries a living ember into a kingdom caught between ash and twilight. Restore its ruined sanctuaries, read the patterns of ancient guardians and discover what it means to protect a light that cannot survive alone.
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Chart a course through luminous seas with an intrepid maritime explorer. A chain of forgotten islands holds sunken libraries, cliffside observatories and the traces of a civilisation that learned to read the ocean as a living map.
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Step into a bright island wilderness with a red-haired explorer and an extraordinary white dragon. From sunlit coastal paths to quiet mushroom groves, every habitat introduces expressive creatures with their own habits, surprises and ways to help you explore.
Explore the chapterOne studio. Four distinct ways to discover something new.
Explore the creative craft and disciplines behind our game worlds.
How character, landscape and systems can share a visual language without losing the personality of each game.
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Why a readable encounter starts with silhouettes, timing and a clear place for the player to look.
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Shape choices that players can understand and make their own.
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Give worlds a visual language and characters a life beyond the still image.
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Build reliable systems that preserve the clarity and care of a creative idea.
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A practical studio study of character silhouettes, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of the role of colour, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of learning through encounters, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of environmental audio, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of environmental storytelling, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of camera framing, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of lighting and navigation, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of surface materials, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of animation anticipation, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of combat recovery, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of interface hierarchy, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of action feedback, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of level readability, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of prototype questions, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of playtest observations, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of cross-discipline references, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of responsive performance, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of accessible interaction, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of creative revision, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of world consistency, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of character introductions, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of meaningful rewards, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of menu clarity, with a concrete example from the visual world of Shadow & Ember.
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A practical studio study of production communication, with a concrete example from the visual world of Shadow & Ember.
Read the full storyGreat collaborations begin with a shared idea and a clear understanding of the experience we want to create.
INSIDER INFO · 3 min read
How character, landscape and systems can share a visual language without losing the personality of each game.
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EVENTS & CRAFT · 3 min read
Why a readable encounter starts with silhouettes, timing and a clear place for the player to look.
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OUR PEOPLE · 3 min read
Build reliable systems that preserve the clarity and care of a creative idea.
Read moreExplore studio craft, practical discoveries and the ideas behind a coherent game world.
STUDIO CRAFT · 3 min read
Before armour acquires its beautiful details, a pose has to make a promise the player can read.
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STUDIO CRAFT · 3 min read
An ember can anchor a whole palette, but only if the rest of the world leaves it something meaningful to say.
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STUDIO CRAFT · 3 min read
A guardian becomes a better teacher when the player can explain a mistake and try a different answer.
Read moreWe believe memorable games grow from curious people, shared ideas and a deep respect for the player. Explore the disciplines that bring our worlds to life and find your next adventure with Moonshot.
Careers