Independent Game Studio

BAD Spiele Inc. — Berlin & Delaware

We are an independent, design-obsessed studio building ambitious games and creator tools. Founded by Ankit Kumar Dhillon, we combine AI-assisted pipelines with battle-tested web technology to ship fast and polish deeply.

Nominated — Best Upcoming Game Studio Web-first + PC AI-assisted production

Last Spartan: Glory Over Madness

Cinematic action-RPG where myth, madness, and steel collide.

Step into the sandals of the Last Spartan — a warrior torn between gods and fate. Master rhythmic, tactical combat, traverse hand-built arenas, and carve your legend through a lore-rich campaign with ruthless boss encounters.

Single-player Boss arenas Deep progression

Our Portfolio

Alongside Last Spartan, we prototype viral web hits and systems-driven experiments: Steal a Brainrot, Sword & Throne: Rise to Power, and internal AI-powered tools for level design, pathfinding, and VFX.

Goal: AAA-feel experiences that load instantly, run anywhere, and scale with community.

Press & Online Presence

Press-ready facts, pitch, and contact. We welcome coverage and interviews.

For journalists: studio bio, founder quotes, and b-roll included in the press kit. For features or interviews, email team@badspiele.studio.

Studio Blog

Design notes & build logs. Collapsed by default; fully indexable and accessible.

Why Web-First for AAA-Feel Games: Our Playbook

Keywords: web games, performance, three.js, WASM, pipelines

TL;DR: Web-first lets us iterate at the speed of player feedback. Shipping a link beats shipping a launcher. We get instant playtests, frictionless shareability, and a build pipeline that turns creative intent into a runnable demo in minutes instead of days.

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When we founded BAD Spiele Inc., we studied the classic console/PC pipeline… (trimmed for brevity). Our goals were: (1) reduce friction between idea and test, (2) collect authentic telemetry from real players early, and (3) keep production costs proportional to learning, not just asset scale.

On the tech side, Three.js gives us a pragmatic scene graph, with WebGL/WebGPU readiness. We use instancing for dense scenes, careful texture budgets (atlas + power-of-two mipmaps), and frame-time profiling on interaction hotspots. WASM modules handle hotspots like pathfinding and compression. This combo delivers a surprisingly “console-like” feel while retaining the web’s convenience.

But the web isn’t just deployment—it’s discovery. A playable link dramatically increases coverage odds in press outreach. Editors at places like IGN or PocketGamer can experience the feel in seconds, not read about it. That flips the pitch from “trust us” to “feel this.”

Finally, the web’s iteration loop preserves morale. Rapid tests → real data → decisive cuts. That’s how we keep Last Spartan sharp and honest.

Combat That Reads: Timing, Windows, and Mercy Frames

Keywords: combat design, boss fights, i-frames

Good combat is readable combat. We tune telegraphs, commit windows, and mercy frames so success feels earned rather than cheap.

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We map every enemy attack to a timeline: anticipation, swing, recovery. Cameras prioritize threat framing; audio sells danger and payoff. Stamina and cancels are limited for clarity rather than speedruns alone.

Founder Notes: Ankit’s Rules for Cutting Scope Without Killing Soul

Keywords: production, leadership

We cut features weekly. The test is simple: does it make the core loop louder? If not, it goes.

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Scope cuts protect pacing and quality bars. We keep player fantasy intact while dropping costly distractions.

Press Outreach that Respects Editors (and Works)

Keywords: press kit, outreach, IGN, PocketGamer

Clear subject lines, short blurbs, and a playable link beats novel-length emails every time.

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Our press kit includes: logo variants, 1080p b-roll, 4K key art, bullet-pointed facts, and one-liner quotes. We propose angles editors actually use.

Boss Design: Teach, Test, Triumph

Keywords: encounter design

Every boss is a thesis on the mechanics you learned. If you didn’t learn it, the boss teaches you first.

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Readable patterns, punish windows, fair recoveries. Spectacle serves clarity.

AI-Assisted Level Layouts (Without Losing Authorial Voice)

Keywords: AI tools, level design

AI proposes, designers dispose. We treat AI like a junior level designer that never gets tired.

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We measure flow with heatmaps and eye-tracking proxies, then massage pathing to keep lines-of-play strong.

Performance on the Web: Our Non-Negotiables

Keywords: performance, webgpu, profiling

Frame-time budget, input latency budget, VRAM budget—pick them early, respect them daily.

