about

I want to create games that capture the strange wonder of discovering a forgotten cartridge at a yard sale β€” emergent worlds where procedural generation breathes life into handcrafted spaces.

How I got here

I've been tinkering with game development since I was a little child. After working up the courage and figuring out how to even export a project, I started publishing my prototypes on GameJolt and YoYo Games around 2014.

Primarily working with GameMaker Language, C#, Python, and Java across Unity, PyGame, and (believe it or not) GameMaker. I was inspired by dozens of computer and console games I slowly experienced, and desperately wanted to know how they achieved it β€” how people took the same computers I had at home and created their own universes inside them.

I thought it was true magic β€” typing into a digital screen to create your own world and escape our reality.

And so I began the long, tedious adventure of game development, confused and lost on the internet with grandiose searches like "How to create an RPG" and "How to make video game". Eventually, after a few dozen (thousand) more searches, I downloaded an engine and started over with a new prefix: "Unity, how to…".

I kept going for years β€” through engine, language, prototype, and publishing platform, watching fads rise and fall, companies built from nothing burn to a crisp. All while tip-tapping away at my keyboard, stuck in an eternal tutorial hell.

Eventually, after years of mucking through GameMaker, Construct 1 and 2, the horrors of early Unity, and Unreal (for the few hours before it was too much for my dusty family desktop), I managed to create playable loops. At that point I considered myself a fully fledged game developer, so I started exploring publishing.

My first platform was GameJolt β€” free to make an account, friendly color scheme, easy yes. I spent dozens of hours reading forum conversations before finally uploading my first project.

It was met with nothing, as is often the case β€” incredibly discouraging, but it didn't stop me from creating.

I continued shipping prototypes and "games" to GameJolt, then YoYo Games during my horrendous GameMaker arc. Many years later I started publishing to Itch.io with more undeserved confidence, and many years after that I brought games to Steam β€” and that's when things really kicked off.

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Why I'm still here

As I grew up I ingested more content through books, movies, and way too many video games. I started building more worlds in my mind, and desperately wanted a way to express them. Building them slowly from scratch was the closest I could get.

Little did I know how time consuming, tedious, and mind-bogglingly difficult it would be. I've spent years acquiring the skills I need to bring these worlds to life.

Honestly? The pursuit of developing those skills is what I find the most joy in.

I hope to bring what my mind sees into this digital world β€” fantasy and sci-fi, horror and surrealism, merged into something playable. Small openings into these worlds; and if other people find interest in them, I'll be able to expand and create doorways inside.

Why the studio name

The name "Lost Rabbit Digital" came to me while making a small Construct 2 game about a lost rabbit finding his way home. It lingered in the back of my mind for years until one day my brother and I decided to start a game development studio and needed a name. The "Digital" part came from wanting to expand beyond just games β€” into animation, hardware, and other creative work.