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HIBIKI entertainment · Independent UK studio

An independent studio built around making, learning and sharing journeys.

We create games, development tools and learning resources, and apply that experience in ways so many can utilise.

Deliberately small

HIBIKI is deliberately small. We work founder-led, bringing in collaborators and specialists where a project genuinely needs them.

One practice, not five companies

Games, tools, teaching and client work are different ways of applying the same underlying practice, not separate businesses.

Knowledge that compounds

What one project teaches should make the next one better, rather than being discarded when the project ends.

What ties it together

One studio, five connected areas. Each one feeds the others.

Make

Creating original games, and the production knowledge, continues our drive.

Understand and improve

Tools and workflows that begin as real problems becoming solutions for us and others.

Share

Learning material and selected collaboration that keep the knowledge moving.

Based
Independent UK studio, remote-friendly and founder-led.
Founder
Ty Xanders

Why HIBIKI exists

Creative work gets better when the knowledge behind it is not thrown away. Too often a team solves a hard problem, ships, and then starts the next project from almost nothing.

  1. A game reveals a thoughts and feelings.

    From dev to player, we want to hear feedback and experiences.

  2. A solution can become a tool.

    If a problem is common enough, the fix can be worth turning into something other people can use and further pass on.

  3. Others expose the edges.

    Users, clients, collaborators and learners find can voice cases we missed. That experience can improve anyone's next idea.

How we work

Three habits that show up in the actual work, not just the copy.

Small by design

Ambition

  • Build for deep meaning; structure for the long term.
  • Our best solutions rely on intent that can push boundaries for us and others.

Understand before abstracting

  • We would rather understand a problem properly than generalise it too early.
  • Tools, systems and lessons are built from real production, not just assumptions.

Respect people's time

  • Players, developers, learners and clients all give us their attention we listen first.
  • Our games, documentation and teaching should be worth it long term.

Built from different disciplines

HIBIKI reflects the way its founder has always worked: across disciplines rather than inside one narrow specialism.

Ty Xanders, founder

To name a few, my background spans game development, realtime 3D, visual production, photography, music, design and production planning. Over time those disciplines converged around realtime technology and interactive experiences.

Still learning

I am still learning as HIBIKI develops. Building the studio is part of the work and process, not something finished before it starts.

  • I am most interested in the space between creative ambition and practical production.
  • HIBIKI learn for example, turns production experience, experiments and mistakes into material that helps someone else move forward faster. It is not a claim that development is solved, just this is a journey made, utilise it if you will.
  • That idea runs through the rest of the studio: make something, understand it, improve it, share what is useful.
    We all have knowledge and input that has to be communicated to one another in a way that makes sense, and keeps its original nuances.
HIBIKI full-colour brand artwork on a dark background

The core team

Small bit mighty, select core team of specialists and multi disciplined members.

HIBIKI core team member portrait
HIBIKI core team member portrait
HIBIKI core team member portrait
HIBIKI core team member portrait

One studio, several ways of applying the work

These are not five departments or separate companies. They are different outputs from the same underlying practice.

HIBIKI game

Original games, where our ideas are tested at their largest scale: strong visual identity, social interaction, player consequence, and systems that create situations rather than prescribe them. Useful R&D carries on downstream.

HIBIKI learn

Education built around understanding concepts and applying them. We want people to understand why something works, not memorise which buttons to press, and not be told that development is effortless.

HIBIKI asset

Practical Unity tools and production solutions, usually born from a real problem in our own development. A good tool removes friction, explains its purpose, and earns its place in a pipeline.

HIBIKI network

A route for collaboration, professional support, clients and partners. It also puts us in front of production problems outside our own work.

HIBIKI web

Focused web and digital work using appropriate technology mindfully and restrained complexity, for HIBIKI and users.

Where HIBIKI is going

The core idea for HIBIKI is still 8 years young c.2018. The plan is to strengthen the connections between games, tools, teaching, collaborators and services, one useful piece at a time. Slower yet methodical.