Press & partners
Brand
Kit
The logo, the five colours, the two typefaces, and every social image already cut to the size its platform actually wants. Take what you need — no form, no email, no waiting on us.
One archive: logos, social set, webfonts. Individual files are linked in every section below.
01 — The mark
Logo
One wordmark, one roundel. The SVG is a trace of the original artwork, so it is the same mark at any size — use it wherever you can.
Clear space
Keep a margin equal to the height of the STUDIOS line on every side. The two lockup files carry that space baked in, which is the safer choice when you do not control the layout.
Never do this
- No drop shadow on the logo. The offset shadow is a house device for panels and buttons; on the mark it detaches the STUDIOS line and reads as doubled text.
- No cream mark on a light ground. Use the ink variant — that is what it is for.
- No recolouring beyond the three supplied fills, no outlining, no rotation, no squashing to fit a box.
- No regenerating it. If you need a size that is not here, scale the SVG or ask us.
02 — Palette
Colour
Five colours carry the whole identity. Click any swatch to copy its hex.
Supporting values
Interface tones derived from the five. They exist so a screen has somewhere to put a border or a muted label without inventing a colour.
03 — Type
Typefaces
Two faces, both open licence, both self-hosted. We never load a font from a third-party host and neither should an embed of ours.
Naughty
Bowlby One
Display only: headlines, buttons, numbers on a game HUD. One weight,
always uppercase, always tight — letter-spacing: -0.02em.
Latin subset only (U+0000–00FF). Accented and Nordic glyphs beyond that fall back to Impact, so check any headline with Ä, Ö or Å in it.
Handled
Archivo
Everything else. Variable, 400–800. Body copy sits at 16–17px with 1.6 line height; labels go 800 weight, 12px, 0.24em tracking, uppercase.
05 — House style
Art law
How the games are drawn, in case you are making something that has to sit next to them.
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Ink and paper
Heavy ink outlines, flat cel shading, chunky silhouettes, halftone for shade. No gradients, no soft glows, no photography.
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Magenta is the studio
Hot magenta is the constant across every title — the logo, the loader beat, the big-win trim. Lime stays on the interface and never enters game art.
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One chroma per game
Each title gets exactly one secondary colour of its own on top of the studio constants. That is what makes six games read as one studio and still tell each other apart.
06 — Per game
Media packs
Each title gets its own pack at release: key art, logo, symbol sheets, screenshots, lobby tiles and a one-page fact sheet.
Nothing to download here yet — no Naughty Reels title has launched. The packs go live game by game as each one ships.
Using
these
No licence form and no approval queue. Two short lists instead.
Go ahead
Press coverage, operator lobbies, affiliate pages, conference listings and storefronts. Use the files exactly as they come.
Please don't
Modify the marks, imply a partnership or endorsement that does not exist, or attach the logo to a gambling offer we are not part of.
Need a size, format or asset that is not here? Ask — it is usually a five-minute job.
04 — Ready to upload
Social kit
Every image is cut to its platform's real pixel size, with the mark kept inside the area that platform does not cover with its own interface.
Art is the default — the full comic treatment, JPG. Plain is ink and halftone only, for when a busy background would fight the rest of your page. Cut-out is the mark alone on transparency, sized to the same canvas, so you can drop it over your own artwork.