We build the games nobody thinks Africa is ready to make yet
Omen Interactive Visuals is a Nigerian studio building original games for a global audience, and training the next wave of African developers to build them too.
Omen Interactive Visuals
Most conversations about African games start with the same complaint: there isn’t enough funding. We think that’s the wrong problem to solve first. You don’t get investment by asking for it, you get it by making something worth investing in, and until recently almost nobody in this space had done that at a global standard.
So we started building. Tether, our current title, is a ground-up attempt to make something that stands next to any indie shooter on Steam, no asterisk, no “good for an African studio.” At the same time, we run a production pipeline with FEU University in the Philippines and partner studios Lamina Studios and Pixel Rock Game Studios, training developers by having them ship real games, not tutorials. Four titles and counting.
We’re based in Abuja. We build for players everywhere.
developers trained
titles produced through our production pipeline
flagship title in active development
Our
Productions
Built through our partnership pipeline with Lamina Studios, Pixel Rock Game Studios, and FEU University.
OUR LATEST
PRODUCTION
TETHER:
Cold Light
Stranded on a hostile world, you fight with two tethered energy orbs that double as your weapons, movement, and control. Launch, recall, and collide them to tear through enemies, gather resources, and make it back before the planet turns against you.
You fire your orbs out, they anchor in place, and you recall them, dealing damage both going out and coming back. That’s the base loop. Then it gets stranger: a gravity well modifier turns an anchored orb into a levitating hazard, the tether line strings both orbs and the player into a damage triangle, orbit modifiers send them looping outward before snapping back. Stranded on a hostile world, you’re not aiming a gun, you’re managing two weapons that are also your movement and your only way home.
How WE Build
Omen IV partners with Lamina Studios and Pixel Rock Game Studios on production, and with FEU University in the Philippines on talent. Every title in our pipeline is built by developers being trained on a real project with a real deadline, not a portfolio exercise. Forty-five of them have gone through it so far. Four games have shipped out the other end.
Unreal Engine
Powering the real-time physics, next-gen visual fidelity, and hyper-kinetic combat of our core gameplay loops.
Maya
Driving the complex skeletal rigging and fluid, high-octane animations of our characters and escalating alien swarms.
Z-Brush
Forging the ultra-detailed, high-poly assets and nightmarish organic horrors of our hostile worlds from the ground up.
Blender
Our agile powerhouse for rapid environmental modeling, hard-surface design, and dynamic asset generation.
Industry
Standard
Production
Omen IV works across modern game development pipelines using Unreal Engine alongside tools such as Maya, ZBrush, and Blender.
Meat the
Team
Press
Parnters
Publishers
If you’re covering African game development, looking to co-produce, or want to talk business, this is the fastest way to reach us.
From the Studio
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interested in making magic with us?
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