About the studio

We build games we'd actually play.

Founded in 2019 by a group of ex-AAA developers who wanted to do studio-quality work without the studio politics. Five years in, we've shipped 120+ titles across console, PC, mobile, VR, and live-service.

The short version

Titan Loop started in late 2019 with seven people in a converted warehouse. Three of us came from a console RPG team, two from mobile free-to-play, one from a VR research lab, one from a backend infrastructure role at a major MMO. We figured the work we wanted to do could be done better as one tight studio than scattered across departments at much bigger ones.

The first year was scrappy. Co-dev contracts for a few publishers, a Switch port, a mobile prototype that turned into a real shipped product. By year two we were 30 people. By year four, just under 180. We've kept growing slowly on purpose.

Today we serve three types of clients: established studios that need a co-dev partner who won't break their pipeline, publishers who need a full-cycle build done right, and funded founders who need a real engineering team to turn a pitch deck into a shipped game.

What we believe

Ship over polish-forever. Polish is great, but a beautiful unreleased demo helps nobody. We push toward playable builds early and often.

Tell clients the hard thing. If your idea has a structural problem, you'll hear about it in week one, not month nine.

Senior people on the call. The engineer who'll write your netcode is the one you talk to in scoping. Sales doesn't speak for engineering.

One team, not vendors. Our artists, designers, and engineers sit on the same Slack, same standups, same milestone reviews. Disciplines don't throw work over walls.

By the numbers

Where we are now

180+

Engineers, artists, designers, producers

120+

Shipped titles since 2019

14

Time zones covered for live-ops

94%

Project retention into a second engagement

Leadership

Who runs the place

Aleks Vorhees

CEO and Co-founder

Ex-Bioware. Twelve years in console RPG production. Runs studio operations and publisher relationships.

Priya Madhavan

CTO and Co-founder

Ex-Zenimax Online. Spent six years on MMO backend and ten on engine work. Owns architecture and tech standards.

Marcus Reilly

Head of Studio

Producer with shipped credits across PC, Switch, and PSVR. Day-to-day owner of project delivery.

Nadia Soong

Art Director

Ex-Naughty Dog environments team. Sets art direction and runs the senior art reviews on all projects.

Diego Calderón

Lead Game Designer

Eight years in F2P mobile and three in PC strategy. Runs design reviews and economy work.

Hiroko Sano

Head of QA and LiveOps

Built test pipelines for two AAA launches. Owns release readiness, telemetry, and post-launch support.

Want to work together?

Tell us what you're building. We'll set up a 30-minute call with a real engineer, not a sales rep.