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SCROLL DOWN — SIGNAL BELOW

THE SIGNAL FACES YOU.

Facing is the only first-person action unique to games.

You do not face a book. You do not face a film.

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.

Thou wast not wrought for idle ken, nor shaped for far-set gaze.

WHO WE ARE

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

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 →

THREE AXES OF INTERACTION.

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.

01

WHERE YOU ARE

Emotional state.
Geographical position.
Narrative context.

You must know exactly where you stand.

Without position, direction is noise.

02

WHERE YOU HAVE TO BE

Every system implies a destination.

A rightward pull.
A landmark.
A confrontation.

The vector must be legible.

03

WHAT YOU CAN DO

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.

TEAM

Fernando

FERNANDO

FOUNDER · CREATIVE TECHNICAL DIRECTOR

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
Alex

ALEX

PRODUCER · LEAD GAME DESIGNER · SCRIPTER

Producer and lead designer. Structures systems, writes narrative, and builds gameplay architecture. Keeps production aligned and complexity under control.

Until Dawn
Andrea

ANDREA

ART DIRECTOR

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
ADDITIONAL TALENTS
Juan Granda3D
María del RosarioCopy
Hugo DiazUI Designer · Pitch Deck & Marketing
SOUND DESIGNER

To Be Announced

POSITION FILLED
COMPOSER

To Be Announced

POSITION FILLED
Rider

RIDER

COMPANY HUSKY

Expert at treat requesting. Senior morale officer. Unconditional support department, head of.

Belly Rubs, When food lands on floor
CAST
VOICE OF AMELIA “AMY” LOEVINGER

To Be Announced

POSITION FILLED
VOICE OF BARRET ARICSON

To Be Announced

POSITION FILLED
CASTING DIRECTOR

To Be Announced

POSITION FILLED
CHARACTERS — CASTING SOON
Nettle TeneseaCasting Soon
Francena CadwalladerCasting Soon
Sara Reizes KleinCasting Soon
Julianne WellingtonCasting Soon
Clementine WellingtonCasting Soon
Kole WadjetCasting Soon
Jenna MartinaCasting Soon
Sam BernalCasting Soon
Dr. Daniel CadwalladerCasting Soon
Albert RossCasting Soon
Aaron Kane (+ Puppets)Casting Soon
Rëlbûk DërfläCasting Soon
Baya RossCasting Soon
DeirdreCasting Soon
The Knotts FemaleCasting Soon
The Knotts MaleCasting Soon
Dr. Elizabeth Blueth NeedhamCasting Soon
~23 MinersCasting Soon
~14 Lost ChildrenCasting Soon
Eila BartlettCasting Soon
ElliotCasting Soon
Raeburn “Rae” ChastelCasting Soon
Evangeline AeronaCasting Soon
Emerette of the DeepCasting Soon
DarbyCasting Soon
Work should speak. Quality is felt, not announced.
STUDIO HIGH GROUND

OPEN
POSITIONS

We’re looking for people who refuse to make forgettable work. Remote-friendly. Quito preferred. Portfolio required.

CREATIVE · FULL-TIME

DIALOGUE WRITER / NARRATIVE DESIGNER

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.

YOU WILL:
  • Write character-driven in-game dialogue
  • Craft conversations that hide lore inside natural exchange
  • Develop intertwined timelines and tonal shifts
  • Write concise narrative documents — clear, not bloated
APPLY →
DESIGN · FULL-TIME

GAME UI DESIGNER

Game UI — not editorial. Readability first. Controller-driven systems. HUDs that belong to the world, not layered on top. Clarity without losing identity.

YOU MUST:
  • Design readable, controller-friendly interfaces
  • Understand interaction flow, hierarchy, and player cognition
  • Select strong, intentional typography
  • Be localization-aware (Latin, Cyrillic, Chinese and beyond)
APPLY →
ART · FULL-TIME · IN-OFFICE (QUITO)

ANIMATOR (2D / 3D HYBRID)

Performance, not just movement. Stylized, cartoon-leaning work translated into 3D space. Exaggeration, timing, silhouette, emotional clarity. In-office in Quito, Ecuador — not remote.

THIS ROLE INCLUDES:
  • Character and creature animation
  • Expressive environmental motion
  • Working with layered, technical animation systems
  • Collaborating with engineers on modular animation stacks
APPLY →

We announce new positions through our newsletter.

CONTACT

Quito, Ecuador.

INFO@STUDIOHIGHGROUND.COM

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