Make games worth returning to
Build experiences we would choose to play: coherent worlds, meaningful choices and respect for the player’s time.
Independent studio imprint · Netherlands
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.
In 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.
How Hubsays works
Build experiences we would choose to play: coherent worlds, meaningful choices and respect for the player’s time.
Build locally by default. Use online services where they genuinely improve collaboration, distribution or the player experience.
Collect the minimum, explain the purpose and never turn attention or personal data into something to extract.
Prefer durable open standards where they fit. Respect licences, contributors and the work behind every dependency.
Share what may help, credit collaborators and make work that gives something back to players, peers and the creative community.
Experience, curiosity, practical craft and the willingness to change course matter alongside formal qualifications.
The imprint
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
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

Study 01
An early question about whether architecture could make terrain, route and safety feel connected.

Study 02
The useful idea was not the exact design. It was a home whose spaces and pressures could be felt by the player.
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