Studio Atmosphere
Studio ProfileBaku, Azerbaijan

Tactile Mechanics. Psychological Friction. We Engineer Uncompromising Realities.

Built in Baku under Azedev. Shipped to players on Steam Deck and PC — no publishers, no compromise.

The Manifesto

Simurq Plaza · Baku

We are not an outsourcing shop. We do not make games for corporate clients. We make games because we believe interactive worlds can explore psychological depth and emotional weight in ways that passive media cannot replicate.

From the claustrophobic corridors of orbital research observatories to clandestine industrial salvage operations, our productions are unified by a singular aesthetic philosophy: uncompromising atmosphere and tactile mechanics.

Our catalog is intentionally focused. Every world we ship represents hundreds of hours of precise acoustic tuning, spatial worldbuilding, and gameplay refinement.

The Four Pillars

01Creative Control

Autonomous IP

We do not work for hire or build for algorithmic trends. Every production is an original world we conceived, designed, and developed with unwavering creative ownership.

02Sound First

Acoustic Architecture

In our worlds, sound is not an afterthought. Every game begins with an acoustic palette — analog synthesis, sub-bass resonances, and spatial tension that dictate mechanics.

03Tactile Systems

Mechanical Honesty

We believe interactive entertainment should be tactile. Every button, lever, terminal command, and component in our games operates with physical and systemic consequence.

04Focus over Scope

Intentional Scale

A small studio makes considered decisions. We do not pad runtime with procedural filler. We build compact, dense, unforgettable interactive experiences.

Studio Core Collective

01STUDIO FOUNDATION & CREATIVE DIRECTION

Yusif Azizov

Studio Founder, Creative Director & Principal Game Designer

Architecting studio vision, core systemic mechanics, tactile tension design, and auteur worldbuilding across all IP productions.

02TECHNICAL ARCHITECTURE & ENGINE DIRECTION

Mirac Can Oral

Lead Technical Architect & Engineering Director

Engineering custom technical pipelines, engine architecture, multi-threaded optimization, and low-level subsystems.

03UNREAL ENGINE SYSTEMS & SIMULATION

Taghi Rahimov

Unreal Engine Systems & Physics Engineer

Oruj Muslimzada

Unreal Engine Gameplay & AI Programmer

Developing high-precision systemic simulations, physics interaction models, custom collision matrixes, and performance pipelines in Unreal Engine.

04ENVIRONMENT ART & HARD-SURFACE SCULPTING

Zulfu Novruzlu

3D Environment & Spatial Artist

Karim Aliyev

3D Hard-Surface & Industrial Asset Artist

Crafting dense industrial architectures, intricate mechanical components, physically-based shaders, and high-fidelity atmospheric lighting.

05SPATIAL COMPOSITION & LEVEL DESIGN

Eljan Ahmadov

Level Designer & Spatial Architect

Constructing claustrophobic pacing, acoustic flow paths, and environmental puzzles across dystopian chop-shop facilities.

06PRODUCTION OPERATIONS & STUDIO MANAGEMENT

Mahammad Mahammadzada

Project Coordinator & Studio Operations

Directing production milestones, cross-discipline pipeline synchronization, and studio operations at Simurq Plaza.

Location

Simurq Plaza, Khatai · Baku

Operating from Simurq Plaza (Creative Center) in Khatai District, Baku, Azerbaijan under Azedev. A focused collective of game designers, programmers, and sound artists crafting strange, atmospheric, and uncompromising interactive experiences.

Disciplines
  • Narrative Architecture & Systemic Worldbuilding
  • Analog Acoustic Synthesis & Procedural Audio
  • Stylized Shading & Environmental Physics
  • Custom Game Logic & Multi-platform Architecture
Transmissions

Direct Studio Channels

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