PERSONALITY FIRST
Games should know what they are. Tone, art, writing, and mechanics should feel like they belong to the same conversation.
About the Studio
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
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
Games should know what they are. Tone, art, writing, and mechanics should feel like they belong to the same conversation.
The best design gives people enough structure to create their own memorable moments instead of scripting every beat for them.
Prototype it. Play it. Break it. Fix it. If a favorite idea makes the game worse, the favorite idea loses.
How We Work
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.
Find the thing worth exploring.
Make it tangible before polishing it.
Let actual players prove the assumptions wrong.
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.
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.
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.
“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.
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.
Behind the Studio
Devlin at a game-development workbench, prototype in hand, or a clean studio portrait.
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Creative Director
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.
Studio Mascot • Skeptical Consultant
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.
Currently on the Workbench
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
New games, development notes, experiments, production milestones, and the occasional spectacular mistake will show up as the studio grows.