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Invisible Wall, S.L.

Game Development & Interactive Production · Barcelona

Precision in
the Unknown.

A Barcelona studio with AAA shipping pedigree. Outsourcing and consulting for video games, interactive applications, VR, visualization, and film — and the development of our own original game IP.

Our Services Start a Project
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AAA Shipping Pedigree Game Development Outsourcing Production Consulting Interactive Applications VR & Visualization Original Game IP Currently Shipping iGaming Own Engine & Studio Pipeline Barcelona, Spain AAA Shipping Pedigree Game Development Outsourcing Production Consulting Interactive Applications VR & Visualization Original Game IP Currently Shipping iGaming Own Engine & Studio Pipeline Barcelona, Spain
Who We Are

Precision for the
studios that dare.

Invisible Wall, S.L. is a Barcelona studio for game development and interactive production. Our team carries AAA shipping experience from years on major commercial titles, applied today across outsourcing and consulting for video games, interactive applications, VR experiences, visualization for fairs and museums, and film. iGaming is where we are currently shipping, on Invisible Engine — our own game runtime and studio pipeline. In parallel, we are developing our own original game IP.

AAA
Shipping Experience
20+
In-House Pipeline Tools
IP
Original Title in Development
BCN
Barcelona-Based
Selected Work

Games We Have Produced

Slots built on our own engine and pipeline, and an original multiplayer game of our own. Every in-game screenshot below is captured from the running game, not a mock-up. Slot demos run on our test server with play money.

Book-of Slot · Operator Build

Book of Far West

A Wild West take on the Book-of format. The book symbol is both wild and scatter; three or more open a free-spins round with an expanding special symbol. The free-spins trigger plays a fully authored cinematic before the award screen. Shipped as an embeddable operator build that drops into the partner's existing casino page.

  • 5×3 reels · paylines
  • Wild + scatter book symbol
  • Free spins with expanding symbol
  • Buy Feature
  • Cinematic feature intro
  • Desktop, landscape and portrait
Ways Slot · Built in the Pipeline

Ways on Waves

A high-seas ways slot on a stepped board: five reels of 3, 4, 4, 4 and 4 rows. Scenes, symbols, flow and win presentation were authored in the Invisible studio tools rather than hand-coded, making it the clearest example of how fast the pipeline turns a concept into a playable game.

  • Ways pays
  • Stepped 3-4-4-4-4 grid
  • Buy Feature
  • Authored in the studio tools
  • Desktop and portrait
Classic Lines Slot · Adaptation

Hot Fruit Bonanza

Our first title on the engine: a fruit paylines slot adapted onto our stack and connected to the partner's remote game server. Its symbol atlases were regenerated through our AI-assisted atlas pipeline while keeping every Spine animation intact — the workflow that later became the Invisible Pipeline.

  • 5×3 reels · paylines
  • Scatter feature
  • AI-regenerated symbol atlases
  • Spine skeletal animation
Gameplay capture: one player and 99 bots filling a 100-player river.
Original Game · Online Multiplayer

Salmons!!!

Our own browser game: up to 100 players share one river. Swim upstream as a salmon, or play the catchers — a fisherman on the bridges or a bear on the banks. Every match is a newly generated river with meanders, waterfalls and bridges, run on an authoritative real-time server.

  • Up to 100 players per river
  • Two factions, three classes
  • Procedural rivers
  • Real-time server at 60 Hz
  • Isometric PixiJS
What We Do

Our Services

Production-grade disciplines we own in-house. They transfer cleanly across video games, interactive applications, VR, visualization, and film — wherever a client needs them.

01
Core Discipline

3D Art Production

Full-cycle 3D asset creation — modeling, sculpting, retopology, UVs, texturing, integration. Hard-surface and organic, environment and prop. Calibrated to your render path — real-time engine, VR, interactive build, or offline cinematic — and to your stack, style guide, and performance budget.

ModelingSculptingPBR TexturingUVs & LODsReal-TimeOffline
02
Core Discipline

Character Rigging

Character and creature rigs — biped, quadruped, custom skeletons. FK/IK control systems, facial setups, blend shapes, deformation tuning. Engine-ready exports for Unreal, Unity, custom engines, and animation pipelines.

