about double dusk

Double Dusk is a remote game studio focused on the power of friendship and teamwork. We’re starting with PC and then expanding into multi-platform live service titles alongside our players. Our goal is to build a big, sustainable business that becomes a household name we’re proud of. It’s going to be a lot of work, but we wouldn’t have it any other way.

how we work

high performance craft and teamwork

End-to-end ownership with minimal process requires great autonomous collaborators.

player-centric

We have to surpass player’s expectations, and moving quickly to learn from players ensures we know what matters most to finish.

money is how not why

We need to be able to invest long term and deliver the best experiences for players.

empathetic honesty

We value cultivating honest feedback and building the capacity to disagree and commit when needed.

a good laugh cures everything

Games are hard work, so even in the toughest of times, we try to not take ourselves too seriously.

who we are

curiosity led

We lead with a genuine interest in people, ideas, and the unknown. We work hard to understand other points of view, and prefer investigating to being right.

resilient

Startups are turbulent rides and our ambitions require some amount of failure. We view setbacks as opportunities to sharpen our skills.

proactive inclusivity

We strive to create a welcoming environment daily for all our team, past and future, so they can do their best work.

relentless growth mindset

This is an adventure to take a small company to IPO, and beyond. We have to think differently and always seek to improve ourselves.

our team

We founded Double Dusk to bring friends closer together through amazing gaming experiences that support creative teamwork and triumphing against all odds. We hope to echo that in our work environment: we are intending to keep our team small, close-knit and ambitious.

ceo & game director

worked on: VALORANT, Gamelynx
loves: matcha, gameboys & hopelessly telling people to play Outer Wilds

chief technology officer

worked on: Freckle Education
loves: factory games, parmesan cheese crisps, blonde roasts

founding 3d artist

worked on: Sky: Children of Light, SpyParty
loves: sketching, drinking warm water, giving up while bouldering, and also telling people to play Outer Wilds

senior unreal engine developer

worked on: Sophie’s Guardian, Attractio
loves: dogs, mezcal, math and to have an unnecessary feeling of rage in a competitive Overwatch 2 match

3d generalist artist

worked on: Blade Ballet, Witchy Life Story, Skyweaver
loves: coffee, board games, Nintendo switch, conventions

illustrator / concept artist

worked on: MTG Spellslingers, Roguebook, Keyforge
loves: family, painting, drawing, Pathfinder, D&D, Warhammer, nature

technical artist

worked on: Baldur's Gate 3, Kindred Vale loves: cycling, hiking, B movies, complaining about bad music

work with us

We chose the name Double Dusk because we believe the best games are made with a journey into the twilight between the nostalgic past and the emerging future.

If that sounds like a fulfilling adventure, join the dusk side on the double: