Ouzo Games

Building on Hypercasual hype

In 2018 I joined local industry veterans to form Ouzo Games, a small game publisher aiming to grab a slice of the proverbial cake that is Hypercasual gaming. This once-popular trend of games featured hooking mechanics, stripped visual aesthetics and many, many ads. Naturally for a start-up, I first had to put together some branding.

Ouzo Games logo along with rejected concepts
Final logo (right) and earlier concepts
Mockup image of two business cards

I was part of the in-house R&D team, in charge of designing our own released games. Usual production timeline consisted of roughly three weeks per project before soft-launching the game. We tried to be as data-driven as we could and validate our ideas early. To that extent, a lot of effort went into automating procedures and re-using art. I also took the chance to build tools that helped us keep track of emerging trends in the app stores.

Screenshot from game Cat Vac, a cat on a Roomba cleaning the room Screenshot from game Lucky Pie, 6 circles around a center circle, inside of it is a portion of an egg Various Lucky Pie assets, all are food inspired and shaped as a perfect circle Screenshot from game Clean the Room, a cat on a Roomba cleaning the room, but different than the one before Screenshot from game Polylight, showing a square divided by many intersecting lines, in the emerging polygons a secret image is hidden Screenshot from game Tramp Land, a stick-figure jumping on trampolines and collecting gems
Select games; Cats on Roombas used to be a trend.

On the flip side of the publishing business, we built a platform that would allow other developers submit their games for review with us and automatically test it. I developed the frontend, which consisted mostly of a multi-part interactive form, and helped devise a tool that generates ad creatives from a given gameplay video.

Screenshot of Ouzo Games website Screenshot of online publishing platform

Overall, it was refreshing to try out new ideas in quick sessions and some games we came up with were actually pretty fun. Eventually though, we couldn’t reach the kind of profitability that would allow us to continue and the company was dissolved.