Biped/QuadrupedFK / IKFacial RigsBlend Shapes
03

Character & Creature Art

End-to-end character and creature production. Concept-to-asset pipeline: high-poly sculpt, retopology, texturing, hair and grooming where needed. Stylized or realistic, calibrated to budget and render context.

CharactersCreaturesStylizedRealistic
04

Performance Optimization

Profiling, draw-call reduction, memory tuning, asset and scene-level optimization. Bottleneck triage on PC, console, mobile, web, and VR. We diagnose, fix, and hand back documented changes.

ProfilingMemoryMulti-PlatformVR-Ready
05

Tech Art

Shader authoring, VFX graphs, procedural tooling, runtime performance work. The bridge between art and engineering — where most production headaches get solved before they ship.

ShadersVFXProceduralTools
06

Pipelines

Custom asset pipelines, automation tools, DCC integrations, validation systems. Built for art and animation teams that need their workflow to scale without breaking.

AutomationPythonDCCValidation
07

Production Consulting

Technical reviews, art direction audits, scoping for outsource arrangements, strategic guidance for studios scaling their pipeline or onboarding new disciplines. Practical advice grounded in production experience.

AuditScopingStrategyAdvisory
From Concept to Ship Across Industries Production-Grade One Studio, Full Stack From Concept to Ship Across Industries Production-Grade One Studio, Full Stack
What We Can Do

Capabilities

The full art-to-frontend stack we deploy across both tracks — client work and our own original IP.

Start a Project
01
Full Production
3D Environment Production
Modular kit design through full scene dressing — game levels, VR spaces, museum walkthroughs, architectural visualizations. We design, model, texture, and integrate into your render path, respecting every technical constraint.
Unreal Engine 5UnityBlenderHoudini
02
Character Pipeline
Character Modeling & Rigging
End-to-end character production: high-poly sculpt, retopology, texturing, hair/grooming, and engine-ready rigging with FK/IK, facial setups, and blend shape libraries — for real-time games, VR avatars, or offline animation.
MayaZBrushBlenderSubstance
03
Materials
PBR Texturing & Material Creation
Physically-based materials for any render pipeline — albedo, roughness, metallic, normal, AO, and custom channels. Substance Painter and Designer for procedural workflows; hand-painted alternatives when stylization calls for it.
Substance PainterDesignerMarmoset
04
Visual FX
Custom Shaders & VFX Development
Bespoke shaders in HLSL, Unreal Material Editor, or Unity Shader Graph — NPR, toon, water, foliage, surface effects. Niagara and VFX Graph particle systems calibrated to the runtime budget of the platform.
HLSLNiagaraVFX GraphShader Graph
05
Performance
LOD & Performance Optimization
Asset- and scene-level optimization — polygon reduction, LOD chains, draw-call batching, texture atlasing, occlusion culling. Frame-rate stability on PC, console, mobile, web, and standalone VR headsets.
PCConsoleMobileVR
06
Automation
Pipeline & Workflow Automation
Custom Python tools for Maya, Blender, Houdini, and your engine editor. Automated import/export, asset validation, and batch processing — so the team stops doing manually what a script can own.
PythonHoudiniMayaPerforce
07
Co-Development
Scalable Co-development Support
We embed into your workflow as a clean extension of the team — adapting to your tools, version control, naming conventions, and review cycles. Scale the engagement up or down as the project demands.
PerforceGitAgile
The Invisible Pipeline

Our own engine.
Our own studio tools.

Invisible Engine is the game runtime we build every title on. Around it sits an online studio of around twenty in-house tools, opened from one launcher, that cover a game from math to art, animation, audio, localization and delivery. Artists, animators and developers author in the browser; the game reads that work live, so most changes reach a playable build without a line of code.

