About Hip Durian Games

A studio built by people who ship.

We aren't a stealth-mode startup dreaming about slots. We're a small team of veterans quietly building the studio the industry has been both waiting for and afraid of.

Founders

Three disciplines. One thesis.

We know the machine from every angle — the code, the maths, the certification, the operator's PnL, and the player at the centre of it.

Felipe

Founder, Creator & Chief Technology Officer

Hip Durian is Felipe's brainchild. He designed the engine, wrote the maths, and set the creative direction — the studio exists because he built it. Turns napkin ideas into playable prototypes in a week.

David

Chief Executive Officer

Operator, author, and long-time student of what makes players stay. Runs strategy, commercial, and certification.

The Third Chair

Founder & Advisor

A senior industry figure who brings three decades of operator scale and product judgement to the room. Name to follow.


The story

Started with a frustration.

Hip Durian began the way most good things do — three people, one long conversation, and a shared frustration with the state of the shelf.

Between us, we'd shipped, certified, marketed, or licensed hundreds of slot titles. And yet the games we personally wanted to play kept not existing. Somebody had to build them.

So we did what our industry rarely does. We started small. We built the engine before the roadmap. We wrote the certification plan before the pitch deck. We designed the maths before the artwork.

Today Hip Durian is a lean, deliberately senior team. No committees, no legacy tech, no reason to compromise. Just the games we've always wanted to make, made differently.

What we believe

Our compass.

Players first, always.

If a mechanic can't survive a real player's attention, it doesn't ship. Simple as that.

Small team, big surface.

We stay senior and stay small. Our proprietary tools do the scaling for us.

Compliance is craft.

We treat certification like typography — an invisible discipline that separates good from great.

Different by default.

If the game already exists on the shelf, we're not making it. We ask "what if?" before we ask "what sells?"