About

A studio of one, and a few good friends.

Started as Up2U in 2014, and still finding its footing today.

DuboTee began life as Up2U, a handful of colleagues from Gloops who met up outside of work to make things at game jams. No grand plan, just people who liked building games together in their spare time. We picked up a couple of awards along the way, took on the occasional contract, and shipped Jaywalker, a small hypercasual mobile game, in 2017.

Over time, Up2U became mostly me. DuboTee grew out of that, not a rename so much as one person deciding to keep going. Dusk Town: Hội An started as an idea back in 2021, shelved for years, then picked back up recently after digging through an old archive of half-finished ideas. Realms of the Gods came from a simpler question: what would it look like to bring the kind of deep, systems-driven world generation you see in tools like Azgaar's map generator into a real-time game engine?

Today, DuboTee is a small core of four - myself and Duy Truong on the technical side, building the games themselves, with Thon and Tram handling studio production, client work, and the financial side that keeps the lights on. We bring in contractors here and there when a project needs it. Nothing about this is a grand operation. It's a handful of people who like making things, still at it more than a decade later.

  1. 2014Up2U forms: colleagues from Gloops, game jams, and the occasional contract.
  2. 2017Jaywalker ships, a small hypercasual mobile game.
  3. 2021The idea for a hex-tile town set in Hội An is sketched out, then shelved.
  4. 2025Realms of the Gods begins as an exploration into real-time procedural world generation.
  5. 2026DuboTee takes shape. Dusk Town: Hội An is revived.

Core values

Four rules we actually keep.

Small on purpose

Four people at the core. We bring in contractors when a project needs it, but we're not chasing headcount, just good games.

Systems first, polish second

We'd rather spend the time getting the underlying system right than rush to make it look finished. A good system is what makes the game worth playing more than once.

Made in spare time, made to last

DuboTee grew out of a game jam habit that never really stopped. We're in no rush, ideas get to sit for years if that's what they need.

Follow the interesting problem

Some of our best work started as 'what if we tried this' with no plan to ship it. We leave room for that.

The team

Everyone is in the credits.

Thach, TruongHead of Tech
Duy, TruongCreative director
Thon, LuuExecutive Director
Tram, BuiHead of Strategic Planning