studio vellum GAMES
studio vellum GAMES
Independent · Heerhugowaard · Founded 2025

A small studio making one big game, and a smaller one beside it.

We're building Valdris — a VR action-MMORPG for Meta Quest 3 where a city grows through what players do — and Bestiarium, a small naturalist's field-book for iOS, Android, and Steam. We build out loud, fortnightly. This is where we write down what we made, what we broke, and what comes next.

See Valdris → Read the latest letter ↓
How this studio works · An open bench

One pair of hands directs. The code is written by AI.

Studio Vellum is small — one person directing, with an uncommon collaborator. Every game here is ours to imagine, design, and decide, and every line of its code is written by AI, working to those plans. It is a strange, quiet way to build, and it is working: two games are standing because of it.

What code can't do is draw, sculpt, or sing.

We lean on free assets from the Unity Asset Store, and they carry us a long way. But if you would enjoy lending real craft to a small, honest project, there is a bench here for you. No salary yet — this is a passion project, built out loud — but the work is real and the credit is yours.

Graphics & 2D Art
UI, illustration, the hand-drawn look
3D Modeling
Props, characters, the world of Valdris
Sound & Music
Ambience, score, the feel of a place

Have a craft to lend — or simply an idea for a game? Every idea is welcome here.

Write to info@studiovellum.nl →

DEV JOURNAL

A fortnightly letter from Studio Vellum
Dispatch 1 June 2026 Reading time · 4 min
DISPATCH · 1 JUNE · THE FIRST ERRAND

Argo has an errand, and now you can run it.

The first quest in Valdris plays from first word to last: take a message from Argo, carry it across the city to Gareth at the forge, come back. And for the first time the reward is real — experience, coin, bread, and a step up in how the city sees you. Around it, three quiet panels that finally tell you where you are and what you carry.
Scene
Game
Display 1 ▾
1920×1080 ▾
Stats ▾
✓ Quest accepted — Argo's Message ARGO'S MESSAGE ✓ Meet Argo in the square » Carry word to Gareth · Return to Argo WANDERER Lv 4 HP ST PACK Iron Sword Bread ×2 Draught ×1 1,240 Vael FPS 72.0 (13.9ms) Batches 47 Tris 11.2k
Unity Game view, play mode · the first quest accepted from Argo · objective, player, and pack panels live · the HUD reads in six languages

A city you can walk is a fine thing, but a city gives you nothing to do until someone in it asks something of you. This fortnight, someone did. Argo — the first of the eight to find his voice — stops you, asks you to carry word to Gareth at the forge, and waits. You cross the rings, you deliver it, you come back. It is the smallest loop a quest can be. It is also the first time Valdris has asked anything of a player and made good on the answer.

An errand you can finish 01 / 02

Three steps, and every one of them does what it says.

Something to read while you play 02 / 02

A quest you can't follow is just wandering. So the same fortnight gave the player three panels that stay with them, and a way for the world to speak up when something changes.

From a city you could only walk to a city that asks something of you — that's the line we crossed this fortnight. The errand is small on purpose; the machinery beneath it is not, and the quests after this one cost far less now that it stands. Next come more voices to ask more of you, and a reason to cross every ring.

Until then. Sword in hand. A word to carry.

— Studio Vellum GAMES
Heerhugowaard · 1 June 2026
Earlier letters
DISPATCH · 30 MAY · THE EIGHT FIND THEIR VOICES

The figures in the heart begin to speak.

