Game development studio
Mad Camel Studio
Mad Camel Studio is the creative branch of Viken Data: game development, visual direction, interactive systems, illustration, and product pages with a stronger mood than business software.
Playable systems
Game loops, progression, difficulty, achievements, input flow, and release-ready presentation.
Retro Puzzles - Eviva L'arte
A single-player art game with 225 painting-based boards, 45 artists, 9 regions, and a live Steam wishlist page.
.panic
A mobile timing-game project about one moving dot, one clean tap, seeded runs, and the very useful advice to do't panic.
Game projects
Art puzzles and precision panic.
Retro Puzzles - Eviva L'arte is the public Steam-track title. .panic is the newer mobile timing-game project: short sessions, deterministic runs, Challenge Codes, replay, and score-chasing without pay-to-win noise.
Featured Steam title
Retro Puzzles - Eviva L'arte
A museum-inspired game built around classic paintings, unlockable progression, artist context, artwork notes, achievements, helper systems, and offline-friendly single-player play.
- Planned Steam release: 31 July 2026.
- 225 painting-based puzzles and 45 artists across 9 world regions.
- Easy, Normal, and Hard tiers scale from relaxed boards to large high-focus puzzles.
- Hints, background reveal, slow motion, and assisted placement support different play styles.
Upcoming precision-timing game
.panic
Read as dot panic. It is a compact score chase where the whole drama fits inside one clean input: watch the dot cross, tap once, and find out how calm you really were.
- Public platform direction for now: mobile.
- Challenge Code and same-seed comparison create competitive runs without realtime multiplayer.
- Replay, nicknames, score, and seed make local rivalry understandable at a glance.
- The product contract excludes ads, coins, lootboxes, and paid gameplay advantage.
Creative position
Where Viken Data gets to be atmospheric.
The software studio is about clarity and tools. Mad Camel Studio is where the company builds tone, pacing, illustration, play, and products that need a stronger visual identity.
Game design
More than a picture gallery.
The local Retro Puzzles documentation describes a structured Unity project with runtime services, progression, difficulty profiles, hint systems, input support, achievements, and Steam release preparation.
Progression map
Completion unlocks puzzles, artists, categories, and regions, giving the collection a sense of movement instead of a flat menu.
Difficulty profiles
Easy, Normal, and Hard change piece counts and pacing so the game can support both short sessions and serious boards.
Input coverage
Keyboard, mouse, touch, and gamepad paths use shared interaction rules for menus, map selection, tray pieces, and puzzle assembly.
Steam release scope
The release path covers achievements, overlay support, rich presence, cloud-oriented progress handling, and Windows/Linux/macOS planning.
Future direction
A creative studio with room to grow.
Mad Camel Studio gives future games their own product home without mixing them into Viken Data Studio's software line.
Playable systems
Progression, achievements, difficulty tiers, interaction rules, and session design that can support casual and demanding play.
Cultural material
Classic art, visual history, and museum-like presentation used as interactive source material rather than decoration.
Studio publishing
Steam pages, media, product descriptions, screenshots, and static product pages grouped under one creative studio.
Future titles
The studio page can now carry multiple game projects without blurring the company structure or mixing games into the software-product line.