Independent studio imprint · Netherlands

Independent games built with care and consequence.

Hubsays is Brendan Davies's independent studio imprint for an unannounced atmospheric industrial strategy title. The work is private while it becomes playable. What is public is the craft, the process and the standards behind it.

Current work remains private by design.

A massive red industrial machine crosses a dark ash-filled landscape beneath distant towers.
Current visual development. Low-chrome presentation study.

In development

One focused production at a time.

Active development

An atmospheric industrial strategy title, developed independently by Brendan Davies in the Netherlands.

Public material shows how the imprint develops its visual language and production judgement. It does not promise a date, platform or feature list before the work is ready.

Developer
Brendan Davies
Working model
Independent practice
Public channel
Selected craft and build-log updates

How Hubsays works

Six working principles.

01

Make games worth returning to

Build experiences we would choose to play: coherent worlds, meaningful choices and respect for the player’s time.

02

Work close to the craft

Build locally by default. Use online services where they genuinely improve collaboration, distribution or the player experience.

03

Treat player trust as part of design

Collect the minimum, explain the purpose and never turn attention or personal data into something to extract.

04

Use tools responsibly

Prefer durable open standards where they fit. Respect licences, contributors and the work behind every dependency.

05

Leave useful traces

Share what may help, credit collaborators and make work that gives something back to players, peers and the creative community.

06

Let judgement be earned

Experience, curiosity, practical craft and the willingness to change course matter alongside formal qualifications.

The imprint

Small by design. Ambitious in the details.

Hubsays brings game design, visual craft, production and testing together under one roof.

The presentation stays honest about the scale of the work: make something coherent, choose scope deliberately and earn the next decision through practice.

Early exploratory studies · 2025

Where some of the questions began.

Notebook sketches, rough visual studies and early digital experiments gave the work somewhere real to start.

These were visual experiments, not gameplay screenshots or the current art direction. They asked what makes a place feel like home, how a world creates pressure and what an independent practice can build with care.

Early exploratory concept study

Not a gameplay screenshot or final art direction

The current project has since moved in a different direction

Moss-covered cylindrical dwellings built into a wooded sandstone valley beside a stream.

Study 01

Shelter that belongs to the landscape

An early question about whether architecture could make terrain, route and safety feel connected.

A cutaway stack of orange-and-white capsule rooms shows lit living spaces and silhouetted people.

Study 02

A machine understood from within

The useful idea was not the exact design. It was a home whose spaces and pressures could be felt by the player.

Stay close

Follow the work as it earns its shape.

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