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: