Our studio was established in late 2016. It all began with the idea of the game. Grimshade was born in the discussions over coffee. A great story, an artistic vision, and the ability to bring all this to life were brought together. We hired more key team members, and the real work started at the beginning of 2017. Today about 30 people are involved in the development. Some of them are working in the office, others are outsourced.

We firmly believe that video games are part of modern culture. Great games, along with great movies, books, and music, affect people’s minds, help to make this world a little better. We want to take the audience to the world of Grimshade, let them embrace the gloomy ambiance, make friends with the characters, feel for them, be a part of all the events that take place in Ree’Fah world.

Project Summary

Back in the days, we thought we’d be making a super-styled indie game with skeletal 2D character animation in Spine, for instance. Obviously, this had been a dead-end already from the start, because the heartless isometry required too many animations per each character’s movement. In fact, we were forced to start with finding an extra-skilled animator, which we simply didn’t have at the early stages of the development.

So we thought, let’s just make our characters in 3D, but keep the old-school painted everything else. We decided that we’d create the environment, paint it with our very hands because it was so much more beautiful and fascinating. And that was the thing that almost nobody had done before.

Concept Art