Thereโ€™s been a lot of industry talk lately about game studio processes and practices, so we wanted to share a little bit about how ๐™ฌ๐™š operate as a studio.

Here goes!

First, weโ€™re a small team and we want to stay small. At the moment, weโ€™re just 12 people in a bright loft office in central Copenhagen... but we're looking to grow a ๐™ก๐™ž๐™ฉ๐™ฉ๐™ก๐™š bit more over the next while.

We donโ€™t have job titles, and our salary is fixed company-wide.

You can read our contract right here (yes, we all have the exact same one):
tinyurl.com/wb7d2tg

In our work, our ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฑ๐—ฒ๐˜€๐—ถ๐—ด๐—ป ๐—ฝ๐—ฟ๐—ผ๐—ฐ๐—ฒ๐˜€๐˜€ uses a hypothesis-driven approach that borrows ideas from cognitive science, statistical market research and user experience design to build memorable experiences.

Our ๐˜๐—ผ๐—ผ๐—น๐˜€ act as a force-multiplier for us, allowing our smaller-than-average team to tackle projects that would be otherwise outside of our reach.

We focus on reusable software, so what we build today serves as a foundation for what weโ€™ll move onto next.

We all wear many hats & together we make magic!

From excellent coffee home-brewed by Thomas, to lunches together around the big table, to Ellen teaching us all about Tiktok - weโ€™re more than a bunch of game developers: weโ€™re a good bunch of weird humans making good, weird stuff.

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If you want to know more, you can check us out here:
framebunker.com

๐Ÿ‘พ ๐Ÿ‘พ๐Ÿ‘พ
๐Ÿ‘พ ๐Ÿ‘พ
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๐Ÿ•น๏ธ

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