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Studio news · 3 posts

Journal

Announcements, engine breakdowns and progress on Haul Yeah!. The technical tutorials have their own home in the Mechanics Library.

News

Moonjump Receives Early-Stage Funding from the Inaugural Canberra Screen and Games Fund

We're thrilled to announce that Moonjump has been selected as a recipient of the inaugural Canberra Screen and Games Fund, receiving early-stage game concept prototyping funding to support the development of our upcoming title. The fund was announced today by Michael Pettersson MLA, ACT Minister for Business, Arts and Creative Industries, as part of a broader investment in Canberra's growing screen and games sector. We're proud to be among the local studios recognised in this first round alongs

Starlight Engine

Starlight Engine: Rebuilding Raylib for Console, Custom Rendering & Neural Locomotion

Every studio hits the same wall eventually. You're deep into production, the engine you licensed does 80% of what you need, but that last 20% is where your game actually lives. At Moonjump, that wall came early. The project needed PlayStation export without a six-figure middleware license. It needed a renderer pipeline inside Maya that let artists iterate without waiting for full builds. And it needed character locomotion that could handle thousands of animation states without eating the memory

News

Building From the Ground Up

We're building something big. Moonjump is developing a new action-adventure title for PS5 and PC. We're not ready to share the name or show footage yet, but the project is real, it's in active development, and it's the reason this studio exists. Starlight Engine Rather than licensing an off-the-shelf engine, we built our own. Starlight Engine started as an extension of raylib — a clean, minimal C library for games — and grew from there. We stripped out what we didn't need, rewrote the render

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