Our story
We started Frame Story because we were tired of watching brilliant people burn out in studios that forgot why games matter.
Why “Frame Story”?
A frame story (also called a frame narrative or framing device) is a literary technique where an outer narrative sets the stage for one or more inner stories. Think of it as a story that contains other stories — like opening a book to find another book inside.
Classic examples include One Thousand and One Nights, where Scheherazade tells tales within tales to survive each night, and Mary Shelley's Frankenstein, where layered narrators reveal the story from multiple perspectives.
We chose this name because it reflects what we do: we build the frame — the studio infrastructure, tools, and support — so that the creators inside can tell their own stories. Every game that comes out of Frame Story is a story within our story.
We grew up on games that trusted players to feel, think, and explore. Games like Inside, Journey, Little Nightmares, and Hollow Knight proved that small teams with strong vision could create experiences that rival anything from the biggest studios.
But the industry makes it hard. Brilliant people burn out chasing someone else's vision. Creative voices get buried under corporate priorities. The magic that made us fall in love with games gets lost somewhere between the pitch deck and the shipping deadline.
Frame Story exists to fix that.
The collective
Semi-autonomous game teams that decide what to build, who to work with, and how to build it. Full creative autonomy within a shared ecosystem.
Creators receive 70% of net revenue. The studio retains 30% for operations and reinvestment. Your game, your reward.
Frame Story handles incorporation, legal, accounting, publishing ops, tooling, and funding pathways — so you can focus on making your game.
This isn’t a publisher deal. You own your game, your IP, and your creative decisions. We’re the infrastructure, not the gatekeeper.
The founders
Creative Director
Game producer and audio expert with 4+ years across AAA and indie titles. Led teams on projects including Skydance’s Behemoth VR. Drives Frame Story’s artistic vision, game design, and audio production.
Director of Operations
Operations strategist with a Berklee College of Music background. Builds the internal systems that help teams scale with clarity and efficiency. Manages Frame Story’s legal, business, and organizational infrastructure.

Director of Product
Product strategist with a background spanning design, ceramics, photography, and technology. Leads product strategy, technology decisions, and launch planning at Frame Story.
The collective
Lead Engineer
Full-stack game engineer handling everything from GUI systems to server-side infrastructure. Manages technical onboarding and has held tech lead positions across game and enterprise projects.
Engineer
Contributing to Frame Story’s engineering and technical infrastructure.
Engineer
Contributing to Frame Story’s engineering efforts.
Lead Artist
Contributing to Frame Story’s visual art and creative production.

Lighting Artist
Defines Cluck’s mood and visual identity — authoring the lighting bible, color script, and time-of-day moments so emotion reads at a glance.
Texture Artist
Contributing to Frame Story’s visual art and creative production.
VFX Artist
Contributing to Frame Story’s visual art and creative production.
Junior Artist
Contributing to Frame Story’s visual art and creative production.
Concept Artist & Animator
Contributing to Frame Story’s visual art and creative production.
Designer
Contributing to Frame Story’s design work.
Senior Sound Designer
Contributing to Frame Story’s audio and sound design.
Game Composer
Contributing to Frame Story’s audio and sound design.
Game Composer
Contributing to Frame Story’s audio and music production.
Advisors
Game Development Advisor
Veteran game developer and filmmaker with credits dating back to 1993. Worked at Maxis alongside Will Wright as a universe prototyper on Spore, building the ParticleMan tool that simulated gravitational dynamics for the space phase.
Industry Advisor
VP and Head of Americas at Mythical Games. Previously Head of Product Management at EA, and held director roles at Scopely, NCSOFT, and Take-Two Interactive.
Standing on the shoulders of
Journey, Sky
Limbo, Inside
Hades, Transistor
Publisher of meaningful indie games