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

“We design what is needed to fit the vision and make the game fun. This requires figuring out why something is needed then collaborating closely with art and programming to plan, create, and iterate. Everything comes together in a game’s levels – purposeful spaces where gameplay and drama happen.

Our designers come in 3 fruity flavors – gameplay designers, narrative designers, and level designers. They can all cover for each other and always keep player experience at the heart of their design thinking, otherwise QA will crush them.”

Julian, Head of Design


“We tackle the technical challenges required by the project, either arising directly from the game’s design and vision or emerging indirectly as ancillary tasks. To that end we work closely with art and design, analyzing their needs to make sure they have the features, tooling, and infrastructure to work as efficiently as possible.

We do have field specialists on certain topics but in general, every programmer is expected to be able to solve the tasks most required by a project at any given time.”

Andri, Head of Programming


“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


“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