Eight founders stood silent in the golden core of the city. Seven of them found their words this fortnight — Argo already had his — each in a voice of their own, and each holding something back. The secrets only open once you've earned their trust, and some only in winter, or after dark.
Dramatis Personæ
The Eight of the Golden Core · Valdris
Gareth Master smith · blunt, a hammer in every metaphor
Lysa Alchemist · soft-spoken, herb-smoke and half-thoughts
Elder Voss Town elder · long sentences, a dry humour
Bram Keeps the Falling Star · warm, full of gossip
Kira Trade-guild master · short words, sharp eyes
Torin City watch · alert, dutiful, far from his pack
Dael City planner · forward-looking, full of drawings
Argo The first voice · and now, an errand to give
Manuscript · the eight founders and the register each speaks in · the turquoise mark notes a voice still keeping secrets · placeholder, pending portraits

When we first walked through Valdris, eight figures stood in its golden heart and said nothing. They were placeholders for people. This fortnight they became people — or began to. Seven of the eight found their voices, and the eighth, Argo, already had his. None of them speaks like the others, and none of them tells you everything at once.

Eight people, eight voices 01 / 02

Each of the founders speaks in a register of their own — and each keeps a door closed until you've earned the right to open it.

The work behind the words 02 / 02

Giving eight people their voices is more than writing eight scripts. It is writing them so they hold up in six languages, never repeat themselves into loneliness, and survive an honest mistake or two.

A city you can walk became a city that can talk back. There's a long way to go — these are first words, not final ones, and most of what the eight know is still behind a door you haven't earned. But the heart of Valdris isn't silent any more.

Until then. Sword in hand. An ear to the square.

— Studio Vellum GAMES
Heerhugowaard · 30 May 2026
DISPATCH · 29 MAY · THE FIRST WALK

Tonight, we walked through Valdris.

No prefabs, no sound, no NPC minds yet — but a city you can recognise, and stand inside. A golden core with eight figures at its heart, seven rings of shops and homes around it, green ground underfoot, and fog softening the horizon. It builds itself from data. And for the first time, it is a place.
Scene
Game
Display 1 ▾
1920×1080 ▾
Stats ▾
Statistics FPS 72.0 (13.9ms) Batches 41 Tris 9.8k Plots drawn 412
Unity Game view, play mode · the city generated entirely from its layout data · placeholder blocks, real layout · figures stand in the golden core

For weeks Valdris has lived in spreadsheets, schematics, and a city editor you could click but not enter. Tonight that changed. We put the headset on, pressed play, and walked — down a street, past the shopfronts, into the golden heart of the city where eight figures stand. It is rough in every way a thing can be rough. It is also, unmistakably, a place.

On foot for the first time 01 / 02

Nothing in the scene is placed by hand. The whole city assembles itself from the layout data — so the moment we add a plot, it appears in the world. That is the part that matters: the bridge we built last week now carries weight.

Quietly, under the hood 02 / 02

The same night carried a stack of less visible work — the kind that never shows in a screenshot but decides whether the game is fair, and whether it survives contact with real players.

A city you can stand inside, built from nothing but data and a long evening. Next come painted streets — real cobblestone and brick in place of coloured blocks — NPC models that look like people, and the first lines of dialogue, because a city without voices still feels empty.

Until then. Sword in hand. Boots on the ground.

— Studio Vellum GAMES
Heerhugowaard · 29 May 2026
FIELD NOTE · 28 MAY · BETWEEN ISSUES

A bridge and a skeleton.

A short note, two days after the first letter — out of the usual fortnightly cadence, but two things stood up that we wanted to write down while the ink was wet. The city editor went from plan to a thing we can click. And a second, smaller game quietly got its bones.
Schematic · the nine-ring city as the editor now draws it · roads, gates, and plots, generated to runtime data

Last fortnight we said the city editor's plan was locked and that coding would start this week. It did. Two days later there is a window in Unity where the whole city — nine rings, eight roads, every plot — draws itself, and a button writes it all back to the data the game actually runs on. The same two days gave a second, smaller game its skeleton. So here is a short note, out of cadence, while both are fresh.

At the forge · Valdris 01 / 02

The city editor is no longer a drawing on a plan. It opens, it renders, and you can click it.

A new skeleton · Bestiarium 02 / 02

We announced the small one last week — Bestiarium, a naturalist's field-book for phones and Steam. Today it stopped being a design document and started being a project. The whole architecture stood up in a day, and the first creature is already drawable.

