JOJO’S SHENANIGANS
Small tools. Solid foundations.
The technology behind our games and apps, and why we use it.
C# and .NET Native AOT
Orebit’s systems are written in C#. Native AOT lets us work toward a native executable without asking players to install a managed runtime. We keep gameplay rules separate from rendering and platform details so each part can be understood and tested.
SDL3, SDL_GPU, and Metal
SDL3 provides the window, input, audio, and platform foundations for Orebit. SDL_GPU is our rendering layer, with Metal on the first macOS target. A deliberately small platform layer keeps us close to the pixels without adopting a full game engine.
Kotlin and Android
Photo Pomper uses Kotlin and native Android views. We keep the interface focused on framing and taking photos, with camera and lens options that adapt to compatible devices.
SuperCollider and procedural audio
We use SuperCollider to create original sounds for our games through code. In Orebit, synthesis recipes give engines, mining tools, and collected materials their own character. We generate and refine the audio during development, then ship the finished sounds with the game.
Pixels with a purpose
Pixel art ties our projects together. Clear silhouettes, restrained palettes, and the Spleen typeface give them a shared visual language. Text stays separate from illustrations so English and Brazilian Portuguese both fit naturally.
A simple home on the web
This website is built with Hugo. Markdown becomes static pages, and fonts and artwork are served locally. Reading it needs no JavaScript. There are no analytics scripts, ads, or tracking cookies added by the site.