At Gatsby Games, we don’t chase trends, we challenge and expand their horizons.
While the industry rewards predictability, we’ve carved a different path. Our games, such as the conceptual rebellion of WOA: War of Art, are crafted not to fit neatly into boxes, but to explode them. And that’s exactly how we like it.
Genre Isn’t a Limitation. It’s a Launchpad.
Most studios begin with a genre. We start with a feeling.
Before a mechanic is sketched or a line of code is written, we ask: What do we want the player to feel? Tension? Liberation? Revelation? Only once we have that answer do we start layering in systems, mechanics, and visual motifs that support it, even if that means pulling from wildly different genres.
WOA: War of Art is currently in development. It’s a conceptual, lore-rich universe where players explore a dystopian world where creativity is contraband, and art is power. Set in the sprawling technopolis of Neo York, WOA challenges players to reclaim narrative control in a world that commodifies imagination. It’s not just a game, this is a manifesto in motion.
Innovation Is a Byproduct of Risk
Blending genres isn’t just about novelty. It’s about meaningful dissonance. When turn-based systems meet real-time decision-making or sacred myths clash with irreverent mechanics, something strange happens: the player wakes up. They engage with the unexpected.
That’s the power of what we call narrative-first systems design. Every feature has to serve the world, the tone, and the vibe. No filler. No trend-chasing. Only what matters.
Why We’re Just Getting Started
The future of Gatsby Games lies in world-shattering hybrids.
We’re developing prototypes that blend tarot-based archetype mechanics with grid survival, and another that fuses political diplomacy with rhythmic combat. Sound wild? Good. That’s the point.
We’re not here to reinforce boundaries. We’re here to redraw the map.
Learn more about our projects:
WOA – Concept Website
Have a genre you think can’t be reimagined? We dare you to tell us why.