Heist Bots · story bibleWritten before any art
01 · Story: One sentence, then a world.
We write the premise, the crew, what each of them wants and the rules of their world. Every symbol, feature and mode gets one line that says why it exists in that world. If something has no reason in the story, it does not go in.
Example: In Heist Bots the lock resets every round. That is a story rule and a game rule at once.
Comes outa story bible
Heist Bots · RTP per mode: 96.50% in all six1,000,000 rounds each
02 · Math: The rules, then a million rounds.
The game's rules are written down before any art exists. We build the math on Stake Engine's math tools and simulate a million rounds per mode. RTP, max win and how often things happen are measured, not guessed.
Comes outa game design document and frozen math
Boss · the slam · 8 of 24 framesFrom the game · rendered in-house
03 · Art: Lit and rendered by us.
Symbols are modelled in our own code. The crew is rigged, animated and lit in the same pipeline, and every frame in the game is rendered there. Where a character starts from an AI-generated shape, we rig, light and render it ourselves. Every symbol passes a readability check at phone size before it is locked.
Comes outthe crew, the symbols, the hall and the vault
Meet the crew →
sfx-boss-slam · from the gameNo audio plays here
04 · Sound: Every sound has a job.
Music for the hall, music for inside the vault, and sounds for the crew's moves. Some music starts from open-weight models we run on our own hardware; we cut, edit and mix every cue. Every file is measured for loudness and peak, and every loop is checked for a clean join.
Comes outa measured sound set