Junklab / Brand & press
Everything you need to tell our story.
The current Junklab identity, a few clear guidelines, and useful facts about the studio and the worlds we’re making.
One identity.
Two ways to sign it.
For the Junklab studio identity, use either the logomark or the wordmark in a composition. Never combine them into a lockup. The examples below document the individual assets. Junklab Engine has a separate product identity, detailed below.
Give it space.
Keep clear space of at least one quarter of the asset’s height on every side. Start at 32px for the mark and 120px for the wordmark; check legibility at the final size.
Keep it intact.
Use the supplied artwork. Keep its proportions, colours and transparent cutouts. Do not retype, stretch, rotate, outline or add effects to the logo.
Call us Junklab.
Write “Junklab” in prose. The lowercase lettering belongs to the wordmark artwork. Do not add “Games” to the studio name.
Warmth with backbone.
Lead with forest and cream. Use ember for emphasis, with sky and gold as supporting accents.
Forest
#102E27Our anchor. Type, dark surfaces and depth.
Cream
#F4ECDDOur canvas. Space for ideas to breathe.
Ember
#F26032Our energy. Moments of action and emphasis.
Sky
#BDDCE5A lighter counterpoint. Illustration and supporting surfaces.
Gold
#E9BF55A sparing accent. The X in our four-shape family.
Use forest text on cream, sky, gold or ember; use cream text on forest. Avoid cream text on the lighter accent colours. Check text contrast in the final composition. Values are sRGB for digital use; arrange colour-managed proofs for print.
Clear words.
Confident scale.
Ambitious ideas,
made real.
Use Geist for headings, body copy and interface text. Headings should feel direct and spacious; body copy should remain comfortable to read.
Hierarchy
Headings: 450–600 weight, tight but readable spacing. Body: 400, 16–20px on screen, with 1.5–1.65 line height. Small labels: 12–14px with modest letter spacing.
Supporting type
Use Geist Mono sparingly for technical values or metadata. Use Arial or a system sans-serif as a fallback. Never reconstruct the wordmark with a font.
Get Geist and its licenceLayout
Use an 8px spacing rhythm. Keep at least 20–24px gutters on phones, generous desktop margins, and roughly 60–75 characters per line of body copy.
Curious. Courageous.
Human.
Warmth with backbone. The courage to make something different, and the integrity to stand behind it.
Say something real.
Write in plain English. Be confident, generous and specific. Invite people into the idea. Talk about what we make possible, with evidence instead of hype. Use full stops, commas or colons instead of em dashes.
Play with purpose.
Circle, capsule, arch and wedge are our supporting shape family. Keep their visual weight balanced and their thickness related to the wordmark. They punctuate the design; they do not replace the logo.
Move with care.
Use weight, gravity and a gentle rebound. Keep interface transitions short and responsive. Honour reduced motion, pause offscreen work and preserve native touch scrolling. The content always comes first.
Meet Junklab.
- Studio
- Junklab
- Based in
- Australia
- What we do
- Games, interactive websites and creative technology
- Contact
- hello@junklab.au
Studio description
Junklab is an independent Australian studio making games, interactive websites and creative technology. We bring design, engineering and experimentation together to turn ambitious ideas into things people can play, explore and use.
Alongside client projects, we’re developing our own games, including Red Skies at Dawn and Perianth. We’re also building Junklab Engine, a modular WebGPU engine with visual tools for creating interactive worlds.
Download studio, game and engine copyWorlds in the making.
Both projects are in development. Red Skies at Dawn is being made for PC. Release dates and pricing are not announced in this kit.
In development / Botanical explorationPerianth
A botanical exploration game about discovering unusual plants, experimenting and getting to know a living world at your own pace.
In development / First-person sailingRed Skies at Dawn
A first-person sailing adventure where peaceful passages can turn treacherous. Take the helm, trim your sails and read the changing sky. Find your rhythm on sunlit seas, then fight to keep your small boat under control as storms build and waves tower overhead.
Currently in development. Screenshots and gameplay footage show the storm demo. Weather mapping, course plotting and voyage progression are planned for the full game.
Images and clips show development work, not final release visuals. Red Skies screenshots are 1920 × 1080 gameplay frames; videos are web-optimised copies of the gameplay and clean-language cinematic trailers. Both contain lightning and flashing effects. Contact us for full-quality trailer masters. Credit: Junklab.
Tools for world builders.
A modular WebGPU engine with visual world-building tools, procedural terrain and rich environmental rendering. Built alongside Red Skies at Dawn, its first production project.
- Product
- Junklab Engine
- Status
- In active development
- Feature review
- Version 0.72.3, 16 October 2026
- Requirements
- WebGPU-capable hardware and a compatible browser
Build, preview and refine.
The current toolset includes direct WebGPU rendering, a visual world editor, sculptable terrain, procedural islands, vegetation scatter, material graphs, atmospheric and water rendering, camera flights, model animation, static collision queries and performance tools.
Environment rendering connects to each project’s simulation and assets. The Red Skies scenery shown in the captures is an example of a consuming project.
A distinct product identity.
Write “Junklab Engine” in full. Its modular E belongs to the product. Keep the studio’s logomark and wordmark separate from this identity.
Use the Engine lockup.
The Engine mark can sit beside the product name, as shown on the Engine page. This product lockup is separate from the studio’s rule to use its mark or wordmark independently. Preserve the supplied mark’s shape and spacing.
Credit the work.
Credit Engine imagery to Junklab and identify the development project shown. The press kit includes an Engine world capture and an editor capture from Red Skies development.
Need something else?
For interviews, additional imagery or questions about using the brand, contact hello@junklab.au. Use these assets to identify or cover Junklab; do not imply a partnership or endorsement.
Contact Junklab