"Independent" gets used to mean a lot of things. For me it's less a badge and more a set of decisions I keep making — about scale, about who I work with, and about how the work actually gets made.
Small on purpose
I'm not trying to grow into a hundred-person studio. Staying small lets me answer to players and to myself instead of to a roadmap someone else wrote. I make the games I want to play, chase what excites me rather than what's trending, and ship when the work stands on its own.
Working with local talent
When I bring people in, I'd rather collaborate with real people close to home than outsource into a faceless void. Games are made by humans, and I like to know mine — their taste, their hands, their fingerprints on the thing I ship.
Human-made, AI-assisted
I use AI the way you'd use any good tool: to get to a playable prototype faster, to clear the boring parts out of the way. But it's a productivity tool, not an artistic crutch. Every asset I ship — visual and audio — is 100% human-made, in every game. That line matters to me, and I don't intend to move it.
That's the short version. The long version is just the next few years of devlog posts. If any of it resonates, say hello.
Last updated: March 2026