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.
Where we are now
Engineers, artists, designers, producers
Shipped titles since 2019
Time zones covered for live-ops
Project retention into a second engagement
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.