The studio
Independent projects, client engagements, and collaborators who keep coming back to build together.
Art, engineering, writing, performance, playtesting and community all change what we make. Winnitude! comes from the conversation between those disciplines: a sketch that changes a system, a voice that finds a character, a player who sees a better way.
People author the designs, art, writing and final decisions behind our work. Engineering teams may use AI assistance under human direction and review; each discipline has clear boundaries. The tool does not supply the creative vision. Read our department-by-department policy.
Alex Kyron starts Winnitude! with a familiar creative problem: a head full of games to make, and a need to pay for the time to make them. Building tools and custom software for other developers becomes both the day job and part of the craft. Good tools make good work possible.
Our first major contract connects us with AAA development and gives the studio room to invest in its own projects. We learn how to deliver work another team can depend on, then carry those lessons back to our own ideas.
Longtime collaborators Sam Bohara, Cage Castaneda and Spencer Jones come aboard. Sketches become pitches; pitches become production questions. Different talents begin working on the same problems, and the projects get more interesting for it.
A run of demos puts our ideas in players’ hands. Short schedules and tight budgets teach us to find the part that matters, polish it and finish. Those releases win more engagements while we develop internal prototypes and look for publishing partners.
Alex and Mitchell Brkich meet by chance and discover a shared passion for the art of game design—and remarkably similar dreams about the studio they would like to build. The conversations keep going: games, tools, creative independence, and how to turn all that enthusiasm into something that can support people. Neither knows quite how much will come from it yet.
We keep building for other teams while developing our own work. Custom tools, production support and immersive experiences sharpen the studio’s range. The VR home-buying engagement earns gold and platinum recognition at trade shows across the US and Canada, and helps close real home sales. Alongside it all, the internal projects keep moving.
The timing, the people and the opportunity finally come together for Alex and Mitchell to go all-in on the venture. Those conversations from 2021 start becoming decisions, commitments and work on the calendar. Playable releases such as Shadows, Wukong, RENEGADE and D0WNF4LL keep our ability to make things visible while bigger ideas take shape.
We officially lease our first office in the Canadian Pacific office tower, right in the heart of Downtown Vancouver. The six-desk space gives our local team a shared place to review work, try builds and develop ideas together.
Some of us work there full time. Some stay remote. Others drop in to see the progress, try a build and get pulled into a lively creative discussion. The room becomes a place to put an idea on screen, pass someone the controls and find out what happens.
The team develops fully simulated FPS demos, testing movement, interaction and combat in playable builds. That work later grows into Ascension.
Explore the FPS development videos on KyronVideoArts ↗We move to a new office and expand our remote collaboration around a focused production slate: PlatinumSDK and its creative tools, Digital Cities, our games, and the contracts that keep other teams moving.
Our client work and product development share an established delivery process: clear responsibilities, working milestones and direct review. The people making the work stay close to the people using it.
Client software engagements remain the main focus of Winnitude! Software. They support the studio, sharpen our tools, and help fund our own productions. Longer-term product investment is supported by external funding and publishing or production partnerships alongside client delivery.