We view storytelling in games as more than cutscenes or dialogue. We believe engaging worlds and compelling characters are what makes players feel something real.
Our approach, honed over the last decade, focuses on appealing characters and stories to make the games we work on feel fun. We work closely with developers and publishers to understand their creative vision, then we build on it by shaping the characters, moments, and atmosphere of their world.
We treat every project as a chance to tell the story better.

Jen Re
Animation Director

Carsen Kelliher
Characters · Narrative

Zara Abraham
Studio Manager

Derek O'Dell
Business Manager

Michaela Nienaber
Concept Art

Marc Meler
Environmental · Design

Quoc Nguyen
Character Animation

Nicholas Saucedo
Animation · layout
Story in all disciplines.
Not to conflate story with just lore and writing, but to see the game design and player experiences as a story. To connect that with characters, animations, and world - drilling down to how props and set-dressing can establish that player-driven story.
Lean teams, high touch communication.
As a small but senior team, we thrive in fast-moving environments. Direct communication channels and seniority you can be confident relying on. We adapt to your workflow, not the other way around.
Good Stories, Well Told
In the end, every game has a story worth sharing. When we say "Well Told" we're describing our aspiration for high-quality execution in our craft, to provide appeal and polish.
Our rates vary based on the deal. We offer standard pricing for our standard support services. Then we also offer indie-friendly rates and discounts for co-developer terms like front-facing developer credit, or back-end revenue share. (Optional)
For white-label engagements, we just appreciate an approval to share a bit of our process on our work pages here on the website. And to be listed in the game's credits on the backside, along with other contributors.
We're a senior, leadership-focused team. If you mainly need a high volume of bulk execution at the lowest rate, an outsource house is the better fit. Where we're worth it is complex, undefined and the high-trust work that's risky to hand off. We are a premium offering and we believe in working with high quality collaborators.
On style, we're strongest in stylized work and stylized realism. For animation we can work with mocap, but we believe keyframed, exaggerated animation and careful cleanup is what makes gameplay animation read clearly and land emotionally, and we favor hand-built models over photogrammetry and scans. If you're after full photorealism, we are not the art production partner for your game.
And one boundary we hold on the work itself: we do not work on games that lean on generative AI for its art assets. We keep generative AI out of our own creative work, and we'd rather contribute to games made the same way.