Award-winning game studio building across Meta Horizon Worlds, Roblox, Unity, and Fortnite. Small team, multiple first-place wins, zero fluff.
Stick Drift Interactive started with a small group who wanted to make games, not for one platform, but for all of them. Within our first year, we took first-place prizes on Meta Horizon Worlds with both Haunter, Gatherer and GUNSHIP: Quackdown.
We focus on original projects across Roblox, Meta Horizon Worlds, Unity, and Fortnite, but take on consulting work when the project is right. If it ships, we've touched every layer of it.
Every game starts with a feeling you want the player to have. Everything else is in service of that.
Clean code ships faster than clever code. I'd rather refactor twice than debug once at 2 AM.
I handle our brand and outreach, but I also build the environments our players explore. Best of both worlds.
If nobody on the team would play it on their own time, it doesn't ship. That's the bar.
One tight game beats three half-baked ones. We scope ruthlessly so everything we release is finished.
Small team, no bloat. We stay lean so every decision is intentional and every team member owns what they ship.
Unity today, Unreal tomorrow, Roblox Studio next week. We pick the right tool for the project, not the one we're comfortable with.
A shared vision and a drive to ship games across every platform we could get our hands on.
Haunter, Gatherer and GUNSHIP: Quackdown both take first place. Duck Duck Doom picks up a prize too.
Publishing across Roblox, Unity, and Fortnite. Tee KO enters development.