We build games, software, and AI workflows that ship.

Bad Llama Studios is building its debut game and taking on a small number of practical production-tool, automation, and AI workflow projects while it ships.

โœฆ Tip: hover and click the floating shapes. They're paid to react.

01 โ€” What we do

What Bad Llama Studios builds.

Different work, same standard: built carefully, shipped honestly, explained in plain English.

๐ŸŽฎ

Original Games

We design and build our own titles โ€” gameplay-first, system-minded, and willing to be funny on purpose. The first Bad Llama game is in development.

In development โ†’
๐Ÿง 

AI Consulting

We help teams find where AI genuinely helps โ€” and where it doesn't. Strategy, integration, and automation that earns its keep, minus the buzzwords.

Now booking โ†’
โš™๏ธ

Software Development

Custom web apps, tools, and platforms built to last. From rough idea to working product, with code you'd actually want to maintain.

Available โ†’

02 โ€” Available now

A thorough audit for teams with a messy production bottleneck.

While our debut game is in development, we are taking a few fixed-scope client projects that match the way we already work: careful diagnosis, practical recommendations, game tooling, automation, content pipelines, debugging workflows, and AI-assisted production systems.

Game Production Pipeline Audit

A careful review of the repeated task, broken workflow, or production bottleneck that is slowing your team down.

  • Discovery call and bottleneck map
  • Review of tools, assets, files, handoffs, and failure points
  • Written findings with risks, quick wins, and durable fixes
  • Optional follow-up support for prototype, integration, or automation

Founding slots from $750

Best fit: indie teams, solo developers, creators with asset catalogs, and small businesses that need clarity before they spend more time building around the wrong problem.

โ— In Development

03 โ€” Our debut title

A debut title is taking shape.

Our first game is in active development. The first public goal is simple: a working playable slice, a clean screenshot set, and a small group of early playtesters before the Steam page goes live.

04 โ€” Proof, not promises

We've built some things, done some stuff.

Here are a few of the things already out in the world.

406 creatures, one pipeline, zero manual uploads

We needed to turn a spreadsheet of monster stats into nineteen-plus separate storefront listings โ€” each one packaged, priced, screenshotted, and described โ€” without doing it by hand every time. So we built the pipeline instead of the listings.

An n8n workflow reads a Google Sheet, filters creatures by type, assembles the matching art and data into a package, compresses it, uploads it to Drive, generates marketing screenshots automatically, and drafts the store description with AI โ€” Gemini and Grok helping with copy, a human doing the editing. The kind of workflow that looks simple in a demo and finds new ways to break in production, including a data-handling bug in the compression step that silently corrupted output until we traced it byte by byte.

Result: 19+ commercial products live on itch.io and Fab, with consistent pricing and presentation across the whole catalog through one repeatable workflow.

Built a vision-assisted Unity debugging tool

Every Unity developer eventually hits the same wall: your AI coding assistant can read code, but it can't see your game running. Menus misaligned, animations stuttering, physics doing something weird โ€” none of that shows up in a stack trace.

The workflow routes screenshots and recordings through an AI vision model, converts them into a structured report, and hands that context straight to a coding assistant that can now actually see what broke. It's in daily use in our own dev pipeline.

Built a store-ready studio launch pipeline

The studio site, press kit, devlog, product offer, update capture, and launch checklist were built as one connected pipeline so marketing work has somewhere useful to land before the Steam page is ready.

Result: A deployable business surface with a playtest list, fixed-scope service offer, press materials, and screenshot workflow ready for the first playable build.

This is the kind of problem we like: something that should already be automatic and isn't. If that's what you've got, get in touch.

05 โ€” The studio

Bad Llama Studios is an independent creative-tech studio building games, production tools, and automation systems for interactive work.

Since 2019, the studio has worked across the practical parts of shipping: gameplay systems in Unity and Godot, 3D assets from Blender and Maya, lighting, VFX, physics, UI, QA, publishing, and the pipeline work that keeps a project moving. The focus is straightforward: build useful systems, ship real products, and turn repeatable production problems into tools that save time without lowering the standard.

6+
years across Unity, Godot, and Unreal workflows
19+
commercial products shipped on itch.io and Fab
406
creatures packaged with art, stats, and engine-ready data
End-to-end
coverage from prototype and pipeline to release and support

06 โ€” Playtest list

Get the first playable builds and launch notes.

Sign up for early build invites, devlog updates, and Steam wishlist news when the store paperwork clears. Low-volume, useful updates only.

07 โ€” Say hello

Let's make something good.

Following the games, hiring us for AI or software, or bringing us a weird workflow โ€” drop a line. Normal problems also accepted, begrudgingly.