Mad Camel Studio

Game projects need their own rhythm: screenshots, store links, rules, mood and player-facing language. This area keeps them separate from the software tools so the games can sound like games.

Game concepts

Playable loops, progression, challenge structure, input feel and product presentation.

Visual direction

Art direction, interface mood, screenshots and public pages that make each game recognizable.

Public product paths

Store links, game pages, media assets, release status and player-facing information kept in a clean game-focused path.

Classic art puzzles and mobile precision timing.

Retro Puzzles now has a Steam demo built around a curated art-history route. .panic is the newer mobile timing project built around short sessions, shared seeds and clean competitive pressure.

Retro Puzzles Steam capsule with logo and an in-progress classic painting puzzle

Steam demo available

Retro Puzzles - Eviva L'arte

Retro Puzzles - Eviva L'arte turns classic paintings into a structured jigsaw journey through artists, regions and a growing gallery of completed boards. The promise is simple: build a path through art history, unlock the collection and return for cleaner runs.

  • 225 painting puzzles across 45 artists and 9 world regions.
  • Progression unlocks across paintings, artists, categories and regions.
  • Hint, Show Puzzle Image, artist notes and offline-friendly single-player play.
  • Demo, wishlist and full release updates handled on Steam.
Retro Puzzles world region menu with artist list, badges and unlock details Retro Puzzles gameplay table with scattered pieces around a partially solved classic painting Retro Puzzles puzzle details panel with painting preview, piece counts and background option
.panic gameplay preview with score, timer, target bars and perfect grade

Mobile timing game in development

.panic

A compact timing game about one moving dot, one visible target and one tap that has to land at the right moment.

  • Built for mobile-sized sessions.
  • Same-seed challenges make runs easy to compare.
  • Replay, score and seed make competition readable.
  • No paid gameplay advantage in the product direction.

Where the game side can push harder.

The software pages are about utility and delivery. The game pages are where interaction, mood, illustration and play can take more space without pretending to be an enterprise dashboard.

Readable playEach game needs a rule, a rhythm and a reason to continue.
Strong identityPublic screenshots and product pages should make the game recognizable quickly.
Clear promisePlayers should understand the game before they click a store or contact link.

Games with their own product home.

Current and future games stay separate from the business software line, with enough room for stronger visuals and more direct player language.

Steam-ready pages

Game pages should connect screenshots, store links, release state, product facts and player-facing language.

Mobile-ready concepts

Short-session games need readable UI, strong feedback and a reason to retry.

Visual material

Artwork, captures, logos and interface states should carry the game identity.

Future titles

New game projects can be added without changing the software product structure.