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We profile interaction spikes, not just camera orbits. Instancing, LODs, and shader variants are planned—not improvised.

Studio Culture: Ship Fast, Be Kind, Love the Craft

Keywords: culture, process

We bias to action and feedback. No rockstar devs—just teammates who raise each other’s ceilings.

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Async updates, small reviews, and ruthless clarity on goals keep us moving without burnout.

Three.js Lessons From Building Boss Arenas

Keywords: three.js, arenas

Blocking, occlusion, and sightlines.

Animation Pipelines that Don’t Break the Schedule

Keywords: rigs, retargeting

Keep rigs lean, spend on reads.

Camera Systems for Close-Quarters Combat

Keywords: camera, CQB

Threat framing over flair.

Texture Budgets, Trim Sheets, and Style Consistency

Keywords: art direction

Cohesion beats detail bloat.

Why We Avoid P2W: Monetization With a Spine

Keywords: ethics

Fun first. Always.

Onboarding Without Pop-Up Overload

Keywords: UX, tutorial

Teach by doing; keep HUD clean.

The Art of Cuts: Saying No to Good Ideas

Keywords: scope

Protect the fantasy.

Building a Press Kit Editors Actually Use

Keywords: press kit

Logos, b-roll, quotes, facts.

Roadmapping With Quality Gates, Not Dates

Keywords: production

Milestones must earn their name.

When to Prototype in 2D Before 3D

Keywords: prototyping

Faster learning loops.

Audio Cues as Invisible UI

Keywords: audio

Teach through sound.

Hitstop, Screenshake, and Restraint

Keywords: feel

Impact without nausea.

Shader Choices That Serve Readability

Keywords: shaders

Contrast > clutter.

Designing Controller Defaults Players Keep

Keywords: input

Less remap churn.

Scaling Community Playtests Without Chaos

Keywords: community

Structure feedback, protect focus.

Particles: Tasteful, Targeted, and Telegraphed

Keywords: vfx

Signal, don’t smother.

Why We Love Arena Bosses

Keywords: design

Teach–test–triumph loop.

Responsive UI for PC + Mobile Without Duping Work

Keywords: UX

One layout, two feels.

Our Take on Difficulty Modes

Keywords: balance

Accessibility with pride intact.

Optimizing Draw Calls on the Web

Keywords: perf

Instancing and batching wins.

Why We Don’t Chase Every Trend

Keywords: strategy

Focus compounds.

Building Trust With Transparent Changelogs

Keywords: comms

Players aren’t mushrooms.

From Graybox to Gold: The Art Gate

Keywords: art pipeline

Lock gameplay first.

Telemetry That Respects Privacy

Keywords: analytics

Opt-out, aggregate, purpose-bound.

When Co-op Makes Sense (and When It Doesn’t)

Keywords: multiplayer

Fantasy first.

Cutscenes That Don’t Steal Control

Keywords: narrative

Player-centric framing.

How We Name Abilities

Keywords: naming

Flavor + clarity.

Texture Compression on the Web

Keywords: tech

Bandwidth is boss.

Pathfinding That Feels Human

Keywords: AI

Crowd flows over shortest paths.

What “Indie AAA Feel” Means to Us

Keywords: philosophy

Polish with soul.

Optimizing for Press Discovery

Keywords: PR

Angle + assets + access.

Boss Health vs Time-to-Kill

Keywords: balance

TTK curves matter.

Designing for 60 FPS on Low-End Laptops

Keywords: perf

Graceful degradation.

Soundtracking the Spartan Myth

Keywords: audio

Motifs over wall-to-wall music.

Hitboxes You Can Believe In

Keywords: combat

Honest collisions only.

Using Heatmaps to Rethink Spaces

Keywords: UX

Players vote with feet.

Weird Prototypes That Taught Us Lots

Keywords: R&D

Lessons > launches.

Our Favorite Debug Overlays

Keywords: tools

See the truth fast.

Controller Rumble as Micro-Feedback

Keywords: feel

Subtle > constant.

Lighting that Reads

Keywords: art

Key the threat, dim the rest.

Three Pitfalls We Avoid in Boss Design

Keywords: design

Spam, sponges, slop.

What’s Next for BAD Spiele

Keywords: roadmap

Milestones, not promises.

Contact Us

Press, partnerships, and playtest requests welcome.

HQ: Address: 1111B S Governors Ave STE 20021, Dover, DE 19904, USA • Ops: Lina-Radke-Weg 10, Furstenwalde/Spree, 15517, Brandenburg, Germany