About Hip Durian Games

A studio built by people who ship.

We aren't a stealth-mode startup dreaming about slots. We're a small team of veterans quietly building the studio the industry has been both waiting for (and afraid of).

Founders

Three disciplines. One thesis.

Most studios need forty people to ship a game. We think three of the right people, wearing the right exoskeleton, with the right operator relationships, can outproduce them. Commercial, technology, and Chair — that's the room.

Felipe

Founder, Creator & Chief Technology Officer

Hip Durian is Felipe's brainchild. He designed the engine, wrote the maths, and set the creative direction — the studio exists because he built it. Turns napkin ideas into playable prototypes in a week.

David

Founder & Chief Executive Officer

Operator, author, and long-time student of what makes players stay. Runs strategy, commercial, and certification.

The Third Chair

Founder & Non-Executive Chair

A senior industry figure who brings three decades of operator scale and product judgement to the room. Name to follow.


The story

Started with a frustration.

Hip Durian began the way most good things do — three people, one long conversation, and a shared frustration with the state of the shelf.

Between us, we'd shipped, marketed, or licensed hundreds of slot titles. And yet the games we personally wanted to play kept not existing. Somebody had to build them.

So we did what our industry rarely does. We started small. We built the engine before the roadmap. We designed the maths before the artwork.

Today Hip Durian is a lean, deliberately senior team. No committees, no legacy tech, no reason to compromise. Just the games we've always wanted to make, made differently.

The Hip Durian Method

Five stages. One system.

Most studios sequence design, build, math, art, and compliance. We collapse them. Every game moves through the same five stages — in parallel, not in queue.

01
Stage One

Player Insight

Every project starts from a specific player observation, not a theme brief.

02
Stage Two

Concept & Name Clearance

Concept is one mechanic and one feeling. Names are screened before a pixel is drawn.

03
Stage Three

Math Model & Prototype

Our proprietary toolchain turns a concept into a playable prototype in days, not months.

04
Stage Four

Art & Feel

Art, animation, and sound are one system — tested inside the live prototype, not delivered as static comps.

05
Stage Five

Release & Learn

Every launch feeds the next concept, informed by our own market intelligence feeds.

The full method — with the tools, prompts, and the workflow that makes five stages run in parallel — lives in a separate place, for those who need to look under the hood.

Read the full method at hipdurian.ai

What we believe

Our compass.

Players first, always.

If a mechanic can't survive a real player's attention, it doesn't ship. Simple as that.

Small team, big surface.

We stay senior and stay small. Our toolchain is the exoskeleton. It does the heavy lifting; we do the designing.

Compliance is craft.

We treat certification like typography — an invisible discipline that separates good from great.

Different by default.

Familiar mechanics. Unfamiliar games. We build on what players already understand, then bend it into something they haven't seen.