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Brand Iteration Lab Active Development

The new
Mischief brand is here.

The Mischief Gaming Studios visual identity has arrived. Three versions of the new logo are presented below — the full lockup, the standalone M icon, and the name-only wordmark. Cast your vote on which feels like the face of the studio.

Concept A
Logo Concept A - Full Logo
Full Logo — M + Wordmark
The complete identity — the metallic M icon paired with the full studio name below.
Concept B
Logo Concept B - M Icon
M Icon — Standalone Mark
Bold and iconic — the metallic M mark on its own, built for app icons, watermarks, and merch.
Concept C
Logo Concept C - Name Only
Wordmark — Name Only
Clean and typographic — the Mischief Gaming Studios name as a standalone horizontal lockup.

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Our Mission

At Mischief Gaming Studios, we build immersive, systems-driven games using Unity 6 and C#, and Unreal Engine 5 and Modern C++. Our development philosophy is grounded in modular architecture, performant game loops, and scalable logic. Every title, from rapid prototypes to full-scale simulations, is built on a foundation of clean, industry-standard code.

Our Titles
Active Development
Active Development
Phase: Faction Design & Unit Architecture

Candy RTS (Name Pending)

Candy RTS — Gummy Soldier Unit

A real-time strategy game built around three candy factions — Sweet, Sour, and Chocolate — each with distinct unit types, playstyles, and mechanics. The Gummy Soldier shown here is an early unit from the Sweet faction. Designed around a modular unit class system and a shared resource economy, with more factions and unit types planned post-launch.

Unity 6 C# RTS Systems Faction Architecture
In Development
Phase: Core Mechanics & Physics Integration

Crypt Raider

Crypt Raider

A first-person action-adventure focused on physics-based environmental interaction. Engineering the core movement controller and modular trigger systems for trap mechanics. Utilizing ProBuilder for rapid prototyping of spatial puzzles and dungeon architecture.

Unreal Engine 5 C++ Blueprints
In Development
Phase: Systems Architecture & Prototyping

Treasure

Treasure

A 3D exploration and collection game leveraging the advanced rendering capabilities of Unity 6. Engineering high-performance visual effects using the VFX Graph and a decoupled ScriptableObject-driven architecture for inventory systems, optimized for future Netcode integration.

Unity 6 (LTS) C# VFX Graph
Beta
Phase: Data Persistence & UX Refinement

Farm Life

Farm Life

A systems-heavy simulation game featuring a grid-based farming engine and JSON-based Save/Load systems. Currently polishing the user interface and refining the ScriptableObject content pipeline for crop growth cycles.

Unity C# JSON Serialization
Feature Complete
Phase: Cross-Platform Maintenance

Evil Wizard (Web/CLI)

Evil Wizard Web

A sophisticated RPG engine featuring inheritance-based character classes and a modular combat state machine. The WebGL port is optimized for zero-latency browser deployment with a fully responsive terminal-style interface.

Python WebGL
Beta
Phase: Feel & Juice Polishing

Racer Stars

Racer Stars

A high-speed arcade racer utilizing Unity's Wheel Collider physics and custom torque curves. Features a modular race-manager system and AI waypoint navigation. Currently refining vehicle handling and implementing the New Input System for full gamepad support.

Unity C# New Input System
Beta
Phase: Polishing & Performance Optimization

Vampire Survival

Vampire Survival

A 'bullet-heaven' survival game focusing on Object Pooling and mass-entity management. Features a custom collision-handling system to support hundreds of concurrent on-screen enemies. Currently undergoing balance tuning and optimization of the Observer-pattern power-up matrix.

Unity C# Object Pooling
Beta
Phase: Interaction Polishing & Asset Integration

Store Simulator

Store Simulator

A first-person management simulation focused on inventory logistics. Features a Dynamic UI system for pricing and a Raycast-based interaction layer. Currently refining NPC navigation and expanding the scalable 'Item Class' hierarchy.

Unity C# Raycast Interaction
Beta
Phase: UI Polish & Rule-Set Balancing

Card Battler

Card Battler

A strategic card-combat game built on a modular State-Machine architecture. Features a data-driven card effect system and an AI 'Decision Tree.' Currently focusing on visual feedback for 'chain-reactions' and balancing the status-effect stacking logic.

Unity C# State-Machine Architecture
Technical Expertise & Tooling
Engine Core
Unity 6 (LTS), C#
Entity Management, Object Pooling
Graphics
VFX Graph, Shader Graph
URP, ProBuilder
Systems
ScriptableObject Architecture
Finite State Machines (FSM), AI Pathfinding
Workflow
Git / GitHub, Blender
JSON Serialization, Asset Pipeline