N° 001 · Lantern-Moth
N° 012 · Hollow Stag
N° 033 · Drift-Lantern
N° 001 · March Hare
placeholder art
The first specimens, drawn in the prototype's own ink. The March Hare is already drawable end-to-end; the rest are placeholder silhouettes standing in for hand-drawn art to come.

That's the short one. A bridge that holds and a skeleton that stands — two days, two games, one pair of hands. The next proper letter is still a fortnight out, and by then the city editor should have its paint and the hare should have company.

Until then. Sword in hand. Pencil in hand.

— Studio Vellum GAMES
Heerhugowaard · 28 May 2026
№ 01 · the first letter
№ 01 · THE FIRST LETTER

The studio has a name.

Two weeks of quiet, important work: a reputation system that finally remembers you, a city editor on the scaffolding, and a refactor that means we can ship content ten times faster. Plus the bit where we admit our anti-cheat was reading a hardcoded number.
Valdris — CityLayout.unity
Hierarchy
CityLayout
Rings
Ring 0 · Keep
Ring 1 · Inner
Ring 2 · Trade
Ring 3 · Crafts
Ring 4 · Outer
Roads
Gates
Plots
Scene
Game
Shaded ▾
Rings 9 · Gates 8 · Plots 412 · connectivity ✓
Inspector
Ring 2 · Trade
RingLayout (Script)
Transform
Radius82plots96
Gates8offset22.5
Ring Settings
BiomeTrade
Road Width4.0
Walled
Plot PrefabPlot_Trade ⊙
Connectivity
In-bound4
Out-bound4
Reachable
Unity editor · the nine-ring city layout tool · scene view, hierarchy, and the ring inspector

On the twelfth of May the studio had a placeholder name, a half-written brief, and a city built entirely out of code. Two weeks later it has a real name, an identity that fits, and the city is — almost — about to leave the source tree and live in the editor where it belongs. This is the first dev journal we've ever written. We expect them to get less rambling.

We promised to publish what we do, every two weeks, in plain language. So: here is what happened between the eleventh and the twenty-sixth of May.

None of what we shipped this fortnight is the kind of thing a player ever sees directly. It's foundation work. Reputation, data architecture, anti-cheat, a city editor still being built. But every line of it pays a debt the project was quietly accumulating, and the next fortnight is the one where content starts shipping on top.

Shipped 01 / 03

"None of what we shipped this fortnight is the kind of thing a player ever sees directly. It's foundation work. But every line of it pays a debt the project was quietly accumulating." — from this issue
Inspector
Project
Assets / Data / Items
Iron Ingot
Oak Plank
Healing Draught
Barley Seed
Copper Ore
Linen Bolt
Recipe_Plank
Oak Plank
ItemDefinition (ScriptableObject)
Identity
Idoak_plank
Display NameOak Plank
CategoryMaterial
Iconspr_oak_plank ⊙
Economy
Base Value12stack99
Weight0.8
Tradeable
Crafting
SourceSawmill
Tier1
Yields FromOak Log ×1 ⊙
Tags  (wood, build, common)
Every item, recipe, NPC, and crop is now its own asset — tuned in the Inspector, no recompile. (Reconstruction of the editor view; real screenshots to follow.)

What we admitted 02 / 03

No live players yet, so nothing technically "broke" this fortnight. But a fair journal has to include the bits we found and were embarrassed to find. Here they are.

Coming next fortnight 03 / 03

On the horizon +

Things we are not promising for next fortnight, but you'll hear them mentioned again:

That's the first one. We're a small team, and we built this fortnight in places no player can see yet — but the next one is where it starts to show. The city editor is the bridge between the engine and the world; once it stands, the rest moves quickly.

If you find your way to this letter early, before there's anything to wishlist, the most useful thing you can do is reply — tell us what you'd want from a VR MMORPG that respects your time. Write to info@studiovellum.nl. We read every one.

Until the next fortnight. Sword in hand. Hammer in hand. World in hand.

— Studio Vellum GAMES
Heerhugowaard · May 2026

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