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, the right toolchain, and 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

Our unique and proprietary workflow.

Most studios sequence design, build, art, math, and compliance. We collapse them. Every game moves through the same five-stage pipeline — and everything runs in parallel.

01
Stage One

Player Insight

Every project begins with a specific player observation — a moment we've watched a hundred times on a live floor or in a live lobby. Not "what's popular", but "what's missing". The insight is written on one page and defended by whoever proposed it.

02
Stage Two

Concept & Name Clearance

Concept is expressed as a single mechanic and a single feeling. Names are screened against trademarks and existing SKUs before a pixel is drawn — if the name can't ship, the concept doesn't start.

03
Stage Three

Math Model & Prototype

Felipe's proprietary toolchain turns a concept into a playable prototype in days, not months. Every math model is written by a human, reviewed by a human, and pressure-tested by simulation before any art is committed.

  • Custom math authoring tool
  • Billions-of-spins simulation harness
  • Perceived-growth and volatility scoring
04
Stage Four

Art & Feel

Art is not decoration — it's part of the mechanic. Our upgrade-first approach means every asset is tested inside the live prototype, not delivered as a static comp. Symbol hierarchy, animation, and sound are treated as one system.

05
Stage Five

Release & Learn

We track every release across our own market intelligence — the weekly US Release Roundup and Slot Roundup feeds — so each new game is informed by what shipped last week, not last year. Every launch feeds the next concept.

Why it works

Five stages. One system.

These aren't hand-off gates. They're a single system running in parallel — which is why a Hip Durian team of a few people ships work that traditionally takes a few dozen.

Parallel, not sequential

Math, art, and compliance overlap by design. We remove the wait states that kill studios.

Tools as leverage

Our in-house authoring stack means we scale games, not headcount.

Every game earns its slot

We publish deliberately. No filler releases. No copies. Every title has to justify its own existence.

Feedback loops that close

Weekly market intelligence and structured player feedback flow directly into next-cycle concepts.


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 proprietary tools do the scaling for us.

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.