Deluge Digital


Entertainment
Games


Who We Are

We’re a California based team building games together with equal parts craft, logic, and long-term commitment.


What We Do

Right now we’re shipping bite-sized games and prototypes, from platformers to puzzle and arcade-style demos.


Our Work

Explore our projects, access our code, and reach out if you’d like to collaborate.

Who We Are


Deluge Digital is a California-based game studio founded by a husband-and-wife team. We’re building toward a full-scale studio, with the long-term goal of collaborating with specialists so every part of a game gets the attention it deserves.At our core, we’re a partnership that takes commitment seriously. We bring that same dedication into development: clear communication, steady iteration, and follow-through.

The Team

Liyen “Meoah” Liu
Logic and business-minded, currently focused on programming and game mechanics. He cares most about players appreciating strong systems and solid technical execution.

Jessie “Zaccea” Liu
Art and design-minded with a full 3D pipeline background, currently specializing in UI/UX. She cares most about players connecting with characters and feeling understood.

Darven "Quigi" Acevedo
A pretty cool guy tbh

What We Do


Making games for us is a loop. We build something, we test it, something breaks or feels weird, and then we fix it. We don’t wait until everything is perfect before we start. If it’s playable, we can learn from it. If it isn’t, we make it playable first.We like designs that feel fair and understandable. If something is strong, it should have a weakness. If something is confusing, we’d rather change the game than expect the player to guess what we meant.We also care about both sides of the same thing. Jessie focuses on characters, visuals, and UI/UX so the game communicates clearly and players can actually connect. Liyen focuses on mechanics and implementation so the game still holds up when you push on it.

How we work

  • We get a rough version running early so we have something real to test.

  • We pay attention to the stuff players feel immediately, like controls, camera, readability, and UI.

  • We tweak balance by adding tradeoffs, not by making everything the same strength.

  • We fix problems that break flow or create confusion, even if the “fix” is small.

  • We try not to get stuck. We make a change, test again, and keep moving.

What we care about

  • Characters that feel real and easy to connect with

  • Mechanics that feel good and make sense

  • UI/UX that helps instead of getting in the way

Our Work


These are some of the games we’ve built so far. They’re small, but each one was a real project with real problems to solve, and they helped us learn and grow.

CapyQuest

A 2D platformer starring Jeff the Capybara. Collect coins for score, bounce on mushrooms to jump higher, and hit flags to save progress. Watch out for crocodiles, pelicans, and water… they all hurt.This was built on a 3-week Club Rush deadline, so the goal was to create a fun, playable game we could present to new students.

CapyQuest 2

A two-player couch co-op arcade shooter starring Jeff and his friend Patty the Capybara. Two players move around the screen and shoot incoming asteroids together.This was also made in 3 weeks for Club Rush, with the intention of trying out multiplayer. There are ideas we wanted to push further, but not everything got finished before the deadline. We still learned a lot from the process and would love to come back to it.

CapyQuest 3

A puzzle maze game we made for Global Game Jam when the theme was “masks.” We went with color masks. You activate a color to disable obstacles of that color, which lets you pass through areas that were blocked… but it can also lock you out of things you need (like keys), so the challenge is figuring out when to toggle colors on and off.