Hello World!

Hello, and welcome to the OO// blog!

We’re a brand-new indie game studio. And when I say new, I mean really new.

OO// is our first game, and we’re hoping that when we finally unleash it upon the world, you’ll have as much fun playing it as we’ve had bringing it to life.

But before we get too far into things, I want to talk a little about where the idea came from, how we’ve built it, and something I think is important to be completely transparent about.

The original idea behind OO// actually goes back to my university days.

As part of an assignment, a friend and I developed a little game called Quick Maths. It was written in C++, and every single line of code was written by the two of us.

The premise was simple: select two numbers that add up to another number on the board.

That basic idea has stuck with me ever since.

OO// takes that original concept and runs with it. The mechanics have evolved considerably, the gameplay is much more involved, and aesthetically, it’s an entirely different beast.

It’s not Quick Maths with a fresh coat of paint. It’s something new, built around a little idea that never quite left my head.

Now, here’s something I want to be upfront about.

OO// has been developed with the assistance of artificial intelligence.

I know AI is a contentious subject, particularly within the gaming industry. There are plenty of conversations happening about its use, its implications, and what it means for developers, artists and the industry as a whole.

I’m not going to use this post to argue for or against it.

I think our decision to use AI makes our position reasonably clear.

But I do believe players deserve transparency. You should know how the games you’re buying are made, and you should be able to make your own decisions about whether you want to support them.

That’s really all there is to it.

I’m not going to pretend I sat down and personally wrote thousands of lines of code. That wouldn’t be honest, and it wouldn’t be fair.

What I will say is that the ideas, the direction, the decisions about how the game should look, feel and play — those are ours.

AI has helped us turn those ideas into something tangible.

I’m not a professional programmer. I’m not a website designer. I’m just an enthusiast who loves technology, loves gaming, and has a head full of ideas.

For years, the biggest obstacle between having an idea and actually doing something with it was the technical knowledge, time and money needed to bring it to life.

AI has changed that equation for me.

It doesn’t mean the work disappears. There are still decisions to make, problems to solve, things to test, and plenty of moments where something that should work absolutely refuses to cooperate.

But it does mean that someone like me can actually attempt something that might otherwise have remained nothing more than an idea.

And that’s exciting.

Unhinged Games currently consists of three people, zero financial backing, and an entirely unreasonable amount of optimism.

We’re not a big studio. We don’t have investors, a marketing department, or a huge development budget.

We’ve just got an idea we believe in, the tools available to us, and a determination to see where this goes.

Maybe OO// will be a success. Maybe it won’t.

But we’re making something, we’re learning along the way, and we’re enjoying the process.

And if, somewhere down the line, someone spends a few hours playing a game that started life as a university assignment all those years ago?

Well, I think that’s pretty bloody cool.

Welcome to Unhinged Games.

Let’s see where this takes us.