PrettyNerdee is an independent game studio in Edinburgh, Scotland, founded and run by Clayton Forde. A trading name of GiM Operations Ltd, it builds compact, systems-driven games with strong identities, unusual mechanics and replayable loops.

Press kit
Everything you need,none of the chasing.
Two blurb lengths, one fact table, stills and clips per game.
Grab the boilerplate01 / BOILERPLATE
Two lengths. Copy either.
PrettyNerdee is an independent game development studio in Edinburgh, Scotland, founded and currently run by Clayton Forde. PrettyNerdee is a trading name of GiM Operations Ltd. The studio builds compact games with big reactions: rules that collide, worlds that answer back and decisions you feel a second too late. Its 2026 releases are WIND//SWEPT, a three-minute browser survival game about a scorpion outlasting a hurricane; EASTBOUND, a narrative logistics thriller with a complete 18-shift railway campaign for browser, Windows and Linux; and S.P.I.N: Duty of Care, a satirical bureaucracy game played inside a government terminal. Its current project is SNØ, a single-player isometric winter sniper-survival game in development in Godot, where snow slows you, hides you and remembers where you have been. Under the floorboards, the studio's Lab runs Undivided, an Unreal Engine 5.8 systems prototype of a war that continues without the player, and Motive Engine, an explainable intent layer with JavaScript, Unity and Unreal implementations.
02 / FACT TABLE
What is true today.
Nothing else, please.- STUDIOPrettyNerdee
- LEGAL ENTITYGiM Operations Ltd
- COMPANY NUMBERSC875507 · Registered in Scotland
- FOUNDERClayton Forde
- BASEDEdinburgh, Scotland, United Kingdom
- STRUCTUREIndependent, solo, founder-led
- RELEASED 2026WIND//SWEPT · EASTBOUND · S.P.I.N: Duty of Care
- IN DEVELOPMENTSNØ (Godot 4.7.1)
- LABUndivided (Unreal Engine 5.8 prototype) · Motive Engine (JS, Unity, Unreal)
- STOREFRONTprettynerdee.itch.io
- PRESS CONTACT[email protected]
NOT CLAIMABLE YET: PLATFORM OR CONSOLE TARGETS, RELEASE DATES, PRICES, PUBLISHING PARTNERS, AUDIENCE OR SALES FIGURES. UNDIVIDED IS AN EDITOR PROTOTYPE, NOT AN ANNOUNCED GAME.
04 / PER GAME
One still, one clip, one paragraph.
SNØ
Cross a blue-hour Finnish winter where every step changes the tactical picture. Snow slows you, conceals you and records your route; wind can erase that evidence. Observe, range the shot, manage your breath, fire once, then relocate before a rifleman follows your tracks and returns fire.

WIND//SWEPT
Read the blowing sand, get behind heavy boulders and brace when the hurricane catches you in the open. Rocks have different weights: some are shelter, some become projectiles, and the whole arena changes as the storm grows stronger.

EASTBOUND
Work an increasingly compromised railway desk inside Nazi Germany between 1940 and 1945. Across 18 shifts, route linked train movements, compare manifests and records, and decide when procedure leaves room to delay, question or redirect an order.

S.P.I.N: Duty of Care
Take a desk inside the Strategic Policy and Intervention Network and classify public expression under an increasingly elastic safety mandate. Nine shifts, changing rules and recurring cases turn calm institutional language into pressure, complicity and seven reachable final reviews.

Undivided
Undivided is a greybox systems prototype built around Unreal's Mass framework. Squads choose targets, reinforce through gates, climb a class ladder and contest a battlefield that keeps moving without waiting for a hero. The current baseline is deterministic, instrumented and recorded at seven functional tests passing.
- Still: the arena from above ↓
- Still: corner melee ↓
- Still: close melee ↓
- Flythrough clip, 12 s (MP4) ↓
- Lab page ↗
greybox capture from the live simulation. please label it as a prototype.






