Signal Spike Games
It's just me (for now). I'm a solo dev building a studio from the ground up. I started messing with Flash games around 2004 in middle school, moved to web games in 2006, Unity around 2009, and Unreal Engine in 2014.
I've participated in over two dozen game jams and have prototyped countless more gameplay systems simply for the fun of it. That rapid prototyping is where I usually live.
Recently, I culled my "in progress" folder of games I've started working on down from around 120 to around 10–20 that I really want to finish. I've front-loaded my pipeline and built a realistic schedule to finally get them out the door.
Right now I'm shipping Starboys, a gravity-flipping shooter, and Bloodrust, a dark fantasy action RPG. The homepage has the full roadmap.
I do the design, code, and creative direction myself. When a project needs something I can't do (art, music, maps), I bring in the right collaborators.
If you want to talk, I'm around:
The Goal
I want to build an asynchronous gamedev studio with a small, dedicated team working together on projects in a shared environment with no unnecessary hierarchy. I believe in autonomy, trust, and the power of focused creative work.
Things I Won't Build
I don't build blockchain, NFT, web3, or machine-generated art products. Those categories do not solve problems I care about in games, and I do not want Signal Spike Games attached to them.
Games should be built around play, craft, and respect for the people making and playing them. Speculative ownership layers, artificial scarcity, and content replacement pipelines move in the opposite direction.
I'm not interested in any of it.
Do not pitch those projects here.
The answer is no.
If you're here, it's because you care about games that are built with intention by people who actually care about making great games. That's what I'm doing, and that's all I plan on doing for the foreseeable future.
Prior Teams
Before this, there were several efforts to start a team or studio with other people. While those projects ultimately didn't work out as intended, I absolutely loved working with everyone involved. I learned a tremendous amount from my collaborators, and I genuinely cherish the creative energy and time we shared. Every failure was a lesson, and every teammate taught me something new.
- Solo (2012)
- Moist Games (2017)
- Spiky Bois (2018)
- PopDaddy Games (2019)
- various unreleased projects (programmer)