About Blur Garden

Blur Garden is the independent studio of Elio Ruiz, a Spanish solo game developer, 3D artist and actor based in Tokyo.

The studio creates intimate, unsettling games about fear, memory, desire, love, grief and wonder. Its work draws from theatre, cinema, performance and visual storytelling to explore the emotional possibilities of interactive space.

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About Elio

Before making games, I spent more than fifteen years working professionally as an actor across classical and contemporary theatre. That background shaped the way I think about space, silence, rhythm, presence, performance and the relationship between a performer and an audience.

My background also includes studies on 3D art and CG production for film and games at Think Tank Training Centre. This experience informs the way I approach environments, materials, lighting and visual storytelling.

Through Blur Garden, I bring these disciplines together across narrative design, 3D art, environment creation, Unreal Engine, staging, performance and visual direction. My aim is to create personal, carefully authored experiences in which atmosphere, space, sound and human emotion carry the narrative.

Games shaped by atmosphere, memory, and performance

Blur Garden explores the emotional possibilities of interactive space: places that carry memory, sound that changes how a scene is understood, and environments that place the player inside the story rather than outside it.

The studio is interested in psychological horror, fractured identities, impossible spaces, damaged beauty and stories shaped by what remains unresolved. Fear can be intimate and deeply human, carrying grief, desire, love and wonder alongside unease.

Current project: House of Tides

House of Tides is a first-person psychological sci-fi horror game set inside a forgotten theatre beneath a drowned world.

Follow an anomalous signal into a shifting labyrinth of memories, imagined lives and fractured identities. The deeper you descend, the more the theatre begins to shape itself around what it finds in you.

Built around exploration, perception, diegetic interaction, sound-driven tension and narrative discovery, House of Tides explores grief, guilt, obsession, isolation and the fragile need to connect with others.

Human-made work

House of Tides is being created as a human-made game.

I do not use generative AI to produce final in-game art, writing, voices, music, animation, environments or narrative content. The final creative work of the project is authored, shaped and built by human hands.

I believe art matters because it is made by people, for people. It carries our fears, memories, contradictions and ways of understanding the world.

Generative tools may be used only for limited early desk research, organisation or reference exploration, and not as a replacement for authored work, credited artists or final creative production.

This matters especially for a game about memory, identity, performance, grief and what remains of a person through the things they leave behind.

Press and creators

For approved descriptions, quick facts, screenshots, key art, logos, trailer files and other downloadable materials, please visit the official House of Tides press kit.

Journalists and creators can also get in touch directly regarding coverage, interviews, asset requests or future preview access.

Contact

For press requests, creator outreach, business enquiries or general questions, please contact Blur Garden using the appropriate email address below.

PRESS & CREATORS
[email protected]

GENERAL & BUSINESS
[email protected]