Lighting the way

In Purple

Our Story

Starting with a mere amount of around 20 people in 2018, we have grown to a 60+ people studio from more than 15 different countries.

While taking over The Guild 3, a PC-only game, at the beginning, our focus shifted towards multiplatform games which are now our strength and joy.
Being a member of the THQ Nordic family since 2020 further helped us develop in that direction.

We have released two successful SpongeBob 3D platformers on all current and last-gen platforms, and with our amazing team, we are continuing to work on making even better games.

Our Departments

Game Design

“It is our mission to design engaging and meaningful gameplay that remains true to our vision while honoring the intellectual property we are working on.

As part of our job, we turn ideas into fully fledged game features, design levels, systems, and user interfaces while ensuring a fun player experience.

We act as communication hubs and collaborate with all team members to drive iterative workflows, to continually improve the game every day.

We love creating games and having fun doing it.”

Helmut, Head of Game Design

Programming

“We provide the tools that the other departments need to realize the vision for our games.

From implementing simple editing aids, over customizing the engine, to realizing big gameplay systems – no task is too trivial or difficult for us.

Collaboration is key to succeeding in this, so we closely work together with our artists, designers, and quality assurance.

While we do each specialize in certain topics, we all have to be able to help with any issue, at any time.

We take pride in our flexibility and keep honing our programming skills all the time.”

Daniel, Head of Programming

Art

“We are the largest team in Purple Lamp, some of the most talented and nicest people you will ever meet!

Our responsibility is to make our projects look fantastic, and we are brilliant at it!

We simply make everything look amazing, including the other departments!”

Stefan, Head of Art

QA

“Our job is to make sure that the game is working as intended and that the players have a smooth gameplay experience. We spend countless hours prodding and poking the game, finding and cataloging bugs and providing feedback to the other departments.

When it comes to submission time, QA becomes the gatekeeper for the project. We need to closely monitor the changes being made to the build in order to make sure that the stability and quality targets are met for a successful submission.

The QA department does not have dedicated specialists, but our testers will often gravitate towards aspects of the project that they have an aptitude for, be it localization or boss fights.”

Felix, Head of QA

Games