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THE SIGNAL
FACES YOU.

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

Liberi Stellarum Supra.

AT 6384KM MOUNT CHIMBORAZO STANDS AS THE PLANET’S FARTHEST POINT — THE CLOSEST STUDIO TO THE STARS ABOVE.

Facing is the only verb in first person — “I am facing” — that applies to game software. You do not face a book. You do not face a movie. You face things in a game: a philosophical challenge, a physical one, a world that pushes back. Our goal as a studio is finding the abstraction limits of the art form — to create design only possible in games.

Dark fantasy stealth sim about a girl who finds there are things worse than death.

SHOW
DON’T TELL

We are a dark fantasy game studio. Nothing is set in stone and everything can be done in brand new ways. We believe the best design communicates without explanation — the “show don’t tell” of software.

01

WHERE YOU ARE

With as few markers as possible, we tell you where you are. You should always know your position in the story, in the world, and in the puzzle. Clarity gives the brain ways to solve problems.

02

WHERE YOU HAVE TO BE

Your goal, narrative, geographical destination — all communicated. You should know the exit, the threat, and the objective without a single arrow on screen.

03

WHAT YOU CAN DO

Walk, run, use an item — it should be clear. We give you a location and a goal, then the tools to think outside the box how to reach it. This is the most dynamic part.

TEAM

Fernando FOUNDER · CREATIVE TECHNICAL DIRECTOR

FERNANDO

Webby Award–winning engineer. Websites, apps, systems. Now building top-notch games that rival Playdead and Genshin through expert craft and relentless discipline.

Alex PRODUCER · LEAD GAME DESIGNER · SCRIPTER

ALEX

Producer, lead scripter, lead game designer, tech generalist. The operational backbone — structure, systems, and narrative architecture.

Andrea ART DIRECTOR

ANDREA

Art director straight from college. Hired by Fernando for raw talent and vision. Defining the visual identity of everything we ship.

ADDITIONAL TALENTS
Sebastián3D
Juan Granda3D
María del RosarioCopy
Rider
Rider — Company husky. Expert at treat requesting.
Work should speak, quality should be 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

We are looking for a dialogue-first writer. English must be your native language. This role is about voice — not exposition. You write sharp, hyper-real dialogue that feels lived-in, not written. Wit without forcing it. Dark humor that lands naturally. Information delivered concisely, never as a lecture. Our characters span eras. Some are ancient. Some are modern. You must be able to weave contemporary realism with older forms of English when needed — without parody, without excess. Restraint matters.

YOU WILL:
  • Write character-driven in-game dialogue
  • Craft layered conversations that hide lore inside natural exchange
  • Develop intertwined timelines and tonal shifts
  • Assist with creative scenario planning for future projects
  • Write concise narrative documents that are clear, not bloated

If you overwrite, explain too much, or confuse “complex” with “good,” this isn’t for you. We want dialogue that breathes.

APPLY →
DESIGN · FULL-TIME

GAME UI DESIGNER

This is game UI. Not magazine layouts. Not marketing sites. Readability comes first. Clarity is non-negotiable. But clarity does not mean generic. We are building interfaces that belong to the world. Controller-driven systems. HUDs that feel integrated, not layered on top. UI with identity.

YOU MUST:
  • Design highly readable, controller-friendly interfaces
  • Understand interaction flow, hierarchy, and player cognition
  • Select strong, intentional typography
  • Be localization-aware (Latin, Cyrillic, Chinese and beyond)
  • Ideally: design or modify fonts for multilingual use

We are not reviewing standard editorial portfolios. Send 1–2 bold, game-focused UI pieces that show originality and system thinking. We are not training for this role. You either understand game UI deeply — or you don’t.

APPLY →
ART · FULL-TIME

ANIMATOR (2D / 3D HYBRID)

We are looking for an animator who understands performance, not just movement. You should be comfortable with stylized, cartoon-leaning animation — and know how to translate 2D sensibilities into 3D space. Exaggeration, timing, silhouette, emotional clarity.

THIS ROLE INCLUDES:
  • Character and creature animation
  • Expressive environmental motion
  • Working with layered, technical animation systems
  • Collaborating with engineers to build modular animation stacks
  • Contributing ideas to elevate emotional depth through motion

Dark fantasy does not mean stiff. It means controlled tension, weight, and intention. We want someone who can help build a tapestry of emotion through movement — not just execute tasks.

APPLY →

CONTACT

Quito, Ecuador.

INFO@STUDIOHIGHGROUND.COM