Editorial Th30ne Studios graphic showing world building, game design, systems and live iteration
The studio

Small team
Loud output

Th30ne Studios is independent. No publisher identity to imitate and no single platform allowed to define the company. We build the game first, then use the tools that fit it.

One name above both

The platform follows the game.

Wealth Inc. uses Roblox because the world, economy and player-created identity fit the platform. House of Cards uses Unity because it needs a separate product, a separate interface and a different technical foundation.

The studio identity stays consistent—dark, direct, system-focused—while every game gets permission to become its own thing.

Th30ne Studios editorial project wall
Operating method

Build enough to prove the loop. Then make it impossible to ignore.

01Prototype

Find the repeatable action.

Start with the decision or action that makes the player want another session.

02World

Give the system a place.

Progression matters more when it changes what the player can see, enter and show.

03Test

Put the build in danger.

Real players expose weak pacing, broken economies and confusing interfaces faster than theory.

04Ship

Patch without losing the point.

Fix what breaks while protecting the identity that made the project worth opening.

Current slate

What is moving now.

Now

Wealth Inc.

Flagship Roblox project in live testing: plot progression, stations, Ticket City, reward systems, Flex inventory, vehicles and ongoing world development.

Next

House of Cards

Unity skill-based poker competition game with tournament, free play and campaign direction established. Development requires additional technical ownership.

Always

Studio systems

Project presentation, recruitment, production structure and a reusable visual language that can support the next game without turning every release into Wealth Inc. 2.

Studio principles

No fake scale. No vague roadmap. No platform worship.

01

Show the real build.

Actual captures are labeled as actual captures. Concept art is labeled as concept art. The difference matters.

02

Give contributors ownership.

A collaborator should know what they own, how the work is credited and what the compensation structure is before the work begins.

03

Let each game be itself.

The studio carries the standard. The project carries its own world, tone and technical requirements.

One studio
Different worlds

The next project should expand the name, not erase what came before.