Retro game development

New ideas for old hardware.

Original games, custom rendering engines and technical experiments for classic computers and consoles. We explore how far carefully optimised software can push the hardware of the 1980s and 1990s.

Built for the hardware.

Our work combines low-level programming, efficient graphics techniques and original game design. Every platform brings its own memory, processor and display constraints — and opportunities.

8-bit computers and consoles

Real-time 3D and raycasting

Custom software rendering research for systems including the Acorn Electron, Oric, Nintendo Entertainment System, Sega Master System and original Game Boy. Work explores fast wall rendering, textured and untextured scenes, and platform-specific optimisation.

16-bit development

Polygon rendering

Experiments in real-time 3D geometry and efficient track rendering on the Sega Mega Drive, with an emphasis on making the most of its Motorola 68000 processor and video hardware.

Original projects

Games designed for classic systems

We develop original game concepts around the strengths of each machine, rather than assuming modern hardware features are available. Projects are at different stages of experimentation and development.

Engineering approach

Performance first

Our approach includes assembly-language optimisation, memory-conscious data formats and rendering techniques tailored to the target display. The goal is responsive gameplay on original-class hardware.

Development showcases.

A first look at our original NES science-fiction FPS and the technology behind it.

NES · Work in progress · October 2026

Sci-Fi FPS — fully textured 3D at over 20 FPS

An original science-fiction first-person game for the Nintendo Entertainment System, using our custom 6502 raycasting engine. The renderer produces fully textured corridors, computer rooms and industrial doorways at over 20 frames per second in current testing.

Developed for the NES's tile-based graphics hardware, with software rendering and platform-specific optimisation. These are genuine development captures, not concept art or pre-rendered scenes.

A short view through textured corridors in a first-person 3D environment. This clip has no audio.

Open the demo video (MP4)
I Aberdeen Software

Interested in our development work?

We build software for modern systems as well as classic hardware. Get in touch to discuss a project.