Why we made it
The brief came from the best kind of client.
He already knew the feeling he wanted: enormous monsters, a dark city, a siren blast, soldiers, and a final showdown beneath the CN Tower.
We didn’t begin at a keyboard. We sketched the world on paper and talked through what each character could do. Siren Head would sweep enemies aside, bite at close range, and unleash a sonic blast. House Head would move like a giant spider. The city needed rain, lightning, and landmarks that made the monsters feel impossibly tall.
The fun was not only finishing a game. It was showing how a rough idea can move through design, visual experimentation, engineering, and play-testing—and that a child’s imagination can be a legitimate product brief.




