Circuit Biscuit Games

Hardcore craft for studios that ship.

Technical Art, Engineering & Tooling — from Amiga veterans who still chase the perfect frame.

/Studio/

Two founders. Decades in the trenches. Now aimed at your build.

We bring extensive experience and knowledge into the gaming industry — the kind earned shipping titles, leading art pipelines, and keeping realtime systems honest under pressure. If your project needs a sharper technical spine, we are the studio branch built for that.

/Services/

Technical Art, Engineering & Tooling.

Practical solutions for game studios — the unglamorous work that makes the glamorous parts possible, including AI harness and workflow infrastructure for Visual Gen and Code Gen.

  • Asset ingestion pipelines

    From DCC to engine without the weekly fire drill. Naming, validation, automation, and artist-safe tools.

  • Engine selection & project setup

    Right stack, right structure, right defaults — so the first year does not become archaeology.

  • Technical budgets & art limits

    Frame time, memory, draw calls, LODs, constraints that artists can actually design against.

  • Optimization to 9 hells

    We can take any project and squeeze it until it sings. Profiling, systems cleanup, VFX cost control, and the ugly truths that ship.

  • AI Harness & Workflow Infrastructure — Visual Gen

    Construction of the generation stack: model routing, batch jobs, style locks, review gates, and a path from prompt to engine-ready images and video.

  • AI Harness & Workflow Infrastructure — Code Gen

    Construction of the agent stack: repo context, tool loops, evals, and the guardrails that keep generated code inside your architecture.

/Founders/

Old-school gamers. Modern production scars.

We grew up on Amiga gold and stayed in the industry long enough to see engines come and go. That mixture — nostalgia for craft, intolerance for waste — is the house style.

Chao

Co-Founder

Chao

Technical Director · Technical Artist

Unity expert, lecturer, and systems thinker — asset pipelines, VFX, shading, sound, and tooling. From XCOM Legends and Songs of Silence to VR sandboxes and mobile live titles. On computers since the Amiga era; still optimizing like it owes him money.

caglayankaragozler.com
Hakan

Co-Founder

Hakan

Creative Technologist · Technical Art Director

Twenty-plus years across games, advertising, and tech. Art direction on Comanche and Crookz, technical animation on Alan Wake and Bulletstorm, VFX and interim art direction on Demonicon — always bridging artists and engineers so the vision survives contact with the engine.

thereisnospace.com

/Contact/

Bring us the build that needs a spine.

Pipelines, budgets, engine choices, art limits, or a full optimization pass — tell us where it hurts.

hello@circuit-biscuit.com