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Our Vision:

Strangest.io is building strange and exciting new worlds. With the help of independent artists and lifelong gamers, we're forming a coalition of creators who are constantly pushing envelopes and breaking molds. We believe that the best stories are yet to be told, and that their authors can be found anywhere and everywhere. Next time you're out and about, take a look around - the 20-something who just served you coffee, the garbageman hauling bins off the curb - they might just be a member of the strangest.io team.

If you have an idea or project that you think fits our vision and studio, reach out to us here.

 
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Our Story:

1:33 AM. You're hunched over at your computer, mindlessly scrolling through your library of games. What to play, what to play? Suddenly- BOOM. BOOM. Something's outside your door. CRASH. It flies off of its hinges and falls to the ground. "M-Mom?" You whisper, dumbstruck. A musclebound, shadowy figure walks in, carefully stepping over your dirty laundry. He stops right in front of you, the tears that had formed in your eyes begin to recede. The figure extends its hand - "I'm with Strangest.io. We're putting together a team."

That might sound like a crazy metaphor, but it’s reality for most of our teammates. We are a decentralized collective or programmers, artists, designers, writers and musicians originally hailing from Austin, Texas.

 
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Our Toolkit & Processes:

We often get asked what tools we use to produce Strangest.io projects. Although there is something to say about how the tools you choose don’t matter as much as the folks using them, we did want to detail our stack for those interested.

We use Unity/C# to develop our projects. Unity’s mission statement, “…to democratize game development and enable everyone to create rich interactive content”, is one that we agree with whole heartedly. We also find their engine easy to prototype in.

On the art side, we mainly use Cinema 4D and Adobe products. We tend to use Photoshop and After Effects for nearly every project.

We continue to refine our process with every project we release. In its current form, we keep our projects limited to a strict 3-6 month release schedule. As of now, we do not take on projects that don’t fit into this timeframe. We believe that 3-6 months is enough time to develop interesting short-form content. We use Trello to manage our projects.