  1. 01ConfigureGrid, paylines or ways, symbols, paytable, reel strips, bet modes
  2. 02Create ArtAI-assisted symbol and atlas generation, sprite sheets, bitmap fonts
  3. 03AnimateRigging, symbol states, particles, flipbooks, cinematics
  4. 04Author the GameScenes, HUD, game flow, win presentation, sound, translations
  5. 05Publish & DeliverOne-click playable build, automated playtesting, operator-ready delivery
Build & Configure
  • Invisible Game MakerCreate a game project and publish it online as a playable build.
  • Invisible Game ConfigAuthor the math-facing setup: grid, lines or ways, symbols, strips, bet modes.
  • Invisible Scene EditorLay out every screen and the HUD, for landscape and portrait.
  • Invisible FlowVisual node editor for the game's sequence: spins, wins, features, transitions.
  • Invisible Component EditorReusable UI components shared across titles.
Art & Animation
  • Invisible Atlas MakerRegenerates symbol and Spine atlases with AI, region by region, without breaking the rigs.
  • Invisible Rigger & Cinematic2D skeletal rigging and animation, plus a multi-character sequencer with camera for feature cinematics.
  • Invisible SymbolsState machine for every symbol: idle, land, win, expand, explode, intro.
  • Invisible FX & FlipbookParticle effects and frame-sequence animation authored visually.
  • Sheet Maker · Font Maker · Spine ViewerSprite sheets, bitmap fonts and in-browser Spine preview.
Polish & Ship
  • Invisible Win TextWin and big-win presentation text, styled and animated.
  • Invisible SoundMusic and SFX wired to game events.
  • Invisible LocalizationTranslations with review, per-language art and text that fits its frame.
  • Automated PlaytesterPlays the game, detects bugs and re-verifies the fix.
  • Invisible LauncherBuilds, publishes and packages games for delivery to operators.
What It Lets Us Build Fast

From idea to a playable link, without starting from zero.

Mechanics live in the shared runtime, so a new title is mostly configuration and art. Publishing is a data operation, not a rebuild: the result is a link a client can play the same day.

  • Reskins & re-themesNew art on a proven math model, with symbols and atlases regenerated through the AI pipeline.
  • New slots from built-in mechanicsLines, ways, Book-of, cascades (tumble), multiplier collect, cluster and scatter pays, stepped grids.
  • Feature presentationFree-spin intros, big wins and character moments authored as cinematics, not hand-coded.
  • Prototypes & pitchesA playable concept on our test server to validate an idea with a partner before full production.
  • Operator deliveryAn embeddable build that plugs into the operator's own page and game server, in their languages and currencies.
iGaming

Casino content,
built like video games.

iGaming is where we ship today. We bring the production habits of video-game development — engine, tools, animation craft, automated QA — to slot content for regulated operators.

Today

What we already deliver

  • Complete HTML5 slotsArt, animation, game logic presentation, audio and UI, on our own PixiJS 8 engine.
  • Remote game server integrationGames talk to the partner's RGS; outcomes come from the server, the client presents them.
  • Mobile-first layoutsDesktop, landscape and portrait from one project.
  • Market readinessLocalization, multi-currency, Buy Feature and bet modes configured per build.
  • Operator-ready packagingA single embeddable build and hand-over notes, ready for the operator's CDN and casino page.
Vision

Closing the gap with video games

Most slots still look and feel a generation behind the games their players know. We want to close that gap — in how games are made and in what players experience.

  • ExecutionA real production pipeline: versioned tools, shared runtime, live authoring, automated playtesting. The discipline of a game studio applied to casino content.
  • Characters & storyRigged characters, directed cinematics and a world around the reels — already running in Book of Far West.
  • New board languagePerspective boards where symbols emerge in place, stepped grids, cascades: layouts that move beyond the rectangle of reels.
  • ResultsGames players remember and return to, produced at a pace and cost that make that quality viable for every title.

Let's Make
Your Game.

Ready to push boundaries? Tell us about your project and let's build something exceptional together.

Join the Studio

Work at Invisible Wall

We are a small studio in formation. We are not actively hiring yet, but we keep an eye on people who care about craft at the intersection of art and technology. Send your portfolio and we'll be in touch when the right moment comes.

Send Your Portfolio
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We will publish roles here when we start hiring.
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Contact Us

Tell us about your project. We respond within 48 hours.

Location
Barcelona, Spain
Email
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