About Us
Storytelling in games is much richer than cutscenes or dialogue. We believe emotional worlds and empathetic 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 work to elevate it by shaping characters, moments, and the atmosphere that bring their world to life.
We treat every project as a chance to make the story more impactful, immersive, and human.
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
Animation · layout
How We Operate
Appeal is storytelling
Stories in games are often conflated with game narrative and dialogue. We value appeal - appealing characters, environments and gameplay as the driver of great player-driven stories.
Lean teams, high touch communication.
As a small but senior team, we thrive in fast-moving environments. Direct communication channels and no middle-men is our approach. We adapt to your workflow, not the other way around.
Good Stories, Well Told
In the end, every game has a story worth sharing. Our job is to provide the appeal and polish to make a good story, Well Told.
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 outsource house 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, not hyper-realism or military-shooter-style games. 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 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 put our name on a game made the same way.