Meet The Team
Currently every worker has two billable hours per week to give back to their communities: mentoring, volunteering, any way to foster growth and connection.
We strive to make games in a healthy way, and be able to live our lives to the fullest; to love the process as well as the final result.

Mackenzie has worked as a long term Engineering contractor on Star Wars Hunters (UI, Switch development), a secret premiere AAA multiplayer project (Audio technology, Networking), and Judas, the followup to Bioshock (AI, gameplay, tools). He is the tech lead and designer for Slappyball and our new upcoming project. When he’s not at a computer, he’s out exploring the city or trails, feeling the sun on his face and the constant motion of everything around him.

Donna is a 3D artist and 2D illustrator, loving all kinds of curves, PoC character designs, fashion, and their little old lady dog; Penny-Molly. (Please ask to see photos, she has no teeth.) They were in charge of the hand reimagining for Slappyball, the UI redesign, and created hundreds of unique cosmetics as the game’s Lead Character Artist & Lead UI Designer. Formerly a QA tester for Activision-Blizzard, now they are the Lead Character Artist for a secret internal project.

Valerie has been a professional artist for 11 years, 9 of which has been in the Games industry. She specializes in 3D Environments and Props, but picks up skillsets where needed as indie devs are wont to do. When she isn’t making art, she’s fostering local community, going for nature walks, and working on model kits. She was the Lead Environment Artist & Lead Technical Artist on Slappyball, and wears the same hats for a secret internal project.

Reese wears many hats, handling project management, social media, and 3D animation & rigging. They are Amelore’s point of contact for artist contracts, happy to talk about what your project needs.