FULGENS GAME STUDIO

About the Studio

BRIGHT IDEAS.
BETTER GAME NIGHTS.

Fulgens Game Studio is an independent tabletop studio built around memorable ideas, strong personalities, and games that give people something to talk about after the box goes back on the shelf.

Why Fulgens Exists

GAMES SHOULD LEAVE A LITTLE SOMETHING BEHIND.

A clever mechanic matters. Great art matters. A strong theme matters. But none of them mean much if nobody remembers what happened at the table.

We like games that create stories: the terrible decision everyone remembers, the card played at exactly the wrong time, the absurd comeback, the running joke that survives longer than the rules explanation.

Fulgens exists to make more of those moments.

The studio is intentionally small and idea-driven. That gives each project room to have its own visual language, tone, and personality instead of forcing every game into the same mold.

What We Care About

THE STUDIO COMPASS

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PERSONALITY FIRST

Games should know what they are. Tone, art, writing, and mechanics should feel like they belong to the same conversation.

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PLAYERS MAKE THE STORY

The best design gives people enough structure to create their own memorable moments instead of scripting every beat for them.

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ITERATE WITHOUT MERCY

Prototype it. Play it. Break it. Fix it. If a favorite idea makes the game worse, the favorite idea loses.

How We Work

MAKE IT REAL. THEN FIND OUT WHAT’S WRONG WITH IT.

Fulgens projects move quickly from idea to something physical. We want cards on a table, rules in somebody else’s hands, and real people making decisions as early as possible.

That means the process is rarely tidy — but it is useful.

01
IDEA

Find the thing worth exploring.

02
PROTOTYPE

Make it tangible before polishing it.

03
PLAYTEST

Let actual players prove the assumptions wrong.

04
ITERATE

Keep what works. Rebuild what does not.

Yes, we use generative AI.
Quite a bit, actually.

It isn’t difficult to see that this website — and Unicorn Hunters itself — makes extensive use of AI-generated artwork and AI-assisted creative tools.

Fulgens Game Studio isn’t trying to hide that. In fact, I embrace it.

WHY?

Without getting into the larger moral, cultural, or industry debates surrounding artificial intelligence, the practical answer is simple: Fulgens is currently a one-person studio.

I have a regular 9-to-5 job, just like a lot of people trying to build something of their own, and the hours available to create are limited.

Right now, generative AI gives me a practical way to turn ideas into working prototypes quickly. It helps with concept art, game artwork, logos, website imagery, layout exploration, writing assistance, and other parts of the development process that would otherwise take substantially more time or resources than I currently have available.

THE IMPORTANT PART

That does not mean pressing a button and publishing whatever comes out.

Everything used by Fulgens is reviewed, edited, tested, and usually put through multiple iterations before it is considered finished.

DESIGNS CHANGE. ART GETS REWORKED. RULES GET REWRITTEN. LAYOUTS GET REBUILT. BAD IDEAS GET DISCARDED.
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Like a hammer, a brush, or a chisel, generative AI is a tool.

It can assist in creation, but it is not the origin of the ideas, and it does not make the final creative decisions.

I have more ideas than I currently have hours in the day to realize them. For now, these tools give me a larger canvas on which to explore those ideas and actually bring some of them into the world.

WHAT COMES NEXT

As Fulgens Game Studio grows, I hope that growth also creates opportunities to work with artists, designers, writers, and other creative people who can bring their own skills and perspectives into future projects.

FOR NOW A VERY SMALL STUDIO.
VERY BIG THINGS.

Behind the Studio

SMALL TEAM. QUESTIONABLE AMOUNT OF AMBITION.

Suggested image

Devlin at a game-development workbench, prototype in hand, or a clean studio portrait.

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Creative Director

Devlin Stone

Game designer, worldbuilder, professional overthinker, and the person responsible for asking, “What if we actually made this?” often enough that some of those ideas became physical games.

Devlin leads game design, writing, visual direction, production, and the increasingly long list of jobs that appear when a small studio decides to make something real.

Solace, Fulgens Game Studio mascot

Studio Mascot • Skeptical Consultant

Solace

Solace began as a running creative joke and somehow acquired a job. She now serves as Fulgens’ resident red-panda-adjacent mascot, editorial straight woman, and occasional voice of reason.

Her primary responsibilities include asking inconvenient questions, judging bad ideas, and appearing in places where a normal studio would probably use a stock photograph.

Unicorn Hunters prototype box

Currently on the Workbench

UNICORN HUNTERS

Dating is hard. Game night helps.

Unicorn Hunters is Fulgens Game Studio’s first major project: a social card game about couples trying to impress a Unicorn while everyone at the table makes that considerably more difficult.

It began as a joke, became a prototype, survived playtesting, and is currently growing into the first full expression of what Fulgens wants its games to feel like: distinct, social, character-driven, and just a little dangerous to your group chat.

Explore Unicorn Hunters →

Fulgens Game Studio

WE’RE JUST GETTING STARTED.

New games, development notes, experiments, production milestones, and the occasional spectacular mistake will show up as the studio grows.