About Us
Well Told is a creative co-development studio — art, animation, and content authoring for game teams. The visual and narrative layer of your game, not the code underneath. We started in 2015, and for ten years we've been embedded in other studios' productions: funded indie teams, AA studios with shipped titles, and the occasional specialized senior scope inside a AAA pipeline. We've shipped characters, worlds, trailers, and animation systems for PlayStation, Netflix, Meta Quest, Apple Arcade, and Steam.
We built Well Told around one conviction: the vendor model is broken. PM layers, quality drift, revolving contributor doors — we've seen what that does to a production. So we built the opposite: a tight network of senior and principal-level contributors who embed in your team, work in your tools, and stay through ship.
We're committed to staying lean, optimized, and specialized. The senior-contractor model is permanent — scaling up would mean averaging down quality. After ten years we're still excited about the work.
Core Team

Jen Re
Animation Director

Carsen Kelliher
Characters · Narrative

Zara Abraham
Studio Manager

Derek O'Dell
Business Manager
Key Collaborators

Michaela Nienaber
Concept Art

Marc Meler
Environmental · Design

Quoc Nguyen
Character Animation

Nicholas Saucedo
Camera Animation
How We Operate
Story comes first.
Great gameplay and worldbuilding start with character, emotion, and story. Everything we build — from cinematics to concept art — serves the deeper narrative vision.
Lean teams, no PM friction.
As a small but senior team, we thrive in fast-moving environments. Direct communication, no PM layer. We adapt to your workflow, not the other way around.
No junior bench.
Every contributor has shipped multiple titles. We don't run a junior bench. The output reflects that — and so does the rate.
Common Questions
Our rates vary by the kind of studio you are — indie budgets and standard AA-and-up budgets look different, and we price for each. Beyond the base fee, certain co-development terms can bring your upfront cost down: front-facing brand visibility, a credit on your Steam store page, or a revenue share. None of that is expected, though — most of our engagements are white-label, with an upfront fee and none of those strings.
For white-label engagements, co-developer credit and Well Told branding on your game are never a requirement. All we ask is to share some of the behind-the-scenes process on our work pages, and to be listed in the game's credits alongside everyone else who contributed.
We're a senior, leadership-focused team, and we're priced like one. If you mainly need a high volume of bulk execution at the lowest rate, an offshore studio is honestly the better fit — and we'll tell you so. Paying a premium for a dozen artists doing routine production isn't efficient for anyone. Where we're worth it is technical complexity and the high-trust work that's risky to hand off cheaply — the parts that have to actually work, and work right. You get what you pay for; we trade in craft, not volume.
On style, we're strongest in stylized work and stylized realism — not hyper-realism or military-shooter-style games. That carries into how we build: 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, that's not us — though with stylized realism we can get closer than you'd expect.
And one boundary we hold on the work itself: if your game leans on generative AI for its art assets, we're less interested in being part of it. We keep generative AI out of our own creative work, and we'd rather put our name on a game made the same way.