The Studio

Small Studio.
Big Commitment.

An independent studio in Barcelona's 22@ district making games that don't assume which body or ability their player arrives with. Small on purpose, precise on principle.

How It Started

Our Story

Manel Sort started Games4ALiving in Barcelona in 2024, working from a studio in the Poblenou block of the 22@ district — the same neighbourhood where Catalan textile factories became software floors. The question the studio was built around: what does it actually take to build motor accessibility, colorblind modes, and screen reader compatible menus into a game from the first prototype, rather than asking a QA team to retrofit them before gold?

Pausa was the first answer — a relaxation game with zero fail states, a reduced-motion toggle, and full keyboard support, shipped on itch.io. Camins came next: an exploration puzzle with fully remappable controls, adjustable movement speed, and a high-contrast mode tested with low-vision consultants before launch.

The studio is not trying to become a larger studio. We are not a publisher. We are not a consultancy. We make games, and we publish what we think is worth a player's time.

Barcelona indie game studio workspace with screens showing game development work, warm afternoon light
The People

The Team

Manel Sort, CEO of Games4ALiving, in Barcelona studio
Manel Sort
Founder & CEO

Manel founded the studio in 2024 in Poblenou, Barcelona. Designs games, writes most of the code, and holds the line on shipping nothing until the accessibility checklist is clear — not as policy, as practice.

Games4ALiving illustrator and artist, team member portrait
Núria Esteve
Illustrator & Art Director

Núria built the visual language of Pausa and Camins — the ochre palettes, the soft lavender of the breathing visualizer, the simplified high-contrast scheme that still reads as warm. Every colorblind preset was run through her first.

Games4ALiving developer and accessibility engineer, team member portrait
Oriol Vidal
Developer & Accessibility Engineer

Oriol implements the accessibility layer in each game — control remapping architecture, colorblind simulation using Coblis-verified palettes, screen reader compatible menus, and UI scaling. The difference between a feature that's there and one that works.

What We Stand For

Our Values

Play For Everyone

We don't make "accessible games" as a category. We make games. The motor accessibility, colorblind modes, and screen reader support are there because removing them would be removing something that belongs. No player should have to file a feature request for a remappable control scheme.

Craft Over Speed

We don't ship until accessibility testing is complete, the sound mix holds up on laptop speakers, and the game runs acceptably on hardware from 2015. That pace means fewer games. We prefer that to more games with rough edges.

Barcelona Made

The ochre of a late Catalonian afternoon, the rhythm of Gaudí's tile geometry, the particular quiet of a Poblenou side street at 14:00 — these things are in the work because we're here, looking at them. Barcelona is not a location tag. It is a reference palette we look at every day.

Where We Work

Find Us

Barcelona's 22@ Innovation District

We work from the 22@ in Poblenou — Barcelona's former industrial zone, now home to studios, laboratories, and creative practices occupying factory floors that are still recognizably factory floors. Carrer Roc Boronat sits between the Poblenou rambla and the sea, which is not a bad place to think about what games should feel like.

Address: Carrer Roc Boronat 122
08018 Barcelona, Catalonia, Spain

[email protected]

Carrer Roc Boronat 122
08018 Barcelona