THE 4OH WORKSHOP

The workbench archive

Games, glitches, and the occasional international spelling incident.

From the earliest notes

Developer diary

Why We’re Building Sleep Amigo

The harder sleep problem is not collecting another number. It is understanding what may matter tonight.

The 4OH Workshop · Sleep Amigo
Developer diary

Bobby and the Breadstone

Bread-powered towers, branching paths, cheerful enemies, and one heroic dinosaur define Bobby’s direction.

The 4OH Workshop · Bobby the Breadasaurus
Developer diary

Evil Doom Boy: Two Heroes, One Fight

Evil Doom Boy is one action-adventure game with Evil Doom Boy as the default hero and Evil Doom Girl as the alternate hero.

The 4OH Workshop · Evil Doom Boy
Developer diary

People Lens Is Becoming Whomly

The working name is retiring. Whomly better fits the journey from discovery to context to possible opportunity.

The 4OH Workshop · Whomly
Developer diary

Inside Princess Land Adventures

Character style, castle rooms, cooking, decorating, and mini-games begin forming one creative game.

The 4OH Workshop · Princess Land Adventures
Developer diary

Building Unicorn Land Adventures

Unicorn creation, magical habitats, decorating, discovery, and mini-games define a distinct creative game.

The 4OH Workshop · Unicorn Land Adventures
Developer diary

Making Sleep Data Feel Human

Sleep Readiness, Tonight’s Game Plan, Ask Amigo, Wind Down, and a small celestial companion give the numbers some warmth.

The 4OH Workshop · Sleep Amigo
Developer diary

Welcome to BooYang City

A connected city gives us room for a zoo, bakery, boutique, school, hospital, and almost anything fun that might open next.

The 4OH Workshop · BooYang City
Developer diary

From Search to Opportunity: Building Whomly

How a search-first interface can turn public professional research into useful context and a thoughtful next step.

The 4OH Workshop · Whomly
Developer diary

Why Flying Has to Be Fun

The journey should be gameplay: direct flight, enormous terrain, curiosity, and combat that rewards control.

The 4OH Workshop · GildenSpire
Developer diary

Introducing GildenSpire: Flight or Fight

Raise a dragon, take direct control in the sky, and discover what happens when flying becomes fighting.

The 4OH Workshop · GildenSpire
Studio story

AI in the workshop—and in useful products

How AI-assisted development and carefully chosen product capabilities fit our old-school values.

The 4OH Workshop · Whomly · SOVINTO · Funky Town
Studio story

Small fixes that change the feel

Battle speed, sleep refreshes, saved progress, and creative tools received focused attention in the latest audit.

The 4OH Workshop · Evil Doom Boy · Sleep Amigo · Palace · Hearts · Spades · Euchre · Princess Land Adventures · Unicorn Land Adventures
Developer diary

GildenSpire: a dragon built to move

An original animated dragon, richer terrain, and a completed native campaign check move the world forward.

The 4OH Workshop · GildenSpire
Developer diary

BooYang City: a town that grows with play

Animal friends, pastry inventions, go-karts, and new places to explore are taking shape in the development build.

The 4OH Workshop · BooYang City
Developer diary

Fewer buttons. More “one more go.”

The workbench has a recurring request: give the enjoyable part more room.

The 4OH Workshop · Palace · GildenSpire · BooYang City · Funky Town · Sling Nouveau · Sleep Amigo · Whomly · SOVINTO

Editorial interlude

Studio story

A U has entered the chat.

A brief developer detour into Canadian English, where “colour” brings an extra letter and “centre” rearranges the furniture.

The 4OH Workshop
Retrospective

The card table got a little out of hand.

A sensible studio might add another card game and call it a productive afternoon.

The 4OH Workshop · GildenSpire · Thumb Command · Bobby the Breadasaurus · Evil Doom Boy · BooYang City · Funky Town · Unicorn Blast · Princess Land Adventures · Unicorn Land Adventures
Retrospective

Before the dragons, there were cards.

Before there were dragons to steer, cities to build, or unicorns requiring an unreasonable amount of creative attention, there were cards.

The 4OH Workshop · Palace · Hearts · Spades · Euchre
Workbench brief

A table with room to think.

Gin Rummy is a two-player game. The interface should leave room for the decisions.

The 4OH Workshop · Gin Rummy
Design diary

We have not established a maximum number of flowers.

Unicorn Land Adventures has its own creative brief: unicorns to personalize, habitats to shape, details to discover, and room to make something wonderfully yours.

The 4OH Workshop · Unicorn Land Adventures
Developer diary

The shoes have been asked to remain on the feet.

A beautiful dress-up game depends on details that cannot be negotiated away: fit, scale, layering, and characters who feel alive.

The 4OH Workshop · Princess Land Adventures
Developer diary

Let the cards cause the trouble.

War does not need a complicated introduction. It needs a dependable entrance, a clear table, and a satisfying flip.

The 4OH Workshop · War
Developer diary

One more deal. Entirely your own idea.

Solitaire should feel pleasantly inevitable: see the move, move the card, enjoy the little moment when everything starts to line up.

The 4OH Workshop · Solitaire
Design diary

Friendship, with penalty points.

Hearts has a lovely ability to make an innocent-looking card feel like a personal statement.

The 4OH Workshop · Hearts
Developer diary

Five cards. Plenty of opinions.

Euchre already provides enough uncertainty through the cards. The interface does not need to contribute.

The 4OH Workshop · Euchre
Developer diary

Modern art has been informed about gravity.

Sling Nouveau begins with a pleasingly unreasonable idea: what if a sculptural playground also invited you to knock things down?

The 4OH Workshop · Sling Nouveau

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