sunserif studio showcase · cassettra
Our own studio · not a client engagement Vertical · indie game Why it's here · range site ↗

When the brand comes before the studio.

Cassettra is Sunserif's own indie game studio. We're including it because it's the build that pushed our dark-screen craft the hardest, and because most studios don't get to show what they ship for themselves at the same level as what they ship for clients. Cassette for the analog warmth; spectra for the full color range a single source can throw.

Type
Own studio · ongoing
Prototypes
14 directions explored
Portfolio
5 game projects
Posture
The work is the marketing
01 / The brief

The brand came first. The studio formed around it.

What this is

Cassettra is the only project in this portfolio that didn't start with a brief. It started with a question: what does the cyberpunk aesthetic look like when it's used by someone who actually lives it? The answer was 14 prototypes, a design system that became the reference point for everything we built in the dark-screen register after — and a studio that named itself out of the system it was working in.

The case study below is what would have been a brief if there'd been a brief. Plus the two things a gaming-press writer can actually use.

02 / The approach

Neon on void. Magenta is the verb.

The design system is restraint applied to high-saturation. Magenta and cyan are the only colors — and the magenta only ever fires when something is being asked of the user. 1px purple-tinted borders create a HUD grid that reads as game UI without becoming a game UI cliché.

Palette · two colors do the work

Magenta at no more than 10–15% surface area, cyan as the secondary, a purple-tinted dark border that does most of the structural lift. Magenta only ever fires when something is being asked of the user.

Type · three faces, three voices

A geometric sans for display (precision). A monospace for system labels (utility). An editorial italic for the moments a real person is saying something. The italic is the only serif in the whole system.

Cassettra.
v0.7.3 · build 26-03

The work is the marketing

Our own pipeline is documented internally and absent externally — by design. The studio's output is what readers see. The workflow is what readers don't have to care about.

03 / The signature feature — playable

One embedded fragment. The "proof of pipeline" moment.

No other design studio case study lets you play the thing. This one does. A 30-second vertical slice of the studio's lead title — title screen, first loop, mobile-responsive — embedded directly on the page. One featured demo beats five linked external builds.

STAR HAMZA press start
← → SPACE · FIRE ESC · MENU
30-second vertical slice · title screen → first loop · mobile-responsive

The slice runs in any modern browser, on desktop and mobile, without an install. It's the studio showing — not telling — what the game is.

04 / The signature feature — press kit

A real press kit, downloadable, in the format games-press actually uses.

Games press has a published spec for press kits — one page with studio bio, game sheets, logos at every size, screenshots, boilerplate credits. Most indie studios have a kit somewhere, hidden, often broken. The Cassettra case study has the kit inline, in the standard format, with a real download. The button below is the only one on the case study that promises a file — and the file works.

Studio Fact Sheet

  • Name · Cassettra
  • Founded · 2026 · Mandeville, LA
  • Operators · Solo · Patrick Phillips
  • Distribution · App Store · itch.io · Steam (planned)
  • Posture · AI-native, never the headline
  • Press contact · press@cassettra.com

Games

  • Star Hamza · vertical-scroller · in TestFlight
  • Override Protocol · cyberpunk roguelike · concept
  • Herald: Press & Power · narrative · concept
  • Parallax Shift · puzzle · concept
  • StarNoir · genre-cross · concept
cassettra-press-kit-2026-05.zip · 14 MB · logos (SVG · PNG @ 1×/2×/3×) · screenshots · boilerplate · trailer (when shipped) download press kit (.zip)

It's two features that no normal brand case study has. Together they say: this studio understands how its category works. A writer covering Cassettra can walk away from the page with everything they need — image assets at every size, a fact sheet they can paste, and a 30-second loop of the game they're writing about.

05 / What shipped

14 prototypes, a brand-as-reference, the source for everything dark-screen.

01

14 HTML prototypes

Visible iteration arc — not a single-direction sprint. Each prototype tests one design hypothesis. All preserved on the site as proof the system wasn't picked from a moodboard.

02

Public design brief

The brief itself reads as the brand document, published on the site. Unusual posture — readers can see how the studio thinks about its own work.

03

OG imagery + favicon system

Multi-resolution favicon, social card image, every share-context covered without re-export.

04

5-project portfolio scaffold

Star Hamza, Override Protocol, Herald: Press & Power, Parallax Shift, StarNoir — each scaffolded as a real portfolio entry rather than a "coming soon" pile.

06 / What's running, what's next
LayerState
Brand system · 14 prototypesshipped
Design brief sitelive
Embedded playable fragment · Star Hamzarunning
Downloadable press kitassembled
Star Hamza · App Store buildin flight
Other 4 game projectsconcept
14 prototypes. No brief — the studio formed around the design system, not the other way around. The dark-screen work we ship now traces back to it.

Sunserif · on Cassettra