Facing is the only first-person action unique to games.
You face a world that pushes back.
Our goal is to push the abstraction limits of the medium — to create design only possible in games.
Liberi Stellarum Supra.
Founded in Ecuador in late 2023, Studio High Ground is a dark fantasy AA studio developing premium single-player games for PC and current-generation consoles.
We focus on next-generation animated visuals, strong art direction, and disciplined system design. We build our own pipelines and move fast without sacrificing precision.
Technical excellence is not optional. In today’s market, only a fraction of games break through. The difference is execution.
Something must be pushed — without losing the creativity and agility of a small team.
AT 6,384KM, MOUNT CHIMBORAZO IS THE FARTHEST POINT FROM THE EARTH’S CENTER — THE CLOSEST STUDIO TO THE STARS.
A girl trapped in a hotel where no one can die finds out there are things worse than death.
3D dark stealth — inspired by UNDERTALE™ & Little Nightmares™
IN DEVELOPMENT
01 / 04
Your choices matter — even the ones you don’t make. It’s not just about what you do; it’s about how you do it that determines if a character is saved or condemned.
26 unique characters · cel-shaded graphics · stealth & puzzles · consequence-driven story
AMYSESCAPE.COM →We build dark fantasy worlds. What matters is not theme, but structure. Interaction can be reduced to three axes. When these are clear, everything else becomes possible.
Emotional state.
Geographical position.
Narrative context.
You must know exactly where you stand.
Without position, direction is noise.
Every system implies a destination.
A rightward pull.
A landmark.
A confrontation.
The vector must be legible.
This is action clarity.
Jump. Run. Step on a Goomba.
Select. Use. Close.
The player must understand what can be done.
When these three are clean, interaction becomes elastic. It scales beyond fixed loops. This is editing in film.
Webby Award winning engineer. Built websites, apps, and large scale systems. Now building dark fantasy games with precision, technical depth, and disciplined execution.
Majora’s Mask · Fear & Hunger 2 · Inside
Producer and lead designer. Structures systems, writes narrative, and builds gameplay architecture. Keeps production aligned and complexity under control.
Until Dawn
Art director shaping the visual language of the studio. Leads aesthetic direction, character tone, and atmosphere with strong instinct and focused execution.
Genshin Impact · Lisa
Expert at treat requesting. Senior morale officer. Unconditional support department, head of.
Belly Rubs, When food lands on floorWork should speak. Quality is felt, not announced.STUDIO HIGH GROUND
We’re looking for people who refuse to make forgettable work. Remote-friendly. Quito preferred. Portfolio required.
Dialogue-first. English native. Voice, not exposition. Sharp, hyper-real characters that feel lived-in. Our cast spans eras — contemporary realism alongside older forms of English. Restraint matters.
Game UI — not editorial. Readability first. Controller-driven systems. HUDs that belong to the world, not layered on top. Clarity without losing identity.
Performance, not just movement. Stylized, cartoon-leaning work translated into 3D space. Exaggeration, timing, silhouette, emotional clarity. In-office in Quito, Ecuador — not remote.