The studio behind the mark.
Snake Mech Studios is a one-person workshop. Originally a side bench for prototyping odd game ideas, now a full operation splitting time between original titles and selective freelance design work.
~ 800×800
Built from a hobby bench, not a boardroom.
The studio started as a folder of unreleased prototypes — small mech games, weird puzzle hybrids, and the occasional UI experiment. After enough freelance clients asked “who designs your stuff?”, the workshop got a name and a logo.
Today, Snake Mech Studios runs two parallel tracks: a slow-burn pipeline of original game projects, and a tight roster of freelance clients who want craft-first design and development. The same person ships both. That's not a limitation — it's the philosophy.
What the workshop believes.
Craft over churn.
Fewer projects, finished better. A 2× rewrite usually beats shipping the first draft.
Strong opinions, loose grip.
A clear point of view in the first review, full flexibility in iteration.
Show the workings.
Source files, organised layers, and a doc that explains the why. No magic.
Mechanics first.
Whether it's a game or a checkout flow — the system underneath has to feel good.
One throat to choke.
No farmed-out work. The person you brief is the person at the keyboard.
Ship a thing, not a deck.
Every engagement ends with a real artefact in the world — built, branded, or playable.
A short history.
First prototypes
Started building small game prototypes between contract jobs. Most still live in a private folder; a few escaped onto game jams.
Freelance practice
Took on regular freelance UI/UX and brand work. Quietly stockpiled a catalog of mechanics for the studio's own slate.
Studio formed
Snake Mech Studios incorporated as a single-person operation. Logo, identity, and dual practice (in-house games + freelance design) formalised.
Now
Mech Reliquary in development. Books open for selective freelance work — UI, branding, web. Always more in the prototype folder.
Daily drivers.
A pragmatic, boring toolset — picked because it ships, not because it's trendy.
Game Dev
- Unity (URP/HDRP)
- Unreal Engine 5
- C# · GDScript · Blueprint
- FMOD · Wwise
Art & 3D
- Blender
- Substance Painter
- Procreate
- Photoshop · Illustrator
Design
- Figma
- Framer
- After Effects
- Notion · Miro
Web
- HTML / CSS / JS
- Bootstrap · Tailwind
- jQuery · Alpine
- Cloudflare · Netlify